View Full Version : Champions (MoreCore Extension)
lamorric
June 3rd, 2023, 07:42
Champions Extension
This product has been moved to the Forge the link at the bottom continues to work for those on Classic. From now on, updates will only be posted to the Forge.
Champions Extension: This extension provides a reasonable representation of a Champions (Hero System 6e) character sheet, but it doesn't include a lot of automation. It does a "nice" job of dividing things up into separate areas and tabs, and provides access to the MoreCore "rolls and trackers" features. It has been play-tested once for a 3-part scenario with 5 players.
Usual Copyright caveats:
Chanpions itself is a DOJ, Inc. product.
Based on the MoreCore - ShadowRun 3e extension (check it out here (https://www.fantasygrounds.com/forums/showthread.php?65485-Shadowrun-3-extension)).
Languages from the Additional Fantasy Languages and Fonts extension from Trenloe.
Features:
Custom background
Custom dice tower
Check out the image in the next post.
Enjoy!
LaMorric
Updates:
Version 0.2.3: Fixed: missing custom dice tower, missing list of phases on the character sheet Main tab, and updated the version number.
Version 0.2.2: Verified "isLocal" error is fixed (thx to damned), removed the percentile, removed some more warnings, and updated the version number.
Version 0.2.1: Fixed some formatting, and the "isLocal" error for the GM (still happens for the player).
lamorric
June 3rd, 2023, 07:43
And here is a screenshot.
57555
damned
June 3rd, 2023, 14:11
Well done Iamorric!!
Bonkon
June 4th, 2023, 03:32
Good Day lamorric :)
Wow this looks amazing! I cannot wait to give it a try! :)
lamorric
June 5th, 2023, 20:59
A little more description, and let me know if you have questions.
I helped my players create rolls (in the "Custom Rolls" box on the "Main" tab) that would roll their attacks, damage, and spend their endurance. I had to apply the damage by hand, and the DVC hit is displayed in the chat. So a little on the manual side.
The "Combat Tracker Values" box on the "Main" tab, has a button to apply a "Recovery" and to "Reset" those values. The Initiative order in Champions is based on SPD and DEX, and is automatically calculated as SPD * 100 + DEX. The phases next to the SPD in the "Characteristics" box will change based on the SPD value. Similarly, the ability rolls will too.
The Main tab Totals box actually tallies the values from the other boxes from each of the other tabs.
Most everything else is just a transfer from HeroDesigner. I did play some games with "Prefixes" on the names of things to get the sorting to work out the way I wanted.
Future updates on my list include:
change the "ROUND" counter in Combat Tracker
make the phases more of a visual chart
Bonkon
June 10th, 2023, 02:06
Good Day Lamorric :)
Just a quick question, how did you set up the "Use END" button?
Thanks :)
lamorric
June 10th, 2023, 06:17
The MoreCore Ruleset implemented a few extra fields in the Combat Tracker values. One of which is being used for the character's current Endurance (END Remaining).
Specifically, that field was c5 and can be updated using the command /c5mod. The attached picture shows the MoreCore custom rolls used to deduct from the END Remaining, make an attack roll, make a skill roll, and make a damage roll.
Let me know if that was more confusing than helpful, and I'll try again. ;-)
57657
Bonkon
June 10th, 2023, 22:32
Good Day Lammoric :)
That cleared up the END Use perfectly THANKS!
I still need to learn what the rest of the options are on the rolls page, the Reference Fields and the Parameters, but the rolls seem to work OK without them populated. :)
One minor thing I noted was when you do a Recovery from the Main page on the Character Sheet it also recovers Body Damage. I Do not believe it is supposed to work this way. From the 6E book:
RECOVERING BODY
A character Recovers a number of BODY in one month equal to his REC. Typically, the GM apportions this BODY over the course of the month.
lamorric
June 14th, 2023, 02:45
Bonkon, you are absolutely correct. Probably a cut and paste issue with reusing the "reset" functionality as a starting point for that button.
The extension has been updated in the first post.
Enjoy!
LaMorric
Bonkon
June 17th, 2023, 22:44
Good Day LaMorric :)
It seems there is a new error message coming up when loading this extension since the upgrade:
[ERROR] Script execution error: [string "MoreCore:scripts/manager_combat2.lua"]:11: attempt to call field 'setCustomAddNPC' (a nil value)
As I still have not messed with NPC's (Still inputting the manual) I do not know if it is a nuisance error or not. :)
Thanks :)
lamorric
June 21st, 2023, 16:37
Good Day to you too, Bonkon.
