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Pokémon Lumiose City Lottery Exchange

2014.05.20 22:30 coreygrandy Pokémon Lumiose City Lottery Exchange

Wanted to win a Master Ball and ended up with some Moo-Moo Milk? Soft reset and have a look at our list of trainer numbers!
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2013.12.05 02:59 adeadhead Wordle - A Daily Word Game

A daily word game created by Josh Wardle
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2019.09.05 22:39 WeedDiary

This is a subreddit for those who want to document and share their home grow with the world. Post your daily, weekly, or whatever progress, and track your results. Not a place to ask if your plant is female, or "what deficiency is this?" There's already a great sub for that. Good vibes only please
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2023.04.02 08:38 xTrishx ana subtype reults....help explain

My doc is taking forever to make any notes with my lab results and my next appointment isnt for 6 weeks. I've recently had a couple positive ana tests and MANY autoimmune issues, finally getting somewhere. The latest test my doc ordered was an ANA Sub-type blood test. I have no clue what thee results mean and I cant find anywhere online to really explain this (too many testing/value methods...ugh). If i can figure out how to post the results here, I welcome anyone with any knowledge on the test to give me an idea what most parts generally mean....anything important positive or negative? Thanks in advance 'reddocs'!!

ANA SUBTYPE (8) (dsDNA, SSA, SSB, SMITH, RNP, SCL70,JO1,CENTOMERE)

ds DNA 0.8 (0.0 - 15.0) (IU/ML)... SSA/RO <0.4(0.0 - 10.0) (U/mL)...SSB/LA <0.4(0.0 - 10.0) (U/mL)...SMITH0 .8(0.0 - 10.0) (U/mL)... RNP (U1RNP) 2.9(0.0 - 10.0) (U/mL)...SCL 70 <0.6(0.0 - 10.0) (U/mL)...JO-1 <0.3(0.0 - 10.0) (U/mL)...CENTROMERE B <0.4(0.0 - 10.0) (U/mL)

the formant is awful..Yes I know lol.
submitted by xTrishx to lupus [link] [comments]


2023.04.02 08:37 Snigaroo In Defense of Peragus: it's not just well-designed, it's a uniquely good level too

I'm going to take a provably unpopular stance and go into detail explaining why I think Peragus is not just a fun and thoughtful level, but also why I think it was designed and executed well. This is stupidly long, so be prepared.

Peragus Viewed Through the Lens of Design Intent

Before beginning to talk about why I enjoy Peragus and why I think others often do not, I think it's helpful to establish what Peragus actually attempts to do in order to analyze whether it is successful in its goals, and also why its design intent strongly impacts how people perceive the level as a whole.
Game levels are not always (or even often) just a calculus of "will this be fun?" Often, their design is imbricated with the game's themes, pacing and tone. This can range from the obvious--there is a reason Dead Space takes place on a run-down, damaged vessel with bad lighting, for instance--to the subtextual: is the reason Dragon Age: Origins concludes on the top of Fort Drakon, the very simbol of the King's power in Denerim, meant to represent the player overcoming the forces in Ferelden which stood against them and rising to the heights of power? Or is it meant to be a nod to Alistair, and the future which is intended for him?
However, between the obvious and the subtextual is, I would argue, a third category which often represents major design decisions which nevertheless are not directly tied to core gameplay components (such as movement, combat, or the plot of the game at large) and are focused instead on achieving a specific and narrow design objective, such as the creation of a unique tone or atmosphere. For simplicity's sake, I will refer to this as Structural Design, and this is the level at which I believe Peragus operates.
With this in mind, what is Peragus's design intent, and what is that design intent intended to accomplish? Let us first examine, in broad strokes, what Peragus actually does to the player, and from there we can work to extrapolate the broader intent of Peragus as a level. Peragus:
  1. Unceremoniously dumps the player into an unfamiliar situation with no known allies, where the only two living beings they encounter are of suspect natures and loyalties;
  2. Continually suggests the possibility of further human interaction to the player, only to continue pushing it further and further away, eventually revealing it was never possible at all. This also serves to make Peragus into a 'ghost station', where your only human interaction besides Kreia and Atton are the holo-logs of people you will never meet--because they died before you even awoke--speaking with great anxiety about the terrifying last days of their lives;
  3. Goes to great pains to ensure that every victory is immediately followed by a defeat: you open the holding cells, but the admin terminal is cut off; T3 unlocks the mining tunnels, but is immediately ambushed and eliminated; you get through the mining tunnels, but the airlock is shut against you; you breach the airlock and enter the dormitory level, but the miners are all already dead, and the turbolift is sealed against you; you unlock the turbolift and can use the Harbinger to get to the fuel depot, but now you are on another ghost ship, with Sith present and hunting you; you reach the fuel depot access, but Kreia is badly wounded en route. At no turn do you feel in control of anything, often feeling as if you're just barely staying ahead of disaster;
  4. Systematically removes pillars supporting the player, including the "death" of T3, the revelation that the HK-50 unit which was supposed to be your property was the architect of your capture, and Kreia's departure from the party and wounding by Sion;
  5. Sequentially ambushes the player with unexpected encounters at extremely high threat for their level, eventually moving all the way to stealth ambushes by Sith Assassins.
Now, I strongly suspect that for many people I have just provided a convenient list of the exact reasons why they don't like Peragus. However, I am going to make the controversial argument that Chris Avellone does not simply hate his playerbase and did not design a level solely to make them suffer. To analyze the intent behind these design decisions, let's quickly take a look at the broader themes of KOTOR 2 overall:
  1. Trauma and wartime PTSD, with an emphasis on redemption and/or coming to terms with one's past
  2. Isolation from an in-group (Jedi), society as a whole (you are treated like a Jedi, even though the Jedi refuse to claim you), and the self (the loss of the Force and the Exile's inability to grasp what happened to her)
  3. The failure of authority figures and systems to adapt to change or challenge without repression
  4. Betrayal, both of ideologies and individuals, by superiors and juniors/inferiors, and also the self (Atris is queen here)
  5. Self-Reliance and Actuation
  6. Despair and Hopelessness
  7. Disdain and/or disregard for common people's suffering
This is by no means an exhaustive list, but it addresses the core themes of the game, and works well for our purposes. As you'll note, not every single theme is addressed well in Peragus; the Exile's trauma and PTSD, as well as isolation from the Jedi and the Force, are touched on on the edges but largely left as teases for the player, with the promise that they will learn more in the future. Similarly, while the failure of authority is touched on very lightly with the intra-miner conflict over whether to help or sell the Exile, the sub-plot with Coorta is extremely tangential and, unlike in other cases where challenges to authority are presented, we as the players are clearly not meant to sympathize with the challenger (Coorta); I would go so far as to dismiss this plotline as relevant to the correlated theme.
Yet a stunning amount of the remainder matches with shocking--and repeated--closeness to the game's themes:
  1. There is hardly a module in Peragus where we don't see a betrayal. Excluding the ubiquitous presence of mining droids--whom we are constantly reminded betrayed their handlers through the presence of corpses, blaster scarring and holo-logs--there is also HK-50, who betrays the crew of the Harbinger, as well as the station administration and Coorta through his play-acting as the maintenance officer, as well as his "master" the Exile; Coorta, who betrays the station administration and his own boss, Sien, whom he indirectly murders; and Sion, who betrays Kreia once more on the Harbinger (though of course, their exact relationship is not known to the player at the time). Although no direct betrayal occurs through them, Peragus also contributes to an overall atmosphere of uncertainty and mistrust by cultivating a mysterious veil around the pasts of Atton and Kreia, forcing the player to question whether or not their own companions can be trusted.
  2. Virtually the entirety of Peragus is done entirely in single-player, placing the Exile (or T3) alone against the unknown, and often truly dangerous, threats of the station. Even during those sections where you play as another character or gain additional party-members, these companions are lost suddenly twice: once when T3 is ambushed by HK-50, and once when you are ambushed by Sion. It also focuses somewhat on actuation, with the Exile starting to recover her connection to the Force, beginning her journey to come to terms with her past almost from the moment she awakes.
  3. Despair and hopelessness is the big one. Peragus is deliberately devoid of human life, but the station was almost paralyzed by indecision and concern even before the fatal mining accident occurred, with different staff at each others' throats; mounting casualties from sabotage; and even more mundane (yet still consequential) concerns about the fate of the Republic and their fuel shipments to Telos. The hopelessness of the people on the station before they died well-complements the player's own hopelessness, as they are continually thrust into situation after situation where, despite their best efforts, matters always seem to be beyond their control. The almost endless sequence of "just one more try" attempts to resolve your situation hammers that hopelessness home fiercely, to the point that, when you encounter all the miners already dead, you might want to just sit down and give up yourself. It helps (or doesn't, depending upon your view) that Peragus is deliberately designed to encourage the player to think that absolution is just around the corner: everything is brightly-lit, well-maintained and clean, excepting those few areas where droids have damaged equipment. You keep thinking that you will find other people any minute, but they're never there. Instead, you just have an eerie, empty, doomed station filled with enemies and constant, mounting failures to escape it.
  4. While not necessarily obvious, I think disdain for common people is another major theme of Peragus. HK obviously cares nothing for the miners and kills them all to get to you, as does Sion for the Republic soldiers on the Harbinger, but I would argue these are only the most obvious readings of the situation. The sleeper angle here, I think, is the Peragus administration: they don't care about their own mining staff enough to stop drilling, even as they are dying left and right. They constantly try to memory wipe the droids even when it's clear it isn't working, and issues are only mounting. They start to pull double-shifts to keep quotas up as more people die, instead of going into lockdown to try to salvage the situation. It's the first time we don't see clearly "evil" forces casually throw people away, but simply misguided, fatally aloof people. It's an important strike against the black-and-white morality system of the original KOTOR, and it comes nigh-instantaneously.
So, to finally bring this all together, what does all that say? Here is my thesis: Peragus is an intentionally-designed example of structural design intended to encapsulate the core themes of KOTOR 2. The intent behind representing all of these themes so early on, and in an isolated environment, is to present them to the player as a comprehensive introduction to the intended tone of the game and a means of preparation for content they will encounter in the future.

