Newsfeeds

SliderWidget

New Drupal Modules - 30 July 2018 - 1:26am

Module create slider widget for number field type. Widget use SliderUI JQuery library. All library options could be set in widget settings form.

Categories: Drupal

Fuzzy Thinking: Munchkin Weapons

RPGNet - 30 July 2018 - 12:00am
Fuzzy munchkins.
Categories: Game Theory & Design

ZONModule

New Drupal Modules - 29 July 2018 - 9:31pm
Categories: Drupal

Video Game Deep Cuts: Slay The Totally Accurate Spire

Social/Online Games - Gamasutra - 29 July 2018 - 7:23pm

This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more. ...

Categories: Game Theory & Design

wkhtmltopdf

New Drupal Modules - 29 July 2018 - 6:07pm

Third party integration with https://wkhtmltopdf.org/

In development.... add tests, creating readme, improve approach

Categories: Drupal

ChatBro

New Drupal Modules - 29 July 2018 - 12:12pm

Integration of https://www.chatbro.com/

Categories: Drupal

CKEditor Widgets Bootstrap Grid

New Drupal Modules - 29 July 2018 - 7:06am

CKEditor Widgets Bootstrap Grid
This is just another small module introducing the Bootstrap Grid to CKEditor.

This only works if you have Bootstrap theme/library enabled!

Categories: Drupal

Video Game Deep Cuts: Slay The Totally Accurate Spire - by Simon Carless

Gamasutra.com Blogs - 29 July 2018 - 6:57am
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.
Categories: Game Theory & Design

Feeds Big File Fetcher

New Drupal Modules - 29 July 2018 - 2:59am

This module will use cRUL to download the URL into a system file.
It is not processing the file directly, to avoid memory issue (by loading the content of the file in memory).

I've used this module together with:
https://www.drupal.org/sandbox/darthsteven/1728218

to import a large .xml file, avoiding memory issues.

Categories: Drupal

Layout Kit

New Drupal Modules - 28 July 2018 - 5:10pm

Layout Kit is a ready to use set of layouts, now (take a look at screenshots):

  • Accordion.
  • Conmutator (accordions where all the sections can be closed/opened at once).
  • Tabs: horizontal.
  • Tabs: vertical.
Categories: Drupal

hussainweb.me: Drupal Meetup Bangalore – July 2018

Planet Drupal - 28 July 2018 - 1:31pm
July’s Drupal meetup was held at 91Springboard in Koramangala. We are back after a long time and that’s thanks to 91Springboard for providing us with the venue. Snacks in the meetup and lunch after the meetup were courtesy of Axelerant.
Categories: Drupal

Review Roundup

Tabletop Gaming News - 28 July 2018 - 11:00am
Saturdaaaaaaaaaay! Woo! All the woo! Continuous woo! And, as I’m sure many of you are well-aware, it’s the last Saturday before Gen Con. So get in all the prep you can now before heading out for the show this week. Me? I’m playing some D&D. But I’ve planned ahead and scheduled these reviews for you […]
Categories: Game Theory & Design

Cielo Integration

New Drupal Modules - 28 July 2018 - 7:31am

This module provides an integration with cielo api.

Cielo is the largest Brazilian credit and debit cart operator and the biggest payment system company in Latin America by revenue and market value.

Categories: Drupal

mark.ie: Exclude Current Node from List of Related Nodes by Taxonomy Term

Planet Drupal - 28 July 2018 - 3:28am
Exclude Current Node from List of Related Nodes by Taxonomy Term

You know the scenario - you want to list nodes that have the same taxonomy term(s) as the node you are currently viewing. Easy, but you also want to exclude the currently-being-viewed node from the list. Always trips me up.

markconroy Sat, 07/28/2018 - 11:28

Each time I have to do this, I read a blog or two or a Drupal issue or two and still I always end up with a quirk. Here's what I normally do:

  1. Create the view
  2. Add a contextual filter for the taxonomy field you want to filter by
  3.  Provide default value
  4. Taxonomy term ID from URL
  5. Load default filter from node page, that's good for related taxonomy blocks
  6. Limit terms by vocabulary
  7. Click Apply
Now I'm Stuck

This gives you a list of nodes related to the current one, but the current node will always show up in your list. If you edit that contextual filter and expand the 'More' tab at the end, and then choose 'Exclude: If selected, the numbers entered for the filter will be excluded rather than limiting the view.' you will be forgiven for thinking this will exclude the current node. IT WON'T. In this case, it will exclude the currently selected taxonomy term - which is the opposite of what you want to do.

