In this article we are going to look at how we can render images using image styles in Drupal 8.
In Drupal 7, rendering images with a particular style (say the default "thumbnail") was by calling the theme_image_style() theme and passing the image uri and image style you want to render (+ some other optional parameters):$image = theme('image_style', array('style_name' => 'thumbnail', 'path' => 'public://my-image.png'));
You'll see this pattern all over the place in Drupal 7 codebases.
The theme prepares the URL for the image, runs the image through the style processors and returns a themed image (via theme_image()). The function it uses internally for preparing the url of the image is image_style_url() which returns the URL of the location where the image is stored after being prepared. It may not yet exist, but on the first request, it would get generated.
So how do we do it in Drupal 8?
First of all, image styles in Drupal 8 are configuration entities. This means they are created and exported like many other things. Second of all, in Drupal 8 we no longer (should) call theme functions like above directly. What we should do is always return render arrays and expect them to be rendered somewhere down the line. This helps with things like caching etc.
So to render an image with a particular image style, we need to do the following:$render = [ '#theme' => 'image_style', '#style_name' => 'thumbnail', '#uri' => 'public://my-image.png', // optional parameters ];
This would render the image tag with the image having been processed by the style.
Finally, if we just want the URL of an image with the image style applied, we need to load the image style config entity and ask it for the URL:$style = \Drupal::entityTypeManager()->getStorage('image_style')->load('thumbnail'); $url = $style->buildUrl('public://my-image.png');
So that is it. You now have the image URL which will generate the image upon the first request.
Remember though to inject the entity type manager if you are in such a context that you can.
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more. ...
How to build a Docker Pattern Lab image for local Drupal development with the Pattern Lab Starter theme and/or with other common front-end applications such as npm, Gulp, and Bower. Continue reading…
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This is a collection of seven adventures for Conan, each designed to be played individually as suits, spanning the known world and providing opportunities to explore different aspects and themes. They are deliberately designed to be episodic - Howard\'s original Conan stories were, after all - and can be mixed up and messed about with if they don\'t suit your needs as presented here. The adventures are presented as seven chapters with an eighth one devoted to a collection of short adventures and plot seeds to inspire you further.
The first adventure is Devils Under Green Stars. The party has somehow got to Zukundu, a lost civilisation in the Southern Kingdoms beyond Stygia (several suggestions are provided for the exact location), where they find a high-walled city/palace covering an entire island. It looks pretty overgrown, but those venturing in will find that it\'s not completely abandoned! The idea is that they\'ve found the place almost by accident, but local wildlife makes the thought of going in more palatable than being eaten where they are. Oh, and at least one of the tribes within has lots of gold. Surely that makes it all worthwhile? With warring tribes and hideous monsters, yes, this one has caught the spirit of Conan well.
On, then, to The Pact of Xiabalba, which begins with the party going about their own business at sea when a storm strikes... and ends with them fighting to escape a mysterious city that\'s about to be sucked back into a nightmare realm somewhere out of time and space as they know it. The city, you see, belongs to a race of Giant-Kings thought to have died out sometime in pre-history... only they are very much around, at least here. The city at first appears ruined, then a timeslip takes them into a siege...
Next up, The Caves of the Dero gives the party a treasure map and, well, you know adventurers. Given a treasure map they\'ll need to try and find the treasure... the quest leads them into a decidedly unstable mine. The loot may be stupendous, but is it really worth the potential cost to retrieve it?
The next adventure is The Ghost of Thunder River. This starts off in Velitrium, a border town in the Westermark in the Bossonian Marches, the buffer Aquilonia maintains between its border and Pictish territory. The Picts are proving troublesome under the leadership of a weird pale devil risen from ancient days (or so it is claimed). To introduce the backstory, the players can undertake a prelude in which they forsake their regular characters for a bunch of Picts whose hunting trip has ended up with them forming a war party who end up visiting a strange tomb... Once this segment has played out, they can resume their normal characters to start the adventure proper. The prelude can be omitted, but it does add an interesting twist and is rather more fun than just being told what happened in the past. The adventure itself begins with the party enlisting in the Velitrium militia - it\'s left up to you to decide how they came to be there - and helping to take the fight to the Picts... but there\'s something odd going on. Plienty of wilderness adventure in this one.