Does it Work?

Here I want to make the somewhat obvious but nevertheless important point that you can really, really dislike something and that thing can still succeed at what it intended to do--it might not be what you'd like it to have done, might not be done in the way you would've preferred it to be, and might just be downright unpleasant to you, but it can still achieve what it set out to. With that in mind, does Peragus stick the landing?
Operating under the assumption that our thesis is correct, I would issue an emphatic yes. In my most recent playthrough of KOTOR 2 I did not skip any dialogue, even alien VO; fully unlocked all holo-records and terminal entries and read them in their entirety; and defeated every enemy in the area (including every stealth group aboard the Harbinger), as well as doing some crafting. I did all that, and I was still off of Peragus in 3 hours, 30 minutes. The level manages to condense almost every single major theme of the game into a runtime of 210 minutes. And that's an example from me being slow.
People often complain about Peragus being unbearably long, and I understand those complaints, but viewed from this perspective, doesn't it seem incredible Peragus is as short as it is given the sheer thematic density it presents? It does to me; I often wonder if it even could be shorter and still succeed in the all-important attempt to subvert the player by constantly forcing them to fail in their efforts, breaking down their hope into hopelessness. Again: you might not like that, but is it not masterfully accomplished?
To me, Peragus feels like a master-class in design, constructing a compelling, localized narrative which leaves the player thirsting for more information about the uncertain and seemingly dangerous immediate past--both of the Exile and of the galaxy more broadly--while also managing to tie in almost all of the game's critical themes and introduce the player to what they should expect to see going forward. I can't think of a single tutorial level which accomplishes an introduction to the tone and themes of its product better than Peragus does for KOTOR 2. The closest is probably Dark Souls, but I hope it won't be controversial for me to say that it doesn't exactly deal with the same kind of heady themes KOTOR 2 does.
Still, success in objectives, as we've already noted, does not automatically mean a fun design. There are plenty of games that accomplish their goals admirably, but their goals suck, or the moment-to-moment gameplay and plot through which these goals are conveyed is unfun or tedious. Before we get to why I think Peragus is not just a successful but a good level, let me take a moment to acknowledge the criticisms frequently leveled against it.

Criticisms of Peragus and their Validity

I already touched above on the idea of length as a problem, and why I believe it is virtually impossible for Peragus to achieve its goals while being any shorter. This is not to entirely dismiss length as an issue; between Peragus and Telos, for those who aren't fond of the tone, structure or story of Peragus the intro to KOTOR 2 must feel like pulling teeth, even as compared to the terribly long Taris and much more bite-sized Dantooine, K1's cognates. Yet I do think that, with the objectives of Peragus in mind, the rationale behind the length is understandable. Peragus is not just long for the fun of it; its length gives it the ability to dangle sequential objectives in front of the player only to wrest their victory away each time, a critical component of its design intent.
Confusing design is a common complaint here on the sub, in that you frequently switch areas and characters, running in circles and often with only half-answers about what's happening. This issue is, I feel, more an artifact of initial impressions than a real point of failing for Peragus. A lot of people here now played this game as children. Jumping between the Exile and T3 then back without seeing T3 again for hours could easily be disorienting to a 12-year-old thrown into an unknown setting, but less so to an adult. Peragus does have you going in circles at times, especially when you later retrace T3's exact steps down the fuel depot, but I would not say that it is at any point structurally confusing.
The absence of many RPG elements is also noted. Despite playing a roleplaying game, Peragus is not just a zone where the player has barely anyone to interact with, it is also an extremely linear experience with barely any alternate means of achieving objectives (most of what little exists in that vein is token--bashing terminals to open doors instead of using conventional unlocks, for instance). The latter issue I fully agree with and believe is one of the few major failings of Peragus, though I would suggest that it's possible that alternate options were cut to avoid additional confusion for new players by overloading them with alternate routes, or bloating an already-long tutorial level. The former issue, however, we can see is a core component of Peragus's design, not just to establish the isolating and disconcerting atmosphere of the station, but also to introduce that the player will frequently need to operate alone throughout the course of the game. Thus once again, while this criticism is valid, so too is Peragus's rationale for its design choice.
Bad combat design is also often discussed, however this is very subjective and perhaps even outside of the scope of this analysis. I think that the mix of droids and assassins is interesting enough and the stealth teams add tension and threat as a welcome break in the monotony of droid combat at the 2/3 point of the level, but I understand many might not agree. That said, bad fights can contribute to disliking a level without contributing to a failure of its design intent, so even in the event that players don't like the combat, there's still the possibility to appreciate what Peragus sets out to achieve.
Among the most frequently-mentioned criticisms of the zone is a lack of replayability. This is understandable: Peragus is, at its heart, a massive murder-mystery, and when you already know the answer much of the tension that drives the level is no longer present. I fully acknowledge this as another problem with the level, though I do also want to note the same problems exist for virtually every other game which is designed around a mystery.
There is also a final--and, in my opinion, critical--complaint one often hears, but because of how important it is to my conclusions, I will save mentioning it for last. First, I want to explain why, despite its problems, I think Peragus is not just a triumph of design, but also simply a fun level.

Fun?

Fun is a buzzword subjective, so I can't just say "Peragus is fun, fuck you haters" and leave it at that. At this point I'm 18,000 characters and 8 hours in to this post and regretting my life choices, though, and holy fuck I really wish I could.
Ignoring my poor decision-making, we have touched on whether Peragus succeeds in its intent already, but not how it succeeds in its intent. When you wrap all of the themes contained within up in a Peragus-shaped box, what do you get?
The absence of NPCs or companions, while perhaps unconventional from the perspective of an RPG, leaves the player free to experience the mystery of the station without the risk of growing distracted or having their expectations muddled by other characters' perspectives. However, the main thing that the absence of NPCs achieves, and the reason I love Peragus even after 30+ playthroughs, is the punishing isolation which the player is made to feel virtually from the first moment. It is this isolation which leaves me coming back for more, and which more than lets me ignore the fact that I know where every enemy spawn is, know the mystery of the station, know just what every log says. I respect Peragus's design. I devour Peragus's atmosphere.
This atmosphere is, I think, actually part two of three in the Unholy Trinity of why people dislike the level. Aspect #1 is its length, but the atmosphere is, I think, an oft-overlooked bit of first impression that leaves a consistently sour taste in players' mouths. Because I would go so far as to say the atmosphere of Peragus is almost crafted too well.
Peragus is not a conventionally enjoyable level to play. You are alone. There are no people around you, but by all appearances there should be. Your "friends" are suspect, there are threats around every turn, and your attempts to escape are constantly, meticulously thwarted. And throughout all this, you are alone. We have spoken of all of this before in the context of design intent, but not in terms of the effect that actually has on gameplay.
I previously saw a user call Peragus a survival-horror experience, and another user said they were out of their mind. I don't think they were--I think that's exactly what Peragus is. Peragus is a horror game, complete with its own lumbering monstrocities hounding your every step in the shapes of HK-50 and Sion, and like all horror games, it is patently uncomfortable to experience. You are constantly looking over your shoulder (metaphorically and, perhaps, actually as well), constantly on alert for an ambush, constantly, desperately hoping that the next door you open will finally have someone behind it. But you are ALWAYS alone. Your attempts to escape are ALWAYS thwarted. The monsters are ALWAYS one step in front of you. You literally do not feel safe and confident that you've escaped until you finally see that hyperspace window open in front of you.
That is a triumph of design. And that is also, I am confident, the root of why so many people dislike Peragus. It isn't just the individual elements like the length, the constant defeats, or the ambush teams that make people hate Peragus. On their own, those are annoying but not damning, and even in aggregate without a total failure of all other aspects of design they could not, in my opinion, explain the hate which Peragus consistently earns. I am not dismissing the criticisms which I addressed above, nor their place as a component of the dislike for Peragus. For some people, I'm sure that really is all there is to it, and the atmosphere of the zone has minimal effect, if any whatsoever. But for more, I'm sure that it's left some deep-seated scars.
I say this because I was among that number. When I was younger, I hated Peragus. Even before TSLRCM I loved KOTOR 2 more than the original, but I always tried to speed through Peragus. I didn't like it. I couldn't talk to anyone, and it wasn't fun. I just wanted to rush through it to get to Telos, because there were people there, and that's where the story really began.
All that's true, of course. But though I didn't have the vocabulary for it at the time, the main reason was because I felt uncomfortable playing Peragus, even after I learned what the mystery was. I always felt like a rat in a cage made just for me, alone and hunted, even when I knew what to expect. Maybe for other users, once they finally suss out the story of the station that sensation goes away. It's certainly diminished for me by now. But it's still powerful, and the recognizance of just how masterfully the level had to be designed to construct that intentional feeling of helplessness consistently impresses me and leaves me wanting to experience it again. But for many of those who were kids when they first played KOTOR 2, I'm sure that just like me, a terribly unexpected impression was left, the remnants of which might manifest themselves still today in a deep-seated dislike for the level.
And that finally begins to touch on the final reason which I think helps explain why Peragus is hated.