Recently, there was what seemed like a major update to Fantasy Grounds. My extension doesn't do anything specific with NPC's, and that error appears to come from within the MoreCore Ruleset. The creator of that Ruleset (dammed) is usually very good at keeping on top of things like this. I will continue to watch MoreCore and update my extension (if needed) as there are updates there.
Sorry, but I don't have a solution at this time.
damned
June 21st, 2023, 20:56
Hi lamorric - I havent recreated that error in MoreCore at this time. Can you share steps with me?
lamorric
June 22nd, 2023, 23:10
damned,
I wonder if my system is corrupted. These are the steps.
1) Delete both MoreCore and CoreRPG
2) Start FGU and do "Check For Updates"
3) Create a new MoreCore campaign with no other extensions selected and in LAN mode
When the it finally shows the desktop it shows the console with the messages. I have attached the Console Log file (MC_Plain_1_fgu_logs_20230622.zip).
It should be noted I can get CoreRPG to error on start of a clean campaign as well. Sometimes the errors are such that the right hand sidebar doesn't show. The other log file (CoreRPG_fgu_logs_20230622.zip).
I have also noted that things are usually better after the error, if I restart and do a "Check For Updates", and then "Load Campaign".
And finally, sometimes the loading screen is like the old beige FG, and sometimes it is collored a purple-ish / gold-ish.
Let me know what you think.
LaMorric
damned
June 23rd, 2023, 00:34
Please update and try again...
lamorric
June 24th, 2023, 01:14
Hazzah! It doth workith!
As I said before, the creator of MoreCore is a "damned" fine person! ;)
lamorric
June 24th, 2023, 01:40
And I found an issue with the way I implemented the heal / recovery.
There is a new version in the initial post.
Bonkon
July 15th, 2023, 06:33
Good Day LaMorric :)
I have had to step away from playing with this (And creating a Reference Manual, which is taking forever!) :)
But today I started working on a character, placed him on the Combat Tracker then added an NPC. When I connected to myself and opened the Combat Tracker I got the following error on the Players side only:
58207
As this was the first time I tried adding anything to the Combat Tracker I did not know what to expect! :)
Plus there is a lot less info on the Players side! LOL :)
But so far this looks amazing and I am looking forward to the day I finally get the Reference Manual done so our group can give it a shot.
Thanks for doing all this! I know it is beyond my capabilities. :)
lamorric
July 17th, 2023, 15:55
Hey Bonkon,
This looks like maybe it is coming from MoreCore, and I have contacted "damned" to see what he thinks.
Just wanted to let you know that we are looking into it.
Later,
LaMorric
damned
July 18th, 2023, 00:15
Please re-run the updater and try again.
lamorric
July 18th, 2023, 03:02
Crikey! He's fast, and good.
As far as I can tell, both MoreCore and my Champions extensions are working.
Thanks damned!
Bonkon
July 18th, 2023, 05:00
Good Day LaMorric and Damned :)
You both rock, Thanks for doing this!! :)
Bonkon
July 21st, 2023, 21:02
Good Day LaMorric :)
Just a quick question. When I place a PC on the CT it does not seem to automatically populate the "Speed/Dex" box and only the GM can input that information. Is this normal, or am I missing something?
Thanks :)
lamorric
July 26th, 2023, 02:22
Hey Bonkon,
Yes, that was intentional, sort of. I think that is default behavior, maybe.
I didn't want to mess with the combat tracker code, and the reroll initiative button at the bottom of the combat tracker will take what is on the NPC and populate it.
If I can find some free time, I may take a look at it. I want to get intot he combat tracker code to update the turn counter to have a turn and phase indicator.
Bonkon
July 27th, 2023, 19:32
Good Day LaMorric :)
Thanks for the info. I just wanted to make sure. It is simple enough to type it in the first time PC's are added then not worry about it anymore. :)
wjpennington
November 21st, 2023, 02:39
This looks amazing. I'm just figuring ut ther every basics of creating custom rolls. Is there a way to add in skill level modifiers to custom roll to hit calculation?? IE, a Player has +1 Overall level, and decides to add it to OCV on this phase. Or would you just make up multiple custom rolls (One Roll saying energy Blast, and maybe another saying "Energy Blast +1 Skill Level" that adds a +1 to the calculation?