The Thousand Eyes of Aumag-Bel follows, beginning with the party enjoying a well-earned rest in a city when they get robbed of a specific item. Just how they came to have said item is left up to you - anything from an inheritance to loot picked up in a previous adventure will do. This leads to all sorts of fun and running battles through (and then under) the city.
This is followed by The Red Pit which starts with the party as slaves... and it\'s time to lead a revolt! Again, how they got to be there is left up to you, although a few ideas are provided. This one is a straight-up all-out brawl as the slaves - armed with bare fists and loincloths to start with - fight their way out of the Red Pit, an opencast mine in which they\'ve been put to work.
The final full adventure is The Seethers in Darkness, which sees the party hired to escort a scholar on a quest for a lost ruin in the desert southwest of Zamboula. Needless to say, nobody\'s heard of the ruins and nothing is quite what it seems. Plenty of classic adventure here with ancient races, cities buried in the sand and other typical Conanesque themes.
Finally we have Chapter 8: Seeds of Glory. This provides a myriad of ideas about running adventures and campaigns, including suggestions for stringing the adventures presented in this book into a coherent plot starting off with The Red Pit - you don\'t start much lower than being a slave after all - and gathering wealth and power progressing through the other adventures. Or maybe they start off in reasonable comfort and things go badly wrong as their adventures progress... yet such a coherent story arc was not Howard\'s way of telling a story, even if it is more expected in a role-playing game. Many possibilities are discussed here, it will be up to you to decide how you want to use this material. The chapter ends with several paragraph-long seeds from which you can build further adventures. Who knows, maybe Conan himself will make an appearance, but remember: the player-characters are the heroes of THESE tales!
It\'s an excellent collection of adventures, and their episodic nature is handled well in the advice given in Chapter 8, with ample suggestions on how to use them whether or not you want them to be a bit more coherent in terms of a plotline. These are probably not adventures to just pick up and run, they will repay careful thought and planning to make your group\'s experience of the Hyborian World as epic and exciting as the original tales... but the spirit of Conan lives on in these pages!
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Plugin Definition:source: constants: uri_file: 'public://' #required plugin: directory track_changes: true urls: - /path/to/files/for/import file_extensions: - mp3 - m4a - wav recurse_level: -1
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Deities of love, romance, and sexuality are replete throughout both history and fantasy. As such, the lack of any mystery options for oracle characters in Pathfinder, even across multiple releases, was a void that was crying out to be filled. Everyman Gaming and Rogue Genius Games purport to have the answer with Everyman Minis: Mysteries of Passion. Let’s take a look and see what’s here.
Before anything else, I need to issue a disclaimer: at the time of this writing, the author of this product is running a crowdfunding campaign to publish a book of thematic character options that expand on what’s here, to which I’m financially contributing. That’s not something that’s influencing my review, but I wanted to put it out there anyway.
Mysteries of Passion is seven pages long, with one page for the cover, one for the credits, a page-and-a-half for the OGL, and another page-and-a-half for ads. The remaining two pages are a combination of the introduction, a reprinting of the cover art, and the new material.
I have to take a moment to talk about the cover art, which I found myself liking. A full-color piece that shows two anthropomorphic (i.e. “furry,” to use a loaded term) characters kissing each other, the artwork on the cover is more symbolic of the product than it initially suggests. It’s not just that the two characters are locking in a kiss that helps signify what this book is about, but also how they’re depicted. The alien nature of the characters, not being humans or your typical Tolkien-esque demihumans, helps to highlight what’s more universal, which is that they’re in a romantic embrace. This universality is highlighted by how the pair are androgynous; it’s impossible to tell if they’re both female, both male, male and female, or something else altogether. It’s an excellent way to signal the thematic nature of love that this book deals with.
The book’s crunch opens with a new spell: symbol of debauchery. This is essentially a re-flavored symbol of death spell (having the same spell level and material costs), but causing victims to uncontrollably begin to kiss and grope the nearest conscious creature. I had some problems with this, for two reasons: first, there’s no mechanical effect conveyed for what such a state entails. Are victims of this spell flat-footed? Staggered? Something else? This pretty clearly warrants some sort of condition, but I’m not at all sure what. It says victims may take no other actions, but to what degree can they defend themselves?