The Poison Pill: The Divide Between Expectations and Intent

The final piece of the Unholy Trilogy standing against Peragus is none other than KOTOR itself. That final complaint you hear so often (so often that it almost boggles my mind) is that Peragus feels nothing like KOTOR. In some ways that's true, certainly--what other KOTOR level is a horror experience? But users who make this complaint take it beyond that, often suggesting that Peragus is almost the root of all evil, because it's the "start" of KOTOR 2 becoming a radically different game than the one they wanted it to be.
KOTOR 2, in many ways, both benefits and suffers from being a sequel: while it gains an established universe, history, set of characters and guidelines for its plot, it also inherits expectations about its structure, themes and tone from its predecessor. People went in to KOTOR 2 expecting a continuation of KOTOR, and instead they got a horror level that makes them feel extremely uncomfortable while it systematically subverts every major theme of the original game. And then it kicks the tone of KOTOR in the 'nads for good measure.
In other words, people had expectations, expectations which were inherently impossible to meet within the confines of the themes of KOTOR 2 as a whole and the design intent of Peragus specifically as a level. I do not say this to put the blame on those who went in with those expectations; after all, a sequel is meant to share much of the DNA of its antecedent even when it innovates, and especially for those of us who first played as children there was no reason why anyone should have believed differently. Rather, this is merely to acknowledge the implicitly obvious fact that people almost always play KOTOR first, and that leads them to anticipate something wildly different than what they receive when they start KOTOR 2. And, when what they receive is not merely different but disconcerting, it is--I would argue--natural to react viscerally. The whiplash is normal, if not necessarily by design.
But here I will ask my final question: is it be by design?
I would argue that yes, it is. KOTOR 2 is a game which is so wildly different from the original in structure, themes, tone and even relevant historical events that an introduction to prepare players for that difference is not only beneficial, but nigh-mandatory. Peragus is the amalgamation of all of the common themes of KOTOR 2 not just as a matter of coincidence, but, I would argue, a very conscious acknowledgement that the game needed an introduction which would make it abundantly clear to players that the experience they were in for was not like the one that they should be expecting. Peragus is, for lack of a more elegant way to put it, your alarm in the morning. You might well hate the little son of a bitch, but it serves a critical purpose. Once it goes off, you know what to expect.
Put another way, Peragus walks so the rest of KOTOR 2 can run. With all of the shock and frustration at dashed expectations and unexpected design decisions out of the way within the player's first hours, by the time they are on the Ebon Hawk and speeding to Telos, they have been reshaped into a blank(er) slate that is primed to accept the much different story of KOTOR 2 without as visceral a negative reaction.

Conclusion

Peragus is a level which is intentionally designed to present the player with the core themes of KOTOR 2, and often multiple examples thereof. Parts of the level suffer as a result of these design decisions, but most of the problems users take issue with can be traced back in some capacity either to bad memories of the level or design compromises that were made intentionally as a result of the level's intent as an introduction to the themes and tone of KOTOR 2. This decision was made, I argue, due to how different KOTOR 2 is from the original game, as a conscious effort by Obsidian to ensure that the player was prepared from the beginning to experience a radically different game than the original title and to ensure that subsequent levels would not suffer from consistently missed expectations from users continuing to assume the game would eventually become similar to the original title once again. In the process of achieving this goal, Peragus also achieves a unique atmosphere which I argue is akin to a horror game, which sets it apart from any comparable level in either game, and indeed in Star Wars more typically.
submitted by Snigaroo to kotor [link] [comments]


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submitted by Allslotgames to slotfreebiesgames [link] [comments]


2023.04.02 08:35 Severe_Mechanic8745 Overhead pressing for bodyweight strength

It's pretty commonly knowledge I that being strong with bodyweight training transfers quite well to upper body weight training, but especially the overhead press is talked about a lot. In OG2, a free full ROM hspu is equivalent to ~90%bodyweight overhead press, a straddle planche = around 100%bodyweight. Chris Sommers has also mentioned that repping our full ROM hspu would be equal to ATLEAST a bodyweight press.
However there are also people preaching the overhead press as a major excercise you should focus on to build strength for planche and hspu (primarily got Dominik Sky in mind.) He mentions pressing 80kg to be a requirement in order to handstand Pushup and planche, and has mentioned that bringing up the OHP is the priority if you can't tuck/adv tuck planche. Essentially I've observed that it went from a correlation between strong bodyweight pushing skills and strong overhead press to the having a strong overhead press play a key role in developing skills.
I'm curious to see what you folks think of this as the general consensus around here is calisthenics transfers to weights quite nicely.. but other way round isn't that effective.
Personally I gave this a shot, I started my overhead press journey at 30kgsx5 reps, when I could not do any planche progression and could not get a full headstand pushup negative. Over three months I had built up to 40kgsx 3x9, which would roughly put my estimated 1RM around 75%bodyweight.. but I still couldn't do a handstand Pushup on the wall or even a Planche. I spent the next month building my HeSPU negatives and pseudo planche pushups and.. lo and behold, I could do one grindy headstand pushup on the wall and tuck planche for 6 seconds.. nothing crazy but being taller(183cm/6 feet) and having a harder time with pushing skills I was actually quite surprised. I do not know if this was a result of having built some kind of strength and actually having deltoids and having not yet gained the neurological magic that would let me do the bodyweight skills or if it was the direct practice that let me do it (personally I think it was a mix of both)
No clue how my press has maintained as I got injured right after and just returned, however once I advance to the harder progressions and atleast rep wall handstand push-ups and tuck planche pushups, I'm definitely going to try testing my press again because I really am curious. Was a very interesting last few months, focusing and being obsessed with "carryover" and I just needed to be hit with the fact that the excercises with the best carryover to what you want us doing the excercise you want in the first place.
Kind of a long post and I have no idea if anyone is interested in this topic but it's definitely fascinating to me. Share your thoughts people, it would be great to hear what y'all think
submitted by Severe_Mechanic8745 to bodyweightfitness [link] [comments]


2023.04.02 08:34 EpicYH22 Results of University Undergraduate Research Study- Investigating motivation of gacha gamers [PROMO]