I'm thinking that just creating some custom effects might help to track things like dodging or OCV/DCV modifiers from combat moves.
lamorric
November 22nd, 2023, 04:44
Hey, wjpennington.
In the past what I have done is used the MoreCore custom roll parameters option. Label one as skill level. Then the player can add them in as they use the Roll. See this link for more info.
Roll Parameters (https://www.diehard-gaming.com/mchelp.html#parameters)
You could also have the players create custom rolls on the characters using the /mod X, and make the X a parameter.
wjpennington
May 25th, 2024, 03:16
ok, I'm just not good at this. does anyoen have a sample character with some basic rolls they coudl share an export file of? I can't figure out how to get anything to roll tryign to decipher the morecore instructions. But maybe looking at a working character would help.
Bonkon
May 25th, 2024, 08:36
Good Day wjpennington :)
If you look at the picture on post #7 on the first page of this thread you will see pictures that might help you understand what I am trying to convey here. :)
I am just muddling through this myself. MoreCore has certain rolls that are set for the Champions system. You can type them in the chat such as /champions 8 this will roll the 3d6 and calculate an attack roll for an OCV of 8 (OCV + 11 - the 3d6). For a Skill check you need /cskill # (whatever the value of the stat is).
To make the custom rolls so you can drag and drop them onto the Main page of the character sheet you need to open the Rolls button on the right side of the screen and press the green + button at the bottom. Type in the name of what the button will be, for example Attack Roll. Then in the Dice String window type /champions 6 (or whatever the OCV is for the character). Then drag that button from the Rolls window to the Custom Rolls on the characters main page.
To make END usage buttons Create a new Rolls button and type /c5mod 10 (or whatever END is used)
I took me a while to realize that the window for the Combat Tracker Values on the character sheet main page are /c1mod is Body, /c2mod is Stun, /c3mod is Body Wounds, /c4mod is Stun Wounds, and /c5mod is END. (I just learned tonight playing around with it, it seems like if you do a /c2mod 10 it shows on the Stun Wounds, so basically the same as using /c4mod#)
Now to make it easier to adjust how much Stun or Body damage is taken, open the Custom Roll window (Click the Hero symbol on the character sheet main tab) and unlock it. Go down to the section that shows "Enable Formula" and check the box. In the "Param Formula" window type /c2mod (p3). Then where it shows "Hide Parameter" check the p1 and p2 boxes. There will now be a small window on the character sheet main page Custom Rolls. You can now click on that box and type in how much damage was taken then click the button and it will adjust on the Combat Tracker Values window and the Combat Tracker.
I hope that is not too confusing, but I am just messing around with it myself. :)
Navigat0r
May 27th, 2024, 15:59
Are there any plans to put this extension on the forge?
Bonkon
May 28th, 2024, 05:57
Good Day lamorric :)
I started getting the following error when I started trying to create some characters with only the Champions extension running. It does not do it with only MoreCore . It does not seem to affect anything that I have noticed. :)
Champions Error
lamorric
May 30th, 2024, 04:06
Are there any plans to put this extension on the forge?
I have thought about it, but I have not looked into what it would take to put something into the Forge.
lamorric
May 30th, 2024, 04:07
Good Day lamorric :)
I started getting the following error when I started trying to create some characters with only the Champions extension running. It does not do it with only MoreCore . It does not seem to affect anything that I have noticed. :)
Champions Error
Truthfully, it has been a while since I have used this extension. I will take a look and see what I can do.
lamorric
May 31st, 2024, 05:02
I started to dig into this, and it seems there are some fundamental changes the FGU that are causing issues for this extension.
Formatting I can and have fixed on the Notes tab.
The "isLocal" error message I fixed for the Host, but it still happens at the player level.
I also see some of the fields are not acting quite right For one, the Phases are not being populated.
The person who created MoreCore is fairly busy, and I get the impression it is at the sunset of its life cycle. I'll probably need to migrate away from MoreCore, maybe go to XCore, or just build off of CoreRPG. There were some pretty cool custom roll features in MoreCore that I'm not sure can be reproduced easily anywhere else.
damned
May 31st, 2024, 05:10
All User.isLocal have been removed from MoreCore to the best of my knowledge.