My other problem was that this spell doesn’t seem like it warrants having the same level and costs as symbol of death. That is a spell that KILLS characters, whereas this one just makes them lose control of themselves for one round per caster level. Now, you can make the argument that in a fight, being taken out of it – whether by death of being overcome by lust – is mechanically the same, but there’s a problem with that line of reasoning. While death may be a speed bump by the time you’re throwing around 8th-level spells, the cost of coming back from death is at least worth noting, in that it’s a few thousand gp. By contrast, coming back from what this spell inflicts doesn’t cost nearly as much, and so it shouldn’t be so difficult and expensive to cast this spell. I recognize that they needed an 8th-level spell for the Passion mystery, but this one needs more to be worth its level and costs.
The Passion mystery itself carries nine possible abilities, in addition to its class skills, spell list additions, one other power, and final revelation.
The powers here do a fairly good job of showcasing the range of what you’d expect from a mystery themed around love and sexuality, mostly being defensive or buffing in nature, though not always. Awesome beauty acts as a combined sanctuary spell and short-duration fascination ability, for example. Other powers include allowing you to form a bond that lets you monitor the well-being with someone to whom you’re connected, divining a target’s desires, or even polymorph someone as a form of rejection! I can already see the jokes about turning someone into a pig, there.
By far the more notable abilities, however, are ones such as Secrets of Passion, which let you add spells from the wizard or bard spell list to your spells known, so long as they’re enchantment spells with the charm or compulsion sub-schools. I was very glad for this, because it answers one of my major issues with a lot of thematic spellcasters: namely, that class-based spell divisions tend to get in the way of making a spellcaster that has access to the spells that fit their theme. Arcane spellcasters have a LOT of spells revolving around charming and beguiling, and those fit in naturally here. Similarly, although it’s not quite as thematic, being able to add cure or inflict spells via the Fickle Passions ability fits in here as well, and I especially liked how this let you add in mercies or cruelties (depending on whether your chose to heal or harm) on those as well. This level of versatility is enough to make these abilities must-haves, but they’re not unbalancing and fit with the themes of this mystery so well that it honestly wouldn’t have been complete without them. And Shield of Splendor…being able to swap out Dexterity for Charisma for determining AC. ‘nuff said!
The final revelation is themed around mastering aging, which seemed surprising until I realized it was emblematic of “eternal love.” You not only stop aging and become immune to aging attacks, but permanently gain two age-related spell-like abilities, which was unexpected. More notable was that you could share these benefits with someone you’re attracted to (and who is attracted to you) via a kiss, meaning that you can potentially keep someone alive forever so long as “the magic” is still there.
I found myself wishing that this ability could be shared with more than a single creature at a time, something like 3 + Charisma modifier (minimum 1) would have been much better, to my mind. That might sound unbalanced at first blush, but remember that this is only granting immunity to aging penalties and two relatively minor spell-like benefits…and that this is 20th level we’re talking about. Cutting loose and giving out a crazy benefit is expected at this point. Moreover, it strikes me as emblematic of someone that’s become the near-personification of love that they’d have several paramours, since being 20th-level tends to make you a mover and shaker. As it is, this instead calls to mind the “soulmates” idea, which is also thematically appropriate; I just wish it had more mechanical “oomph.”
I should mention that I noticed several small errors cropping up throughout the book, which was rather disheartening. None of these were major problems, but we had things like spells having the wrong superscript initials to show what book they came from, or repeated references to the Passion mystery as the “heart” mystery [insert Captain Planet jokes here]. These are the sorts of things that shouldn’t really exist in a product this brief. It was enough for me to knock a half-star off of the book, particularly since directing someone to the wrong books to look up spells can be a real pain.
Other than that though, what’s here is a quality presentation that does a good job focusing on the myriad aspects of passion, both positive and negative. It’s mechanically solid, and does a great job of offering expansive options, though the final revelation needs a bit more heft to it. With some polish, this would be a 5-star product; as it stands now, it’s a 4.5, rounded down to 4.
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**Conan: Jeweled Thrones of the Earth** consists of seven separate adventures, each a different part of Conan\'s world. To reflect how the Conan stories were written, the adventures encourage the reader to run the adventures back in forth in time, and, of course, like any roleplaying game, mix and match the adventures with other gamemaster ideas. Of course, the regular rules assume the adventurers have spent months carousing between adventures, so it\'s not difficult for the players to find themselves in one part of the world at one time, and another the next. Each adventure should take several gaming sessions.
**Devils Under Green Stairs** finds the players stumbling across the forgotten city-palace of Zukundu, where a trio of degenerate tribes have an uneasy peace that becomes bloody war. I would say that the adventure is intermediate in difficulty, with the gamemaster having to manage various intelligent (though vengeful) NPCs. The adventure is on the linear side, mostly assuming the adventurers follow a specific plotline in the adventure.