Results of University Undergraduate Research Study- Investigating motivation of gacha gamers [PROMO]
Tan, Y. H. (2023). “They are just 2D pixels” Understanding the Motivation behind Gacha Gamers [Undergraduate Final Year Project, Nanyang Technological University] Digital Repository of NTU. https://hdl.handle.net/10356/165384
https://preview.redd.it/xnw7oiqfuera1.jpg?width=983&format=pjpg&auto=webp&s=7b4b95342bfc8ea33d50917bef50d427dca95a15
A few months back, I posted a survey here (and in other gacha subreddits) recruiting participants for my research project. Thank you all that participated and thank you to all the moderators that helped to facilitate the process. (The list of subreddits are listed below).
I apologise for the delay for those that indicated interest in the results. The research paper has been completed and has been uploaded onto the Digital Repository of NTU. Alternatively for those who are unable to access it, I have collated the results onto a Google Drive.
A summary of the results:
  1. Studies suggest video games create an “alternative social outlet” (Kowert et al., 2015, p.56) for those who feel stereotyped (e.g., Shen & Williams, 2011; Kowert & Oldmeadow, 2015). However, Study 1 found that gacha gamers are neither stereotyped nor prejudiced, suggesting that the role of gacha games is not of escapism, but a common avenue for them to interact with others (Przybylski et al., 2010; Britt & Britt, 2021; Yee & Sng, 2022).
  2. Study 2 (this is the one where I recruited participants from the subreddit) took a quantitative approach to investigate the motivation of gacha gamers. Study 2 found that gacha games help to satisfy the three basic needs: autonomy, competence, and relatedness (Deci & Ryan, 2000). Study 2 also found that the parasocial connection formed with in-game characters and the social bonds formed with others play an important role in satisfying the gamers’ need for relatedness. Study 2 also investigates the influence of the rolling mechanics of gacha games on player motivation. Contrary to previous suggestions (King & Delfabbro, 2018; McCaffrey, 2019), players are generally not motivated by the rolling mechanics of gacha games.
  3. Study 3 took a qualitative approach to investigate the motivation of gacha gamers. Similar to Study 2, Study 3 found that playing gacha games help to satisfy the three innate needs (Deci & Ryan, 2000). While the excitement of rolling was mentioned as a reason for play, like Study 2, participants are generally not motivated by the rolling mechanics as they will drop the game if they feel the system is unfair. Study 3 also found other factors such as narrative engagement and convenience that would influence gaming motivation.
But of course there are a few limitations to all the studies and the results. So while it provided further insight into the motivation of gacha gamers, please do not treat the results as absolute. Social Sciences research often require further studies and replication to help support the results in this study. I just hope that these results can help to provide additional research into gacha.
If you have any questions regarding the research, feel free to comment below or message me. I will try to answer them to the best of my abilities. Also, feel free to share the post and the paper.
Some questions you might have:
  1. Why is [insert gacha game] not in the list? Firstly I filtered out those that were EOS or had announced they are going to EOS (at the time of data collection). Afterwards, I seek permission from the various moderators to post on the subreddit. So if [insert gacha game] is not in the list, it could be due to no approval or no response from the moderators.
  2. But the results do not fit my general style of play? Yes, the results in this study are general results so it might differ from individuals. I tried to look at individual gaming experiences in Study 3, but of course there are limitations since I only focus on university undergraduates. Would require further studies to look at different individuals.
  3. What if some gaming company exploit your results? All research can be used for either good or bad. We can't predict how our results will used. Personally, I hope the results of this paper can help provide the foundation for future research into gacha and help those with gacha addiction, but of course I cannot control how my results will be used.
  4. Do your supervisors play gacha? The answer is no. They only heard a bit about gacha, so I actually had to introduce anime culture and gacha games to them. And yes I brought up waifu and husbando culture to them.
  5. How long did it take you to research? Each study took about a month to collect the data and analyse them. However the overall process, including literature review, preparation of surveys and interviews, ethics approval, writing of paper, took about a year.
References
Britt, B. C., & Britt, R. K. (2021. From waifus to whales: The evolution of discourse in a mobile game-based competitive community of practice. Mobile Media & Communication, 9(1), 3-29.) https://doi.org/10.1177%2F2050157920934509.
Deci, E. L., & Ryan, R. M. (2000. The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior. Psychological inquiry, 11(4), 227-268.) https://doi.org/10.1207/S15327965PLI1104\01).
King, D. L., & Delfabbro, P. H. (2018. Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder. Addiction, 113(11), 1967–1969.) https://doi.org/10.1111/add.14286.
Kowert, R., & Oldmeadow, J. A. (2015. Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in human behavior, 53, 556-566.) https://doi.org/10.1016/j.chb.2014.05.004.
Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015. Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 45, 51-58.) https://doi.org/10.1016/j.chb.2014.11.074.
McCaffrey, M. (2019. The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes. Business Horizons, 62(4), 483–495.) https://doi.org/10.1016/j.bushor.2019.03.001.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010. A motivational model of video game engagement. Review of general psychology, 14(2), 154-166.) https://doi.org/10.1037%2Fa0019440.
Shen, C., & Williams, D. (2011. Unpacking time online: Connecting internet and massively multiplayer online game use with psychosocial well-being. Communication Research, 38(1), 123-149.) https://doi.org/10.1177/0093650210377196.
Yee, A. Z., & Sng, J. R. (2022. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Frontiers in Psychology, 13, Article 800683.) https://doi.org/10.3389/fpsyg.2022.800683.
List of gacha game subreddit:
Related Gacha Game Subreddit name
Action Taimanin ActionTaimaninGame
Azur Lane AzureLane
BanG Dream! Girls Band Party! BanGDream
Battle Cats battlecats
Bleach: Brave Souls BleachBraveSouls
Blue Archive BlueArchive
Counterside CounterSide
Crusaders Quest crusadersquest
D4DJ Groovy Mix D4DJ
DanMachi Memoria Freese DanmachiMemoriaFreese
Disney Twisted Wonderland TwistedWonderland
Dragon Ball Z: Dokkan Battle DBZDokkanBattle
Ensemble Stars!! ensemblestars
Epic Seven EpicSeven
Fate/Grand Order grandorder
Fire Emblem Heroes FireEmblemHeroes
Subreddit for General Gacha Gaming gachagaming
Girls Frontline girlsfrontline
Gundam Battle: Gunpla Warfare GundamBattle
Honkai Impact 3rd houkai3rd
KonoSuba: Fantastic Days FantasticDays
Magia Record magiarecord
Onmyoji Onmyoji
Project Sekai: Colorful Stage! ProjectSekai
Puzzle & Dragons PuzzleAndDragons
Tears of Themis TearsOfThemis
Tower of Fantasy TowerofFantasy
World Flipper worldflipper
submitted by EpicYH22 to gachagaming [link] [comments]


2023.04.02 08:32 LongevityInTime The Benefits of Exercise for Longevity

Introduction:
Exercise has numerous benefits for overall health, including improving cardiovascular health, reducing the risk of chronic diseases, and boosting mental health. In this blog post, we'll explore the benefits of exercise for longevity and share some tips for incorporating physical activity into your daily routine.
Cardiovascular Health
One of the main benefits of exercise is improved cardiovascular health. Regular exercise can help reduce blood pressure, lower cholesterol levels, and reduce the risk of heart disease and stroke.
Chronic Disease Prevention
Exercise has also been shown to reduce the risk of chronic diseases such as type 2 diabetes, certain cancers, and osteoporosis. Regular physical activity can help maintain a healthy weight, improve insulin sensitivity, and build strong bones.
Mental Health Benefits
Exercise can also have significant mental health benefits, including reducing stress and anxiety, improving mood, and boosting cognitive function.
Tips for Incorporating Exercise
Incorporating exercise into your daily routine doesn't have to be complicated. Simple activities like walking, gardening, or taking the stairs instead of the elevator can all be beneficial. It's important to find activities you enjoy and make exercise a regular part of your routine.
Conclusion:
Regular exercise is a crucial component of overall health and longevity. By improving cardiovascular health, reducing the risk of chronic diseases, and boosting mental health, exercise can help us live longer, healthier lives. Remember to find activities you enjoy and make exercise a regular part of your routine. Over time, you may begin to notice the positive impact on your health and well-being.
submitted by LongevityInTime to u/LongevityInTime [link] [comments]


2023.04.02 08:31 ThrowRANeedAdvice23 I (29m) broke up with my girlfriend (27f) in a foreign country we moved to together and it's been very difficult for me personally (long)

I'm posting this to vent and maybe get some good advice on whats going in as I've seen some great comments on posts here over the years helping people out.
We were together nearly 4 years and I loved her more than anyone. I still do. But we had began to argue a lot and were regularly fighting. I wasn't happy in myself and I wasn't doing the right things to keep myself healthy mentally or physically which contributed massively to the arguments.
We broke up at the beginning of February and I decided to stay with a friend while she stayed at our apartment. Since leaving I have really worked on myself and have gotten into a great routine. I'm up at 5am every morning. I'm exercising 6 days a week and eating great. I feel so much better. I guess I'm just really annoyed at myself I couldn't be this healthier version of myself when we were together and I feel things would have been different.
Also we met two weekends ago to sort the moving stuff and clear the air. We had a lovely day. Went for a walk around the city and got a nice lunch. She text me then a few days later saying she resented me even more now after seeing my doing all these things now that I wasn't doing when we were together. And I do understand her frustration with this.
Even though I feel great these last few weeks I have been a ball of emotions from one minute to the next daily. One moment I feel its for the best, the next I feel I would do anything to fix the relationship
I got a new apartment for myself since yesterday april 1st and I had still been paying my portion of the rent in original apartment the last 2 months while she stayed there. I had to terminate our lease early as neither one of us couldn't afford it on our own. she has also found her own place now too. She is sharing with someone she dosent know which I don't like the thought of either as its never what I would have wanted for her.
Maybe when we completely cut ties I will feel better with time as it's hard right now whilst still being in some sort of contact with eachother.
I really wish things worked out differently as I pictured myself settling down and marrying this woman and having a family. It was my first and only serious relationship I've ever had and I feel I lost one of the better things in my life due to my own fault of not working harder on myself to fix issues we had.
Everywhere I look I'm reminded of her and even though I'm doing lots of stuff everyday it's always on my mind. It actually gets annoying at times how much I'm thinking of it recently.
I'm also only remembering all the bad bits and times where I was wrong in particular. I just constantly think of the negatives times even though they were far outweighed with positive times and memories
It was also hard for me this week as I had to move all my stuff out of the apartment we shared and I hadn't been in there in 2 months. It definitely reopened the wounds. It was very sad to walk in to the place we lived together and see all her stuff gone and my stuff thrown around. On the other hand I know I'm very lucky now though to be living on my own and be able to focus on me myself and I. Living on a couch in my friends 1 bed apartment the last 8 weeks hasn't been ideal!
Not sure what else to write just wanted to get this off my chest somewhere. Thanks for reading
submitted by ThrowRANeedAdvice23 to relationship_advice [link] [comments]


2023.04.02 08:29 JobuTupakin Ramble schrambles

Here we are again.
On the weekend, alone, lounging on the sofa and just trying to organize things that I should be doing daily. Weirdly, this was way blander from how I pictured this day would be if you had asked me last week. But then, I guess people have different ways of turning tables around; it's not even their table to spin. Hmmm, entirely metaphorical--I'm just hiding under my figures of speech because I can't explain it with clarity as well.
Maybe to provide more context (not that you should care), I recently agreed to a set-up with this guy I usually wouldn't go for on a typical day. My hopes were high, but reality, once again, slapped me hard in the face. Long story short, it's a complication I chose to avoid as I have already watched it happen before, and the end scenes aren't that pretty. So yes, I won't bore you with the nitty-gritty, or you can ask me yourself, and I'll tell you about it when I'm not too lazy.
It's funny how it suddenly became the shortest set-up I was involved in; it didn't even last a week. It fucking drained my social energy a lot that I even had to go on hiatus mode again. Now, the only reason I'm rambling about this is that I have nothing else to do or plan to do, and I have twelve days free from work--with the holiday and carried-over leave credits from last year. I mentioned earlier that I was listing down things I should be doing on a day-to-day basis, should I have the energy to get up from bed and not curl under my blanket until 1:00 PM every day. You know, try acting like an adult with life all figured out. But I'm sure procrastination and the excellent feeling of letting yourself drown in sadness and despair are quite the glaring choices over sweating in that 7-minute workout pre-programmed for you in a mobile app—such a difficult decision.
So why would I even tire my hands of typing all these things and posting them on various subreddits instead of just overthinking all by myself? Maybe aside from the satisfaction of knowing that people read (props to those who did), it's pretty nice to see that others share the same misery as me, which is why they can, more or less, relate to all my bullshits. And because of that, you can also share your pro tips for not going crazy out of boredom or wasting your leave because you have nothing else to do, so you just opt to work. I remember my colleague told me to go out of the house to see other living things besides my cat. I took good note of that. Maybe you'd want to be that "other living thing?"
I still have many thoughts I could write, but this is already too long a read. And no, I don't write for a living, but it sure does help with what I do. Low-key flex, I did write an article for a music magazine before hehe. 'Til my next ramble! Byeeee.
submitted by JobuTupakin to OffMyChestPH [link] [comments]