If you want to share me the current (the one you have made changes to already) build and instructions on how to replicate the issue I can have a peek.
I personally do think that XCore is likely to be better supported going forward. What rolls/mechanics are you specifically talking about? And yes - MoreCore has way more specific rolls built in but XCore is generally easier to add new ones to.
damned
May 31st, 2024, 05:23
OK - I did find a couple more... am uploading a new build to Forge just now.
damned
May 31st, 2024, 05:28
Hmmmm the build wont appear in my list... will update when I can push it live.
Bonkon
June 1st, 2024, 01:22
Good Day lamorric and Damned :)
Thanks for looking into this. :)
damned
June 1st, 2024, 01:31
Forge updated now.
lamorric
June 2nd, 2024, 05:45
Thx damned, that fixed the isLocal issue.
There are still 2 outstanding issues that I am looking into.
1) The script that should convert the SPD into a string of the phases a character acts on is no longer populating the field it should be.
2) The custom dice tower no longer shows. :-(
I want to poke around at #1 some more, and I have yet to look into the #2.
If anyone has any ideas why #1 might be happening, I would love to hear them.
The SPD field has script functions for onInit and onValueChanged. The onInit calls the onValueChanged. The onValueChanged function gets the SPD value, converts it into a string of the phases the PC acts on, and sets other fields with this value. The code is similar to other functions on the same page, that seem to still work. I put "print" statements in and can see that the SPD value is getting converted. It is probably something that has changed "recently" in the way the value should put into the other fields, and I am just not seeing it.
lamorric
June 8th, 2024, 14:54
Alright,
I found the "last" issue with the Phases, fixed the custom dice tower, and have updated the extension.
I also put the extension on the Forge. Things are pending and I'm unclear how long that will take.
More about the issue for those interested.
Found a new underlying "feature" with how 'anchored' and 'multilinespacing' interact. It would cause the control to just not appear. Once I changed how 'anchored' was defined for the Phases, all was well.
Bonkon
June 12th, 2024, 08:09
Good Day lamorric :)
Thanks for keeping this going and putting it on the Forge will help immensely. :)
lamorric
June 14th, 2024, 04:48
Good Day lamorric :)
Thanks for keeping this going and putting it on the Forge will help immensely. :)
You are most welcome.
I'm actually surprised with how many have "subscribed" to it on the Forge.
Now to go see if anyone is still interested in the ShadowRun 3ed extension being kept up to date.
wjpennington
July 11th, 2024, 02:26
Ok, I'm triggering a Custom skill roll for an Intelligence based skill. The characters INT is 13. it keeps coming back saying the target number is 11, instead of 12. It won't change the target number to 12 until I raise INT to 15, so it doesn't look like its rounding correctly.
damned
July 11th, 2024, 02:37
Please share the db.xml and identify the character and the roll you are doing.
wjpennington
July 11th, 2024, 02:46
I'm goign to research how to provide the db.xml file, but in the meantime, I have attached a screenshot of the skill formula, and the roll result. It's correctly drawing the INT of the character (13), but determines the target number to be 11, not 12.
damned
July 11th, 2024, 03:05
Please remind me how cskill calculations are supposed to work?
wjpennington
July 11th, 2024, 03:08
9+(Subject characteristic/5) = Target number. Rounds to players favor, so an INT, or any other characteristic of 13 divided by 5, yields a value of 2.6, is rounded up to 3, should yield a target number of 12.
damned
July 11th, 2024, 03:19
Well the math is definitely rounding down:
rRoll.nCharMod = math.floor(rRoll.nCharacteristic/5);
Before I change it I need to know as close to unequivocally as possible that we are making the correct change and not home brewing it...
Can you perhaps post a screenshot of the rules in question.
Also does this vary between versions of Champions?
wjpennington
July 11th, 2024, 03:37
pg 10, champions Complete, which uses the most recent 6th edition of Champions. However, this convention has always been applied since the very first edition of Champions. Shot form rulebook attached.
"ROUND-OFFS AND MINIMUM COST
Whenever something in the rules requires multiplication or division, handle round-offs as follows: results ending in .1 to .4 round down to the next whole number, results ending in .6 to .9 round up to the next whole number, and results ending in .5 round up or down, whichever is to the advantage of the Player Character.
damned
July 11th, 2024, 04:13
This is why the source rules are best to work from as even your earlier description is different :bandit:
Ill push something over the weekend.
wjpennington
July 11th, 2024, 04:39
This is why the source rules are best to work from as even your earlier description is different :bandit:
Ill push something over the weekend.