The Solution? Another Contextual Filter
  1. Create another contextual filter for 'ID', as in, the Node ID.
  2. Provide default value
  3. Content ID from URL
  4. Scroll to bottom of page and expand the 'More' tab
  5. Click Exclude: If selected, the numbers entered for the filter will be excluded rather than limiting the view.

Now, the second filter will exclude the currently-being-viewed node, while the first filter will do the related-node-taxonomy-magic-dance.

 

Categories: Drupal

Matt Grasmick: Documentation Initiative Update, UX Changes to Drupal.org

Planet Drupal - 27 July 2018 - 6:02pm

The documentation initiative was announced at DrupalCon Nashville nearly four months ago. In his keynote, Dries’ highlighted my blog post, in which I provided statistics and anecdotes about the challenges of Drupal.org’s documentation and evaluator experience. The documentation initiative aims to address these challenges. What’s happened since then?

I’ve worked over the past few months with a small team of contributors to propose solutions, build consensus, and make improvements to the documentation on Drupal.org. Thank you to all of those that have been active in the issue queues and bi-weekly meetings!

The work has been focused on the initiative’s three goals:

  1. Make UX improvements to documentation on Drupal.org.
  2. Improve existing Community…
more
Categories: Drupal

Commerce Guys: Scheduling time for maintaining Drupal Commerce integrations

Planet Drupal - 27 July 2018 - 4:42pm

Commerce Guys maintains a suite of ecosystem modules that give merchants easy access to third-party integrations as part of leading the Drupal Commerce project.

Historically, the issue queues for these modules were looked at when a client requested it or someone from our team had spare time, but that timing was pretty irregular. To provide developers and merchants with a better experience, we’ve decided that moving forward we’re committing dedicated time to review these third-party issue queues on a regular basis.

Our Commitment
Once a week, we’re setting aside time to review new issues in the queues. We’ll use that time to do several things: identify bugs, direct people toward resources to help them solve their problems more quickly, identify earlier when we need more information from the reporter, and help move community patches forward.

Cleaning the Current Queues
As part of this renewed focus on integrations, we’re starting by cleaning up the issue queues. To give ourselves a clean slate, we’ll be closing a lot of these older issues. This will allow us and other contributors to focus on relevant problems. There are a significant number of old issues hanging around that represent duplicate bug reports, tasks that were resolved via other patches, or issues that cannot be resolved without clear steps to reproduce the problem.

What to if we close an issue you still need resolved?
If we close an issue that you’re still having problems with please let us know! The best thing to do would be to reopen the issue with additional information. Please include any error messages you’re seeing, custom code that may affect the module, and clear steps to reproduce the bug. Screenshots or recordings of the issue in action would be great, too!

Categories: Drupal

Cryptozoic Posts Gen Con Preview

Tabletop Gaming News - 27 July 2018 - 3:00pm
Ok, one last one for the day. Cryptozoic has posted up their Gen Con preview. If you missed out on getting the Pickle Rick game at SDCC, you’ll get another chance at Gen Con. They’ll also have Pantone, more DC Deck Building Game expansions and lots of surprises in store. From the post: Cryptozoic Entertainment, […]
Categories: Game Theory & Design

Hybrid Blood

New RPG Product Reviews - 27 July 2018 - 2:31pm
Publisher: Silver Games LLC
Rating: 5
Miscegenation has long been a thorny issue in tabletop role-playing games that involve racial hybrids. The question of why there are half-elves but no half-dwarves, or elf-dwarves for that matter, have long been one of those unanswered questions that has never had a good answer. Most of the time, the answer is a shrug and some utterance of “because that’s how it is,” since the alternative is to either begin charting out every possible combination (a task daunting in its impossibility) or disallowing crossbred characters altogether.