2023.04.02 08:29 Adam-best Electrical Hip Muscle Stimulator

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submitted by Adam-best to McrOne [link] [comments]


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submitted by Allslotgames to slotfreebiesgames [link] [comments]


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submitted by Allslotgames to slotfreebiesgames [link] [comments]


2023.04.02 08:27 JobuTupakin 27 [F4M] Ramble schrambles

Here we are again.
On the weekend, alone, lounging on the sofa and just trying to organize things that I should be doing daily. Weirdly, this was way blander from how I pictured this day would be if you had asked me last week. But then, I guess people have different ways of turning tables around; it's not even their table to spin. Hmmm, entirely metaphorical--I'm just hiding under my figures of speech because I can't explain it with clarity as well.
Maybe to provide more context (not that you should care), I recently agreed to a set-up with this guy I usually wouldn't go for on a typical day. My hopes were high, but reality, once again, slapped me hard in the face. Long story short, it's a complication I chose to avoid as I have already watched it happen before, and the end scenes aren't that pretty. So yes, I won't bore you with the nitty-gritty, or you can ask me yourself, and I'll tell you about it when I'm not too lazy.
It's funny how it suddenly became the shortest set-up I was involved in; it didn't even last a week. It fucking drained my social energy a lot that I even had to go on hiatus mode again. Now, the only reason I'm rambling about this is that I have nothing else to do or plan to do, and I have twelve days free from work--with the holiday and carried-over leave credits from last year. I mentioned earlier that I was listing down things I should be doing on a day-to-day basis, should I have the energy to get up from bed and not curl under my blanket until 1:00 PM every day. You know, try acting like an adult with life all figured out. But I'm sure procrastination and the excellent feeling of letting yourself drown in sadness and despair are quite the glaring choices over sweating in that 7-minute workout pre-programmed for you in a mobile app—such a difficult decision.
So why would I even tire my hands of typing all these things and posting them on various subreddits instead of just overthinking all by myself? Maybe aside from the satisfaction of knowing that people read (props to those who did), it's pretty nice to see that others share the same misery as me, which is why they can, more or less, relate to all my bullshits. And because of that, you can also share your pro tips for not going crazy out of boredom or wasting your leave because you have nothing else to do, so you just opt to work. I remember my colleague told me to go out of the house to see other living things besides my cat. I took good note of that. Maybe you'd want to be that "other living thing?"
I still have many thoughts I could write, but this is already too long a read. And no, I don't write for a living, but it sure does help with what I do. Low-key flex, I did write an article for a music magazine before hehe. 'Til my next ramble! Byeeee.
submitted by JobuTupakin to PhR4Friends [link] [comments]


2023.04.02 08:23 MafiaMS2000 Thread 1: EXC_BAD_ACCESS (code=1, address=0x0)



#define GL_SILENCE_DEPRECATION

#include
#define GLEW_STATIC
#include
#include

#ifdef __APPLE__
#include
#else
#include
#endif
#include
#include
#include
#include
#include
#include
#include

#define PI 3.14159

using namespace std;

bool WireFrame= false;
float i = 0;

const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

float xpos =0;
float ypos =0;
float cameraZoom = 0;
float Wwidth,Wheight;

vector vertices;
vector vertex_normals;
vector texturecoords;
vector vertex_indices, textcoord_indices, normal_indicies;
vectorfaces;

//Quaternion Rotations
GLfloat matrixX[16];
GLfloat matrixY[16];
GLfloat matrixZ[16];
GLfloat x, y, z, w;

static GLint RotateX=0; /* model rotation X index*/
static GLint RotateY=0; /* model rotation Y index*/
static GLint RotateZ=0; /* model rotation Z index*/

//Models to load
int cow, ele, ven;

/* GLUT callback Handlers */
// vertex position array


GLuint vboID = 0; //vboID: ID of the buffer
GLuint iboID = 0;


void fileread(const char*fileName){ //funciton to read the file

string line;
ifstream myfile(fileName); //to read the file name
if(myfile.is_open())
{
while(getline(myfile, line)) //loop through the entire file
{
istringstream iss(line); // create an instance of istringstream i.e iss and store the read line in it
string firstletter; //to check the first letter to push values in the vector
iss>>firstletter;
if(firstletter == "v"){ //if first letter is v we enter the vertices values in the vertex vectors
float x, y, z; // to load the respective vertices values
issxy>>z;
vertices.push_back(x);
vertices.push_back(y); //push the values in the given vector
vertices.push_back(z);
}
else if(firstletter == "vn") //if first letter is vn, we enter the vertices values in the vertex
{ float x_vn, y_vn, z_vn;
issx_vny_vn>>z_vn;
vertex_normals.push_back(x_vn);
vertex_normals.push_back(y_vn); //push the values in the given vector
vertex_normals.push_back(z_vn);
}
else if(firstletter == "vt") //if first letter is vt, we enter the vertices values in the vertex
{
float x_vt, y_vt, z_vt;
issx_vty_vt>>z_vt;
texturecoords.push_back(x_vt);
texturecoords.push_back(y_vt); //push the values in the given vector
texturecoords.push_back(z_vt);
}
else if (firstletter == "f") {
unsigned int vertexIndex[3], texturecoordsIndex[3], normalIndex[3];
int numMatches = sscanf(line.c_str(), "f %u/%u/%u %u/%u/%u %u/%u/%u",
&vertexIndex[0], &texturecoordsIndex[0], &normalIndex[0],
&vertexIndex[1], &texturecoordsIndex[1], &normalIndex[1],
&vertexIndex[2], &texturecoordsIndex[2], &normalIndex[2]);
if (numMatches != 9) {
printf("Error: Face line does not have the expected format.\n");
return;
}
vertex_indices.push_back(vertexIndex[0]);
vertex_indices.push_back(vertexIndex[1]);
vertex_indices.push_back(vertexIndex[2]);
textcoord_indices.push_back(texturecoordsIndex[0]);
textcoord_indices.push_back(texturecoordsIndex[1]);
textcoord_indices.push_back(texturecoordsIndex[2]);
normal_indicies.push_back(normalIndex[0]);
normal_indicies.push_back(normalIndex[1]);
normal_indicies.push_back(normalIndex[2]);
}

}
}
else
cout<<"Could not open the file";
myfile.close();
}


//-- Function to Create VBO
void createVBO()
{
glGenBuffers(1, &vboID);
glGenBuffers(1, &iboID);
size_t vSize = sizeof(vertices);
size_t nSize = sizeof(vertex_normals);
size_t tSize = sizeof(texturecoords);
glBindBuffer(GL_ARRAY_BUFFER, vboID); // Vertex Buffer
glBufferData(GL_ARRAY_BUFFER, (vSize + nSize + tSize), 0, GL_STATIC_DRAW); // Allocate Buffer Space
glBufferSubData(GL_ARRAY_BUFFER, 0, vSize, vertices.data()); // Loading the Data to the Buffer
glBufferSubData(GL_ARRAY_BUFFER, vSize, nSize, vertex_normals.data()); // Loading the Data (Normals)
glBufferSubData(GL_ARRAY_BUFFER, vSize + nSize, tSize, texturecoords.data()); // Loading the Data (Tex Coordinates)

glBindBuffer(GL_ARRAY_BUFFER, 0);
// Unbind Buffer, Releasing

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); // Index Buffer
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertex_indices), vertex_indices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

//-- Draw VBO
void drawVBO()

{
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID);

glEnableClientState(GL_VERTEX_ARRAY); // Enable -> Creates a pointer
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(3, GL_FLOAT, 0, (void*)0); // Vertex Pointer
glNormalPointer(GL_FLOAT, 0, (void*)sizeof(vertices)); // Normal Pointer
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(sizeof(vertices) + sizeof(vertex_normals) + sizeof(texturecoords))); // Tex Coordinates Pointer
glDrawElements(GL_TRIANGLES, static_cast(vertex_indices.size()), GL_UNSIGNED_INT, (void*)0);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

//-- Create Axis Angle Function
void createFromAxisAngle(GLfloat X, GLfloat Y, GLfloat Z, GLfloat degree){

GLfloat angle = (GLfloat)((degree / 180.0f) * PI); //Converting degree to radians assuming angles are in radians

GLfloat result = (GLfloat)sin(angle / 2.0f); //Calculating sin(theta/2)

w = (GLfloat)cos( angle / 2.0f ); //Calculating w through cos(theta/2)

//Calculating x, y, z of quaternions
x = (GLfloat)(X * result);
y = (GLfloat)(Y * result);
z = (GLfloat)(Z * result);