Thank you. I had been at it for hours and was convinced I was crazy or just too dumb to do this.
wjpennington
July 12th, 2024, 02:02
Just noticed a slight issue with Killing damage as expressed by the /ckill command.
The ckill roll in the Morecore text description is incorrect. Also, the result it produces isn't in accordance to the current rules.
It is defined as "Champions Kill: /ckill #d6 (roll #d6 for Body damage + 1d6 to determine additional body damage)".
The text description is incorrect when it says "+ 1d6 to determine additional body damage". The command is actually creating a multiplier the Body Damage is multiplied by to produce Stun Damage, which is close to correct, despite the description. It appears to be generating a result of 1d6-1, which was the correct way to generate the multiplier for STUN damage for Killing attacks in earlier editions. However, the multiplier in 6th edition is determined by rolling 1/2 d6, for a multiplier of 1-3.
"Characters may buy individual Damage Classes of Killing Attack if desired, rather than full dice. For example, a character could buy 1d6 Killing Attack for 15 CP, 1d6+1 for 20 CP, 1½d6
for 25 CP, 2d6 for 30 CP, and so on. After a successful Attack Roll, the Effect Roll total is the BODY damage done. The character then rolls another ½d6; this is the STUN Multiplier. Multiply the BODY done by the STUN Multiplier to determine the amount of STUN done." Champions Complete, p. 72. screenshot attached.
Other 2 minor issues: Killing attacks are often not just full d6 attacks; they may end with a half d6 or +1 modifier. So a Killing attack might be 2.5d6 Killing, or 2d6+1 killing. I don't believe ckill currently can express that. And final issue: certain affects can add a modifier to the Killing damage multiple, usually through an advantage. So, ideally, their would be a way to increase the rolled stun multiplier. I don't know if these issues can be addressed, but I thought I'd mention it.
lamorric
July 13th, 2024, 22:47
I apologize for not checking in on this sooner, but I think both of these can be blamed on me.
The extension has specialized versions of /ckill and /cskill rolls.
I will look into this more, and post when I have an idea of the issue or a fix.
lamorric
July 13th, 2024, 23:28
OK, that was a little faster than I thought.
TL;DR: I'll be posting a fix for my extension this weekend.
Remember, these are for the custom /ckill and /cskill rolls inside my "Champions MoreCore Extension". I did this as a way to offload some of the learning damned would need to do in order to understand the mechanics of Champions. I thought that at some later time, it could be folded into the base MoreCore functionality. Once it was tested and vetted.
The /ckill roll had a cut & paste issue that broke the help. Here is the help for the roll. "Usage: /ckill <number of dice>[<optional partial die>] <message>
The "/ckill" command is used to roll killing attack damage. The dice to roll may be specified in 3 ways: #, #P, or #H. Where # will roll #d6, #P will roll #d6 + 1, and #H will roll #d6 + 1d3. The total results will be the Body damage. An additional red die will be rolled for the 1d6-1 stun multiplier."
The /cskill roll is a little more interesting, as LUA doesn't have a math function to do rounding. I am going to try using the old "target = math.floor(<skill value> / 5 +0.5) + 9" trick. This should make it so 0.1 - 0.4 are rounded down, and 0.5 - 0.9 are rounded up.
wjpennington
July 14th, 2024, 01:11
Amazing quick work. On the stun multiplier, will it be changed to the 1d3 multiplier that's the current rule?
damned
July 14th, 2024, 02:44
lamorric I dont know if this is easier or not - I went with:
local nCharMod = rRoll.nCharacteristic % 5;
if nCharMod <3 then
rRoll.nCharMod = math.floor(rRoll.nCharacteristic/5);
else
rRoll.nCharMod = math.ceil(rRoll.nCharacteristic/5);
end
lamorric
July 14th, 2024, 05:14
Amazing quick work. On the stun multiplier, will it be changed to the 1d3 multiplier that's the current rule?
Ugh, I don't know how I completely missed that. Still living in the past versions, I guess.