More recently, race-creation systems have been proposed as the answer. Any Pathfinder aficionado, for example, will likely be able to tell you all about the Advanced Race Guide’s use of Race Points (RP) as a means of generating a character of unique parentage. But even then, problems still arise: from issues of stark lists of abilities whose RP costs fail to invoke any ideas about what sort of beings would possess them to an overly-permeable scale of how many RPs a character can have before being “too powerful,” that and similar takes on standardizing the act of custom-race creation tend to be unsatisfying in what they offer.

Then we come to Hybrid Blood, the race-creation supplement from Silver Games, and the problem is solved.

Before I go any further, I need to make some disclaimers. The first and most important is that I have a potential conflict of interest here. Not only am I Patreon supporter of this company, I’ve also worked with the author on several projects. Make of that what you will.

Another thing that needs to be stated upfront is that this book, while it does deal with anthropomorphic characters (i.e. furries), contains absolutely no fetish-fuel whatsoever. Don’t expect anything even remotely suggestive here; the most you’ll find are a tame notation that “beast people” are able to interbreed. The artwork is likewise no more tantalizing than anything you’d find in a contemporary mass-market product. This book is all about being a role-playing game supplement, and nothing else.

Finally, let me note that Hybrid Blood is configured for no less than THREE distinct role-playing games: Pathfinder, Starfinder, and Dungeons and Dragons Fifth Edition (though the Starfinder material is often folded into Pathfinder). While I know a lot of gamers for whom that’s a huge issue (i.e. no one wants to buy material that isn’t for the game they’re playing), I can’t stress enough just how much the books use of layout and formatting makes this feel like a non-issue. The brilliant use of color-coded backgrounds/headers (always paired with a small two-letter symbol – PF, SF, or 5E – to make sure things are completely clear), completely eliminates any ambiguity and makes it easy for your eyes to instantly be drawn to the section of the page that’s relevant to your interest. The degree to which this mitigates the feeling of wasted space cannot be overstated.

With all of that said, how does Hybrid Blood tackle the topic of custom-race characters? Interestingly, the book presents two different answers to this question. The first is for “beast people” as an overarching race, while the second is present hybrid characters. The two are held as being distinct from each other, but their presentation is exceedingly similar in how they’re built.

For beast people, a standard PC racial write-up is given. The rub lies in the fact that a given beast person needs to pick not one, but two special qualities from a list: one for how they acquire their food, and one for their method of locomotion. This takes us to the book’s answer to the how races are built: by selecting multiple thematic packages of racial qualities.

To put it another way, your beast person character might (after noting the basic racial qualities given under the “beast person” racial outline) take “tooth and claw” for their diet-based quality, which gives them a choice of where they allocate their ability score bonuses and penalties, and gives them natural weapons. They’d then choose “tunneler” for their movement-based quality, potentially modifying their ability score distribution and giving them a burrow speed. Of course, height and weight tables are given, along with a robust selection of feats and traits to round things out.

Then we come to the next section, which takes up roughly three-fourths of the book: hybrid characters.

Hybrid characters, as noted above, are built similarly to beast people characters. The difference is that, while beast people are essentially a single race with some comparatively minor modifications based on their diet and movement, the qualities of a hybrid character have no standardized aspects to them: everything is determined by their construction. In this case, that construction is chosen by taking two “physical quality” packages and one “upbringing quality” package. I have to take a moment to point out the conceptual brilliance in making upbringing be an integral part of building a character this way; this is a (metaphorical) hobgoblin that the tabletop gaming community has struggled with for some time (i.e. “would an elf still be good with a bow if he was raised by dwarves and never taught archery?”), so clearly delineating which parts of a hybrid character are nature and which are nurture is a brilliant move that deserves notable props.

The packages denoting these qualities, both physical and upbringing, make up the bulk of the book, and for a very good reason: there are a LOT of them! Insofar as physical qualities go, the book presents the basic races, Ponyfinder races, Advanced Race Guide races, Starjammer races, and a collection of even more unusual races such as worgs or phoenixes alongside more familiar groups such as dragons or the undead. All for Pathfinder/Starfinder and 5E. Interestingly, the more familiar races are presented as having two physical qualities: “X Blooded” and “X Bodied” (where “X” is the race in question). The former denotes intangible qualities that are nevertheless biological, where the latter are gross physical attributes. This means that, if you take, say, Elf Blooded and Elf Bodied – along with the Raised by Elves upbringing – you’ll essentially have a bog-standard elven character, rather than a hybrid per se.