}

//-- Create Matrix Function
void createMatrix(GLfloat *pMatrix){

//First row projection matrix
pMatrix[0] = 1.0f - 2.0f * ( y * y + z * z );
pMatrix[1] = 2.0f * (x * y + z * w);
pMatrix[2] = 2.0f * (x * z - y * w);
pMatrix[3] = 0.0f;

//Second row projection matrix
pMatrix[4] = 2.0f * ( x * y - z * w );
pMatrix[5] = 1.0f - 2.0f * ( x * x + z * z );
pMatrix[6] = 2.0f * (z * y + x * w );
pMatrix[7] = 0.0f;

//Third row projection matrix
pMatrix[8] = 2.0f * ( x * z + y * w );
pMatrix[9] = 2.0f * ( y * z - x * w );
pMatrix[10] = 1.0f - 2.0f * ( x * x + y * y );
pMatrix[11] = 0.0f;

//Fourth row projection matrix
pMatrix[12] = 0.0f;
pMatrix[13] = 0.0f;
pMatrix[14] = 0.0f;
pMatrix[15] = 1.0f;

}

static void resize(int width, int height)
{
double Ratio;
Wwidth = (float)width;
Wheight = (float)height;
Ratio= (double)width /(double)height;
glViewport(0,0,(GLsizei) width,(GLsizei) height);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (45.0f,Ratio,0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,10,0.0,0.0,0.0,0.0,1.0,0.0);
if(WireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //Draw Our Mesh In Wireframe Mesh
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Toggle WIRE FRAME

// your code here
glTranslated(0,0,cameraZoom); // To zoom in and out using END and HOME respectively

//-- Quaternion Rotations for X, Y, Z --
createMatrix(matrixX); //Quaternion for X
createFromAxisAngle(1, 0, 0, RotateX);
glMultMatrixf(matrixX);

createMatrix(matrixY); //Quaternion for Y
createFromAxisAngle(0, 1, 0, RotateY);
glMultMatrixf(matrixY);

createMatrix(matrixZ); //Quaternion for Z
createFromAxisAngle(0, 0, 1, RotateZ);
glMultMatrixf(matrixZ);


//-- VBO Model Implementations --
glPushMatrix();
glScalef(3.0, 3.0, 3.0);

drawVBO();
glPopMatrix();

glutSwapBuffers();
}

static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case 'w':
WireFrame =!WireFrame;
break;

//-- Model 1 --
case '1':
glCallList(cow);
break;

//-- Model 2 --
glCallList(ele);
case '2':
break;

//-- Model 3 --
case '3':
glCallList(ven);
break;
}
}

void Specialkeys(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_UP:
RotateX = (RotateX + 5)%360;
break;
case GLUT_KEY_DOWN:
RotateX = (RotateX - 5)%360;
break;
case GLUT_KEY_LEFT:
RotateY = (RotateY + 5) % 360;
break;
case GLUT_KEY_RIGHT:
RotateY = (RotateY - 5) % 360;
break;
case GLUT_KEY_END:
cameraZoom += 1.0;
break;
case GLUT_KEY_HOME:
cameraZoom -= 1.0;
break;
}
glutPostRedisplay();
}

static void idle(void)
{
// Use parametric equation with t increment for xpos and y pos
// Don't need a loop
glutPostRedisplay();
}

void mouse(int btn, int state, int x, int y){
float scale = 100*(Wwidth/Wheight);
switch(btn)
{
case GLUT_LEFT_BUTTON:
if(state==GLUT_DOWN)
{
// get new mouse coordinates for x,y
// use scale to match right
}
break;
}
glutPostRedisplay();
};

static void init(void)
{

glewInit();

glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);

glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);

fileread(strdup("/Users/harshmohansason/Documents/MajorCourses/CSCI173/3DModels/cube.obj"));
createVBO();
}

/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(1024,720);
glutInitWindowPosition(400,200);
glutInitDisplayMode(GLUT_RGB GLUT_DOUBLE GLUT_DEPTH);
glutCreateWindow("Assignment3: Vertex Buffer Object (VBO) ");
init();
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(key);
glutSpecialFunc(Specialkeys);
glutIdleFunc(idle);
glutMainLoop();
return EXIT_SUCCESS;
}

I'm trying to load a obj file of the cube and draw it using a VBO but whenever I run it, it gives me Thread 1: EXC_BAD_ACCESS (code=1, address=0x0). I do not know what is causing the issue in the code
submitted by MafiaMS2000 to opengl [link] [comments]


2023.04.02 08:21 puppetboy5 Pain and discomfort in penis after ejaculation?

Howdy! Sorry if this post is a bit all-over-the-place.
I struggle with achieving orgasm (been masturbating regularly for seven years and have never had an orgasm until this week) and I had my first ever one about five days ago. Noticed some pain at the base of my penis (where it meets my testicles) for a few hours after, but I thought it was just because it was my first time, because it was so intense, and/or because it took fifteen hours.
But every time I've ejaculated since then (once daily, 5 orgasms total), there's been pain as well. It's sort of a dull ache with some slight pins and needles? Not sure how to describe it. A 3-4 out of 10 on the pain scale. Lasts several hours, and even though I didn't do so today, I've been hurting for about a day. Ice helps but even then it's always there.
I know this probably has to do with the fact that it takes me an average of 8 hours of stimulation (throughout the day, not all at once) to ejaculate, but I don't go too fast and I certainly don't use a death grip.
Now that I am able to ejaculate, I feel like I need to do so even more than when I couldn't. Taking a break is not an option. The thought of not ejaculating is extremely distressing due to my history of unresolved tension and desperation.
No STIs, no UTIs, and no pain before ejaculation - only after.
I have a doctor's appointment in a month regarding my difficulty with ejaculation, so I'm definitely going to bring this up.
Any advice, ideas, or anything of the sort would be great.
Written on mobile
submitted by puppetboy5 to sex [link] [comments]


2023.04.02 08:20 legattack Given Tooth Mousse Plus for enamel erosion and small cavity - Results?

Hello everyone! Just discovered this sub so this is my first time posting here.
Over the past few years, I have gone through several bouts of severe depression and physical illness, meaning that my oral hygiene was less than stellar. This has culminated in noticeable enamel erosion in my front teeth. There is also a cavity on my right incisor which is sensitive to cold and sugar. A little over a week ago, I went to my dentist to see what the damage was. He reached the conclusion that the cavity does not need filling if I can get back into a regular routine and use the Tooth Mousse Plus at night.
Do you think he made the right call? The cavity does not cause constant pain, only mostly when exposed to the cold. I have almost completely wiped out sugar, especially soda, from my diet and brush my teeth religiously. Will the cavity stop hurting? When will I see/feel any results? Help!
submitted by legattack to askdentists [link] [comments]


2023.04.02 08:20 AutoModerator [Get] Leevi Eerola – Lead Gen 2.0 University

[Get] Leevi Eerola – Lead Gen 2.0 University

https://preview.redd.it/kbr9pa6eo8ra1.jpg?width=600&format=pjpg&auto=webp&s=114bfeefe43fa7f6ccddee279a5823ef124737b6

Description

Are you ready to make more sales, land more clients, and become one of the most stress-free people on the planet? If so, then you’re in the right place. In this blog post, we’re going to reveal the exact steps you need to take to make all of that happen.First, let’s talk about setting up your email accounts the right way. You don’t want to risk losing your emails due to a faulty setup, right? We’ll cover the most important aspects of setting up your email accounts, so you can make sure everything is in order. Once you have your email accounts set up, it’s time to find laser-targeted leads for your campaigns. We’ll discuss the best ways to find qualified prospects, so you can maximize your outreach efforts and maximize your ROI. Next, we’ll discuss our “3-Step Email Copywriting Structure.” This simple yet effective structure will help you get a +10% reply rate on your cold emails in as little as 4 days. We’ll show you how to craft compelling emails that draw prospects in and compel them to take action. Last but not least, we’ll discuss how to close your dream clients using a simple 6-step process. This process will make you one of the most stress free people on the planet, no matter what field you’re in. We’ll walk you through all the steps, so you can get the results you want in no time. By following our advice, you’ll be able to make more sales and land more clients. You’ll also be able to relieve yourself of stress and become one of the most stress-free people on the planet. So, what are you waiting for? Let’s get started!
What You’ll Get When You Join
1. The Foundations ($997 Value) QUICKLY BUILD A PROFITABLE LEAD GEN AGENCY Most SMMA programs are just marketing ‘new tricks’ or ‘secret hacks’ to close big deals. Based on building a real profitable agency, we can tell you that these never work. What you need is a deep understanding of the fundamentals of an agency and how to create an offer and pick a niche so you can actually get insane client results (and get paid $$$).
2. A-Z Cold Email Guide ($1,997 Value) LEARN HOW TO WRITE EFFECTIVE COLD EMAILS Most agency programs don’t teach you anything on high-value skills or how to get results for clients. In the Lead Gen 2.0 University, the cold email module is the longest. Leevi and his team combined everything there is to know about cold emails, from technical setup to writing effective copy. Being able to write simple 140 word emails to get CEOs of billion dollar companies on the phone is one of the highest value skills you can learn.
3. SERVICE DELIVERY TEMPLATES ($597 Value) EVERYTHING YOU NEED TO OFFER A WHITE GLOVE SERVICE The #1 reason why most agencies fail is simply offering a bad experience to their clients. They sign a client, onboard them unprofessionally and fail to get great results. And then the clients either fire you or ask for a refund. We’ve combined everything you need to offer a professional experience for your clients, from onboarding to weekly reporting to using cold emails to get them insane results. This way you’ll keep your clients for longer and in turn, make more money.
YOUR FREE BONUSES Join Now And You’ll Also Get…
BONUS #1: Creating A Landing Page & A Video Sales Letter ($997 Value) EARN HOW TO CREATE HIGH CONVERTING AGENCY LANDING PAGES Most agencies have useless websites that prospects leave in a couple of seconds. You’ll learn exactly how to design and write a landing page for your agency that captures your ideal clients’ attention. You’ll also get access to the exact Video Sales Letter template that convinces your prospects to invest in your service even before jumping on a sales call.
BONUS #2: 2-Step Sales System ($2,000 Value) LEARN HOW TO CLOSE HIGH TICKET DEALS Pitching and closing clients on $3,000+ deals requires specific sales training. You’ll learn the exact 2-Step Sales System that let us close deals as high as $8,000 and leaves prospects begging to work with you. While we use this system mainly to close lead generation deals, you’ll be able to replicate this skill for any deal.
BONUS #3: Hiring & Automating Your Agency (Priceless) LEARN HOW TO HIRE THE RIGHT PEOPLE AND AUTOMATE YOUR AGENCY As long as you’re working on your agency every day, you’re not a real business owner. You need to hire the right people and automate the right tasks so your agency is generating cash flow whether you’re sleeping, travelling or taking a day off.
submitted by AutoModerator to CoursesBestOf2023 [link] [comments]