In the **Pact of Xiabalba**, the players set sail and are engulfed by a terrible storm from nowhere. They find themselves shipwrecked on a mysterious island, with the only survival leads inward as the party searches for water. There, they will hear the sounds of ever-distant war drums, meet soldiers with crests of a severed head, and a ship marooned in the middle of the forest. The adventure is linear, until a point when the players and game master can create their own epic struggle, leading to the climax of the story. The adventure has NPCs, including an experience sailor, haunted by events in his past, whom dramatic players may enjoy playing as PC\'s.
In **Caves of the Dero**, our heroes descend into supposedly abandoned mines to find more than reputed treasure. Tales of diabolic sorceries lead to a horrible creation. The adventure felt a little on the dungeoncrawly side, no surprise since Conan is an influence on generic fantasy adventures. This adventure serves as a good model of a \"logical\" dungeon lair.
**The Ghost of Thunder River** begins with a prologue where the players play Pict NPCs, who discover the horror behind the adventure. The next scene has the players as their own characters in an outpost woefully unable to cope with the rising attacks by the Picts. As the characters find out about captives taken by the Picts, they must decide between following the garrison commander\'s order to not help them, lead a rescue, or find the mysterious man now leading these different Pict tribes.
In **The Thousand Eyes of Aumag-Bel**, our heroes find themselves in a tavern after carousing, only to meet a group of armored men demanding, \"Give us the amulet! Give it to us and Aumag-Bel shall let you live!\" Aumag-Bel rules the city, and, assuming the PCs defeat the guards, soon find themselves on a chase through the market after losing their amulet to the thief-children, tracking them down to the Den of the Black Lotus. (If the PCs recover the amulet, a substitute sacrifice has been captured and the heroes must rescue her!) A downward tunnel from the den into the depths continues the twisted descent hinted at from the den.
\"Will they die as slaves under the brutal summer sun, or break out and triumph, fleeing themselves from dreadful bondage?\" **The Red Pit** starts our poor heroes as slaves in a mining pit, swinging into a revolt and escape. This pit escape is well-detailed and makes a fine epic battle, complete with mighty a\'ghama beast. This adventure can be used in other game worlds, since it\'s not too Conan-specific.
In **The Seethers in Darkness**, the party has been hired by a scholar to find a lost city in the middle of a desert. A desert storm separates him from the party. Woeful to the heroes, the scholar is successful. This adventure is linear but doesn\'t feel like a railroad, as the players follow the scholar into the dark. This adventure is basically a series of planned encounters (almost a dungeoncrawl), but with quite a bit of Conan atmosphere. I highly recommend it over the Quickstart adventure.
The last chapter is **Seeds of Glory**. This chapter is advice for the gamemaster and players in creating -- or not creating -- a campaign for the gaming group. Different suggested outlines for campaigns are provided, as well as a suggestion that, since Conan\'s stories took place at different times during his life, so can adventure sessions. The chapter also mentions how Conan himself could appear, if desired, without overshadowing an adventure. Finally, the chapter ends with ten or so adventure seeds a gamemaster could develop.
I think the only concern I have about these adventures is, along with the core book adventure, that many of them involve the players pressing forward in dark passages, or encountering the climax of a ritual. Almost all of them have encounters with forbidden sorcery or lost civilizations. (Speaking of lost civilizations, maybe Modiphius could release a campaign where the party gradually learns about a lost civilization, instead of descending right into it.) Perhaps these adventures are better played a breaks between the more conventional generic fantasy adventures, much like the stories of Conan were in his life. Some adventures add fiddly little instructions a gamemaster is supposed to follow (eg. a series of die rolls to see how many enemies show up) that the gamemaster can ignore. I also recommend that the gamemaster run a few combats to familiarize himself with the enemies in the adventures and the game system. Most of them are human and intelligent, though pretty willing to put cause ahead of safety.
Finally, I usually recommend, for adventures, the PDF over book, including Conan: Jeweled Thrones of the Earth. You will only need one chapter at a game session, and can write in the margins for game notes. If you print out the PDF one-sided, you can cut out pictures and text as handouts to players. Some NPCs make fine player characters, and these can be made into handouts as well. Save yourself some money and lighten that load in your pack!