The book doesn’t end there. It makes sure to denote what you do if your qualities make you have different creature types (i.e. if you’re an Outsider or a Fey, depending on your choices), how this impacts reincarnation, sub-races, and other topics. There are also several new feats, traits, spells, and other character options to complement what’s given here.

I should also note that, while this is technically a Ponyfinder product, there’s very little setting-specific material here. The bulk of what you’ll find is an overview of how the gods of Everglow feel about the beast people, and how beast people tend to view other races. Other than that, you might find the odd reference to Everglow or its gods, but aside from that what’s here is completely setting-independent (save for the Everglow races being among the thematic packages). In this case, I can’t help but feel that this is a plus, since it widens the potential appeal; throw in how many non-pony-related races have material in here (tieflings and goblins and oreads and so many others) and this is essentially a setting-independent book for all intents and purposes.

Having said all of that, it should be obvious that what’s here is not just a stellar product, but one that can honestly claim to have set a new standard in answering an age-old issue among tabletop gamers. The rules here, specifically the hybrid rules, are a race-generation system that allows for myriad potential combinations that’s not only intuitive in its design, but stimulates the imagination far more than a dry listing of mechanical effects. With a layout that lets it easily work across three game systems, this book is one that you need to have in your library if you’ve ever given more than a passing thought to building a custom race.

The bottom line is this: when it comes to making new races, Hybrid Blood is the transfusion your game needs.
Categories: Game Theory & Design

Hybrid Blood

New RPG Product Reviews - 27 July 2018 - 2:31pm
Publisher: Silver Games LLC
Rating: 5
Miscegenation has long been a thorny issue in tabletop role-playing games that involve racial hybrids. The question of why there are half-elves but no half-dwarves, or elf-dwarves for that matter, have long been one of those unanswered questions that has never had a good answer. Most of the time, the answer is a shrug and some utterance of “because that’s how it is,” since the alternative is to either begin charting out every possible combination (a task daunting in its impossibility) or disallowing crossbred characters altogether.

More recently, race-creation systems have been proposed as the answer. Any Pathfinder aficionado, for example, will likely be able to tell you all about the Advanced Race Guide’s use of Race Points (RP) as a means of generating a character of unique parentage. But even then, problems still arise: from issues of stark lists of abilities whose RP costs fail to invoke any ideas about what sort of beings would possess them to an overly-permeable scale of how many RPs a character can have before being “too powerful,” that and similar takes on standardizing the act of custom-race creation tend to be unsatisfying in what they offer.

Then we come to Hybrid Blood, the race-creation supplement from Silver Games, and the problem is solved.

Before I go any further, I need to make some disclaimers. The first and most important is that I have a potential conflict of interest here. Not only am I Patreon supporter of this company, I’ve also worked with the author on several projects. Make of that what you will.

Another thing that needs to be stated upfront is that this book, while it does deal with anthropomorphic characters (i.e. furries), contains absolutely no fetish-fuel whatsoever. Don’t expect anything even remotely suggestive here; the most you’ll find are a tame notation that “beast people” are able to interbreed. The artwork is likewise no more tantalizing than anything you’d find in a contemporary mass-market product. This book is all about being a role-playing game supplement, and nothing else.

Finally, let me note that Hybrid Blood is configured for no less than THREE distinct role-playing games: Pathfinder, Starfinder, and Dungeons and Dragons Fifth Edition (though the Starfinder material is often folded into Pathfinder). While I know a lot of gamers for whom that’s a huge issue (i.e. no one wants to buy material that isn’t for the game they’re playing), I can’t stress enough just how much the books use of layout and formatting makes this feel like a non-issue. The brilliant use of color-coded backgrounds/headers (always paired with a small two-letter symbol – PF, SF, or 5E – to make sure things are completely clear), completely eliminates any ambiguity and makes it easy for your eyes to instantly be drawn to the section of the page that’s relevant to your interest. The degree to which this mitigates the feeling of wasted space cannot be overstated.

With all of that said, how does Hybrid Blood tackle the topic of custom-race characters? Interestingly, the book presents two different answers to this question. The first is for “beast people” as an overarching race, while the second is present hybrid characters. The two are held as being distinct from each other, but their presentation is exceedingly similar in how they’re built.