2023.04.02 08:20 AutoModerator [Get] Dan Koe – Digital Economics Masters Degree Full Course Download

[Get] Dan Koe – Digital Economics Masters Degree Full Course Download
Get the course here: https://www.genkicourses.com/product/dan-koe-digital-economics-masters-degree/ Dan Koe – Digital Economics Masters Degree
https://preview.redd.it/e5bm5i19z5pa1.jpg?width=1920&format=pjpg&auto=webp&s=b38f3d722558909f9bfa22127af1347efd52b4ef
What You Get Phase 0) Digital Economics 101 The Digital Economics 101 module will open 1 week prior to the cohort start date.This is an onboarding module that will get you up to speed so we can get straight into the material.This will be required to finish before the start date.
  • Gain a deep understanding of all of the pieces in the digital economy.
  • Learn about the future of media and code — the front-end and backend of the internet — so you can focus your efforts.
  • Understand digital leverage, distribution, no-code tools, and digital assets so you can take part in the mental & financial wealth transfer.
Phase 1) Creating A Meaningful Niche Every day I hear people going on and on about trying to find their niche.I also hear people talking about how they don’t know how to combine what they love talking about with *what will sell.*You already have the answer. You just don’t have the clarity.
  • Develop a long-term strategy to create your own niche — meaning you don’t have to worry about your “competition” playing status games.
  • Discover your life’s work, curiosities, and obsessions. I see too many people that are uncertain about this for years.
  • Cultivate and turn your vision, goals, and values into a brand that attracts an audience you love interacting with (and that will buy from you, and only you).
Phase 2) Content Strategy There is one thing that separates those who make it in the digital economy and those who don’t.It’s the quality, articulation, and perceived originality of their content.The content you post has to make sense to the people you attract.Everyone has a different voice and tone that they resonate with. **That they are congruent with and trust.**It has to change their thought patterns or behavior — that’s what makes you memorable.That’s what separates you from the sea of people posting surface-level copy-cat style posts.Example and putting my money where my mouth is:
  • Become an expert-level speaker or writer on the topics you care about.
  • Never run out of content ideas for your posts or promotions (without using content templates — that’s how you stay a commodity).
  • Create posts, blogs, tweets, images, and videos that resonate with other’s on a deep level. People will actually ask you how you got so good at what you do.
  • Separate yourself from the ocean of B-tier creators that struggle to sell their products, services, andhave their ideas stick in the head of their audience.
  • Implement our Epistemic Research Method — which is just a fancy way of saying scientific research method… but it’s for researching your mind to craft brilliant content and product ideas.
Phase 3) Crafting Your Offer Most people are sitting on a goldmine of skills, experience, and knowledge (that they can use to help people 1-2 steps behind them).That is what people pay for.Considering 95% of the market are beginners… if you are good at something, you can help them get to your level (no matter how “basic” you think the information is).Do you not watch basic content all day anyway? People don’t want new information, they want to be reminded of what works.
  • Use our Minimum Viable Offer strategy to start monetizing immediately (and have something to improve over time, rather than procrastinating until it’s perfect).
  • Have a strategy for reducing the time you spend working over time (as you build leverage and improve your offer).
  • Know how to create your own customers from the audience you are building, instead of “finding” the right customer for your offer.
  • Take the guesswork out of building coaching, consulting, or digital product offers.
Phase 4) Marketing Strategy You aren’t making money because you aren’t promoting yourself or your offer.That is literally the only way to make money. Have something desirable and consistently put it in front of peoples’ faces.In Phase 4, I will show you how to systemize, automate, and be consistent with simple will be able to make money without having the chance of forgetting to do it (or letting fear of failure get in the way).
  • Learn to sell on social media, in your writing, and across different platforms.
  • Have consistent sales coming in while focusing on your meaningful message (no need to sound salesy all the time).
  • Learn advanced automation strategies that you can implement at your own pace, especially once you validate your offer.
Bonus) The Creator Command Center The Creator Command Center is a Notion template that houses all of the systems.This is how you will manage your brand, content, offer creation, marketing strategy, and systemized promotions for consistent sales. Bonus) Live Product Build & Launch In the first Digital Economics Cohort, I built out my course The 2 Hour Writer.I have videos showing how I build it with the strategies in phase 3 and 4.There is a bonus module that shows how I had an $85,000 launch that resulted in my first $100K month.I did this to prove the strategies inside Digital Economics work if you stick to the plan.***And, this past Black Friday, I blew my that monthly high out of the water in 4 days.***That’s the power of these strategies if you stay consistent with your life’s work.
submitted by AutoModerator to Affordable_Courses [link] [comments]


2023.04.02 08:20 AFLMatchThreads Match Thread: Fremantle vs West Coast (Round 3)

HOME TEAM AWAY TEAM
Fremantle vs West Coast
INFORMATION
Date Sunday 02 April
Time 05:20PM AEST
Ground Perth Stadium
Statistics AFL Match Centre
Reddit Stream Stream
TV AFL Broadcast Guide Avaliable Here
Final teams available from the AFL Match Centre.
As a reminder, the comment rules are listed in the sidebar. You are responsible for following the rules!
If you see a comment or post that breaks the rules, please report it to the moderators. This helps keep the subreddit clear of rule-breaking content.
If you want to make any comment on the umpiring only, the comment must be a rhyme or limerick while also in line with the subreddits rules. No abuse. No snide swipes at an individual, do not be a dickhead, any comments not doing this will be removed.
See any antisocial behaviour? Please report dickhead comments around you using the report button.
Antisocial behaviour can result in your removal from the Match Thread (1 day ban).
submitted by AFLMatchThreads to AFL [link] [comments]


2023.04.02 08:18 NoblePink Event Megathread - Platinum Star Theater ~Cut. Cut. Cut.~


Event will last until 9 April 2023 20:59:59 JST
Event 2nd half will begin 6 April 2023 15:00:00 JST
Costume Exchange is available until 18 April 2023 14:59:59 JST

Event Description

The objective is to gather event tokens: and some event points by playing LIVEs using stamina or live tickets.
The event tokens then can be used to to play event songs: Cut. Cut. Cut. to gather much more event points.
Event exclusive card, items, and achievement title will be distributed through accumulated event point, event point ranking, high score ranking, and lounge ranking rewards.
Event exclusive story will also be unlocked through game progress.
General event play style: Play LIVEs for tokens and use them to play event song.

Event Exclusive Cards & Costumes

Event Ranking Card Requirements
SR (Cut... & Shape) Mizuki Makabe MR0: Top 50,000 ranking or 30,000 event points
  MR1: Top 25,000 ranking
  MR2: Top 10,000 ranking
  MR3: Top 5,000 ranking
  MR4: Top 2,500 ranking
Event Points Card Requirements
SR (Cut... & Shape) Momoko Suou MR0: 6,000 event points
  MR1: 10,000 event points
  MR2: 16,000 event points
  MR3: 22,000 event points
  MR4: 30,000 event points
Cards from event rewards will have a PST logo on bottom left of card.
Only the event ranking card comes with the event costume. Raising the event ranking card to Master Rank 4 will unlock another version of the costume.
By reaching certain accumulated event point targets you can obtain Costume Vouchers that can be exchanged for the current event's costumes (except the event ranking card's) via the Costume Exchange (衣装交換) button on the event page:
Event Points
45,000
The Costume Exchange page also displays the Costume Voucher's expiry date. If the event page is no longer available and you still have unexpired vouchers you can access the Costume Exchange from the banners on the main THEATER page.
You can use Platinum Star Piece to obtain any event cards or costumes you have missed, as well as raising the event cards' Master Rank, at a later date.