Yeah, I will release another version to the forge as soon as I can.
lamorric
July 14th, 2024, 05:15
lamorric I dont know if this is easier or not - I went with:
local nCharMod = rRoll.nCharacteristic % 5;
if nCharMod <3 then
rRoll.nCharMod = math.floor(rRoll.nCharacteristic/5);
else
rRoll.nCharMod = math.ceil(rRoll.nCharacteristic/5);
end
Interesting... I haven't seen that method before.
lamorric
July 14th, 2024, 19:54
The Forge has been updated with the ckill help fix and the cskill rounding fix (build 2).
The ckill stun multiplier fix will be on the Forge early this week (build 3).
lamorric
July 14th, 2024, 21:55
The Forge has been updated with the ckill help fix and the cskill rounding fix (build 2).
The ckill stun multiplier fix will be on the Forge early this week (build 3).
Well that went faster than I thought it would. Build 3 is now out on The Forge.
Enjoy!
Bonkon
July 15th, 2024, 03:30
Good Day lamorric :)
Wow you guys don't mess around!! Thanks for keeping this alive! :)
wjpennington
September 12th, 2024, 04:27
The last update may have affected some things. When hovering over man stat boxes, the text is white and unreadable. Also, whenever a token is moved, I get the following error.
[ERROR] window: Control (token) anchoring to an undefined control (leftanchor) in windowclass (ct_entry).
Also seemed to happen whenever a value on the combat tracker was altered.
damned
September 12th, 2024, 05:16
Hi WJP can you do a test for me - load our Champions campaign without the Champions extension and repeat the tests.
Please confirm results.
Also please share your db.xml
lamorric
September 14th, 2024, 03:25
Hi WJP can you do a test for me - load our Champions campaign without the Champions extension and repeat the tests.
Please confirm results.
Also please share your db.xml
damned,
I was able to reproduce the issue with a new MoreCore campaign. To get the error I just dragged a new character onto the combat tracker. The character just had a name, portrait, and a token.
Here is a zip of the db.xml and a screen shot that shows the error, and the hover issue (on the right).
damned
September 14th, 2024, 06:35
Thanks - im desperately coding up something for tonights game and off to the footy tomorrow so it might take a couple of days.
wjpennington
September 16th, 2024, 20:58
Sorry missed the notification. Same error ; loaded campaign without the champions extension. db attached.
lamorric
September 18th, 2024, 05:00
I have made and pushed an update.
Should "fix" the tooltip being white on white (now black on white), the errors on the combat tracker, and the left justification issue on the combat tracker.
damned, let me know if you want specifics on what I hacked into the extension to fix things.
damned
September 18th, 2024, 05:13
Yes please - I havent had a chance to look.
lamorric
September 22nd, 2024, 16:23
bawsr,
I was unable to reply to you private message, something about exceeding a quota.
Glad things are working better for you.
The deprecated errors are nothing to worry about at this point. Slightly annoying, and will need to be addressed at some point.
Good job on using google to figure out the die rolls. Do you remember which links were most helpful? Maybe post them to the forum to help others.
As for the colors, a couple things.
1) Unfortunately, there isn't an easy way to change the fonts and colors through the options within the FantasyGrounds while it is running. Most of that stuff is actually a graphic.
2) I am a software developer, and a graphics artist I am not. Suggestions of colors that would fit the theme that is already there would be helpful.
3) I not exactly sure which areas you are talking about. I assume it is the right hand sidebar, and I agree that the color scheme is not the best.
4) If you make a graphic showing which areas you think need to be a higher contrast it would help me a great deal.
Keep up the suggestions and comments.
Enjoy,
LaMorric
lamorric
September 24th, 2024, 01:40
brawsr and anyone else within insight,
Does this look like it might work for a higher contrast? I know there is some dark (black) text on the CT window, and I am looking into the best way to change that.
62135
bawsr
September 24th, 2024, 02:16
Under Library, Modules, assets, books, sound sets, under Player all of the options and user Campaign..
abilities.. etc etc.
The latest update made it much better but still a little hard to read for some.
Thanks for the work and the new colors you chose above are MUCH brighter.
And also. This link helped the most.
https://www.diehard-gaming.com/mchelp.html#dicestrings
lamorric
September 26th, 2024, 04:44
Pushed new update with higher contrast.
The Combat Tracker headings are a little small in order to provide something meaningful for the columns.
bawsr
September 26th, 2024, 15:16
Thanks!
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