For beast people, a standard PC racial write-up is given. The rub lies in the fact that a given beast person needs to pick not one, but two special qualities from a list: one for how they acquire their food, and one for their method of locomotion. This takes us to the book’s answer to the how races are built: by selecting multiple thematic packages of racial qualities.

To put it another way, your beast person character might (after noting the basic racial qualities given under the “beast person” racial outline) take “tooth and claw” for their diet-based quality, which gives them a choice of where they allocate their ability score bonuses and penalties, and gives them natural weapons. They’d then choose “tunneler” for their movement-based quality, potentially modifying their ability score distribution and giving them a burrow speed. Of course, height and weight tables are given, along with a robust selection of feats and traits to round things out.

Then we come to the next section, which takes up roughly three-fourths of the book: hybrid characters.

Hybrid characters, as noted above, are built similarly to beast people characters. The difference is that, while beast people are essentially a single race with some comparatively minor modifications based on their diet and movement, the qualities of a hybrid character have no standardized aspects to them: everything is determined by their construction. In this case, that construction is chosen by taking two “physical quality” packages and one “upbringing quality” package. I have to take a moment to point out the conceptual brilliance in making upbringing be an integral part of building a character this way; this is a (metaphorical) hobgoblin that the tabletop gaming community has struggled with for some time (i.e. “would an elf still be good with a bow if he was raised by dwarves and never taught archery?”), so clearly delineating which parts of a hybrid character are nature and which are nurture is a brilliant move that deserves notable props.

The packages denoting these qualities, both physical and upbringing, make up the bulk of the book, and for a very good reason: there are a LOT of them! Insofar as physical qualities go, the book presents the basic races, Ponyfinder races, Advanced Race Guide races, Starjammer races, and a collection of even more unusual races such as worgs or phoenixes alongside more familiar groups such as dragons or the undead. All for Pathfinder/Starfinder and 5E. Interestingly, the more familiar races are presented as having two physical qualities: “X Blooded” and “X Bodied” (where “X” is the race in question). The former denotes intangible qualities that are nevertheless biological, where the latter are gross physical attributes. This means that, if you take, say, Elf Blooded and Elf Bodied – along with the Raised by Elves upbringing – you’ll essentially have a bog-standard elven character, rather than a hybrid per se.

The book doesn’t end there. It makes sure to denote what you do if your qualities make you have different creature types (i.e. if you’re an Outsider or a Fey, depending on your choices), how this impacts reincarnation, sub-races, and other topics. There are also several new feats, traits, spells, and other character options to complement what’s given here.

I should also note that, while this is technically a Ponyfinder product, there’s very little setting-specific material here. The bulk of what you’ll find is an overview of how the gods of Everglow feel about the beast people, and how beast people tend to view other races. Other than that, you might find the odd reference to Everglow or its gods, but aside from that what’s here is completely setting-independent (save for the Everglow races being among the thematic packages). In this case, I can’t help but feel that this is a plus, since it widens the potential appeal; throw in how many non-pony-related races have material in here (tieflings and goblins and oreads and so many others) and this is essentially a setting-independent book for all intents and purposes.

Having said all of that, it should be obvious that what’s here is not just a stellar product, but one that can honestly claim to have set a new standard in answering an age-old issue among tabletop gamers. The rules here, specifically the hybrid rules, are a race-generation system that allows for myriad potential combinations that’s not only intuitive in its design, but stimulates the imagination far more than a dry listing of mechanical effects. With a layout that lets it easily work across three game systems, this book is one that you need to have in your library if you’ve ever given more than a passing thought to building a custom race.

The bottom line is this: when it comes to making new races, Hybrid Blood is the transfusion your game needs.
Categories: Game Theory & Design

CMON Announces Trudvang Legends Board Game

Tabletop Gaming News - 27 July 2018 - 2:00pm
CMON is just brimming with announcements this week. The latest today is that they’re adapting the Swedish RPG, Trudvang Chronicles into a board game called Trudvang Legends. Players will make their way through various Adventure Books, changing the rules as they go along and perform their various exploits. From the announcement: CMON Limited will be […]
Categories: Game Theory & Design

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