Event Login Bonus & Missions

Remember to visit the event page daily to collect 540 event tokens! Daily Spark Drinks expires every 00:00 JST so it's best to use them as soon as possible.
Mission Reward Expires
Gather 100 event tokens Million Jewel (25 units) Every day 00:00 JST
  Daily Spark Drink 30 (1 unit)  
Clear 1 LIVE Daily Spark Drink 30 (1 unit) Every day 00:00 JST
Clear 1 JOB Daily Spark Drink 30 (1 unit) Every day 00:00 JST
Clear event song 30 times Million Jewel (200 units) End of event

Event Token: Fuwafuwa Shampoo (ふわふわシャンプー)

The quantity of event token and points earned from LIVEs depends on the cost and score rank achieved.
The maximum number of tokens you can accumulate is 999,999.
Below are the event point and token rewards (both are the same amount) for LIVEs cleared using stamina:
Course Stamina Cost Socre Rank S Score Rank A Score Rank B Score Rank C/D/lower
2MIX (Solo/Unit) 15 35 34 33 32
4MIX 20 49 48 47 45
2MIX+ 25 62 60 59 58
6MIX 25 64 63 62 60
MMIX 30 85 83 80 79
OMIX 30 85 83 80 79
The number of live tickets required to play a LIVE is the same as its stamina counterpart, but a 0.7x base multiplier will be applied on event token and points earned. For example S Ranking a MMIx LIVE with 10x live tickets:
(10 x 0.7) x 75 = 525
Live tickets can be obtained from JOBs by spending stamina. During the event, a 25 and 30 stamina job will be available on the Special (特別) tab in addition to the 20 stamina jobs on the regular tab

Event Song: Cut. Cut. Cut.

The event song can be accessed from the event page via the "Go To Event Song (イベント楽曲へ)" button, or the event song (イベント楽曲) on the right side of the LIVE page (swiping left on it will also show the number of event tokens you have).
Token cost and the event points gain are the same across all courses.
Token Cost Score Rank S Score Rank A Score Rank B Score Rank C/D/lower
180 537 525 514 504
An additional 120% bonus will be applied to your team's Dance Appeal stat when playing the event song.

Event 2nd Half

After the event reaches its designated midway point (see post beginning for the exact date and time), you'll be given the option to spend more stamina / tokens to get more tokens / event points / Live Tickets faster.
You can spend 2x stamina to get 2x the tokens and event points from LIVEs.
You can spend 2x stamina to get 2x the Live Tickets from JOBs.
You can spend 2x / 4x tokens to get 2x / 4x the event points from event songs.
PLv exp, affection level, item drops, etc are not affected by the multiplier.

Event Commus

Event stories can be unlocked by reaching certain event points milestone, viewing them will yield Million Jewels (50 units) per episode.
Episode Event Points Needed
Prologue Interact with Misaki at the Theater's Waiting Room
1 0
2 1000
3 2500
4 4500
5 7000
6 10000
Epilogue Unlocks after the event results

Event Rewards

Event Rewards can be viewed via the Event Rewards (イベント報酬一覧) button on the event page. The current rankings can be accessed using the Rankings (ランキング) button.
Available Rankings:
  • Accumulated Event Points (蓄積イベントpt)
  • Event Point Ranking (イベントptランキング)
  • High Score Ranking (ハイスコアランキング)
  • Lounge Ranking (ラウンジランキング)
Minimum lounge contribution to be eligible for lounge ranking rewards.
Lounge Ranking Required Points
1st ~ 10th 36000
11th ~ 50th 26000
51st ~ 100th 18000
101st ~ 250th 12000
251st ~ 500th 8000

Useful Links

submitted by NoblePink to TheaterDays [link] [comments]


2023.04.02 08:17 0An_Idiot0 Nuclear New Features in Bethesda’s Fallout: Miami

Ring-a ding ding! Looks like Fallout: Miami's explosive influence has yielded fantastic results for its creators. Fallout: Miami, a mod for Fallout 4 created by Wayne and Luke-Benjamin Carlson, is being officially licensed by Bethesda! This is truly a momentous occasion for Fallout fans. Fallout: Miami has a unique take on the Fallout universe and its established canon. Opting for glamorous Florida beaches and sunny weather, this quirky mod distinctly contrasts its main-game counterpart, with its dark, rad-infested alleyways and desolate wastelands. Bethesda plans to include Fallout: Miami's intricate storyline in future Fallout canon, as well as make small tweaks to it in its initial debut.
The Bethesda team has taken full creative control of Fallout: Miami, bringing in other elements of Fallout canon into the popular mod. It is rumored that voice actors from previous Fallout games will be returning in Fallout: Miami to re-record Miami's innumerable voice lines with a Bethesda twist. They are also changing up Fallout: Miami's maps to “better suit the look and feel of Fallout, reminiscent of the iconic Fallout: 3 and Fallout: 76 games". A Bethesda team member revealed that they will be removing palm trees to replicate that feeling of wandering a post-apocalyptic wilderness. Rad-ical!
The iconic Brotherhood of Steel will also be making a comeback as a more prominent protagonist in Fallout: Miami, taking on a role similar to that in Fallout: 3. This newest version of our beloved Brotherhood will also be featured in future Fallout games. The re-appearance of these tech-clad warriors has inspired creative director Todd Howard to make power armor a leading feature in Fallout: Miami's gameplay, allowing players a wide variety of new power armor sets while de-emphasizing their drawbacks. This will create a more open-world feel for players, helping them along in their post-apocalyptic journey.
With all these new features coming with the release of Fallout: Miami in late 2024, it is without a doubt the most anticipated game release of the coming year. We here will be tracking all the juicy updates right here. It's just like what the wasteland's iconic radio host, Three-Dog, says: "You can't stop the signal, baby!"
submitted by 0An_Idiot0 to Fallout [link] [comments]


2023.04.02 08:15 0An_Idiot0 Nuclear New Features in Bethesda’s Fallout: Miami

Ring-a ding ding! Looks like Fallout: Miami's explosive influence has yielded fantastic results for its creators. Fallout: Miami, a mod for Fallout 4 created by Wayne and Luke-Benjamin Carlson, is being officially licensed by Bethesda! This is truly a momentous occasion for Fallout fans. Fallout: Miami has a unique take on the Fallout universe and its established canon. Opting for glamorous Florida beaches and sunny weather, this quirky mod distinctly contrasts its main-game counterpart, with its dark, rad-infested alleyways and desolate wastelands. Bethesda plans to include Fallout: Miami's intricate storyline in future Fallout canon, as well as make small tweaks to it in its initial debut.
The Bethesda team has taken full creative control of Fallout: Miami, bringing in other elements of Fallout canon into the popular mod. It is rumored that voice actors from previous Fallout games will be returning in Fallout: Miami to re-record Miami's innumerable voice lines with a Bethesda twist. They are also changing up Fallout: Miami's maps to “better suit the look and feel of Fallout, reminiscent of the iconic Fallout: 3 and Fallout: 76 games". A Bethesda team member revealed that they will be removing palm trees to replicate that feeling of wandering a post-apocalyptic wilderness. Rad-ical!
The iconic Brotherhood of Steel will also be making a comeback as a more prominent protagonist in Fallout: Miami, taking on a role similar to that in Fallout: 3. This newest version of our beloved Brotherhood will also be featured in future Fallout games. The re-appearance of these tech-clad warriors has inspired creative director Todd Howard to make power armor a leading feature in Fallout: Miami's gameplay, allowing players a wide variety of new power armor sets while de-emphasizing their drawbacks. This will create a more open-world feel for players, helping them along in their post-apocalyptic journey.
With all these new features coming with the release of Fallout: Miami in late 2024, it is without a doubt the most anticipated game release of the coming year. We here will be tracking all the juicy updates right here. It's just like what the wasteland's iconic radio host, Three-Dog, says: "You can't stop the signal, baby!"
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2023.04.02 08:13 Sorin61 Nigella sativa oil as a treatment for gingivitis: A randomized active–control trial [03 - 2023]

Objective: To assess the clinical anti-inflammatory and antimicrobial efficacy of Nigella sativa oil compared with chlorhexidine in patients with gingivitis. Methods: A double-blind, randomized clinical trial was conducted in patients having chronic generalized gingivitis. Patients were randomly assigned to receive Nigella sativa oil (n=18) or chlorhexidine (n=19). The following assessments were made on day 0 and day 15: plaque index, gingival index, gingival IL-6 and IL-18 levels were measured using ELISA, plaque colony-forming units, and alpha-hemolytic Streptococcus strains. Data were analyzed using parametric and non-parametric tests and Fisher's exact test. Results: Both interventions reduced plaque index and gingival index scores (P<0.000 1). The *Nigella sativa* oil group was better at lowering IL-6 (*P*=0.0076) than the chlorhexidine group (*P*=0.145), although there was no change in IL-18 levels (*P*\>0.05). The post-intervention plaque index and gingival index scores and inflammatory cytokine levels between the two groups were not significantly different. Both interventions caused a significant reduction in the plaque colony-forming units (P<0.0001), reducing pathogenic bacteria: Streptococcus mitis, Streptococcus oralis, Streptococcus sanguinis, and Streptococcus parasanguinis in the chlorhexidine group (50%) (P=0.103 1), and the Nigella sativa oil group (20%) (P=0.739 5). Conclusions: Nigella sativa oil had anti-inflammatory and antibacterial activities, reducing biofilm formation and disrupting the colonization of pathogenic bacteria essential for the progression of periodontal disease. Nigella sativa oil could offer an alternative therapy for treating gingivitis and may prevent associated systemic diseases and improve overall health outcomes.
Full: https://www.apjtm.org/article.asp?issn=1995-7645;year=2023;volume=16;issue=3;spage=129;epage=138;aulast=Rahman
submitted by Sorin61 to Nutraceuticalscience [link] [comments]