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Home Page: https://adventurerscodex.com
License: GNU General Public License v3.0
Experience the next step in tabletop RPGs
Home Page: https://adventurerscodex.com
License: GNU General Public License v3.0
Flaws, Traits, Personality, Bonds, Ideals
We can use this to add dynamic charts to the spell slots instead of using the bootstrap progress bar. Plus it would help save space.
We will need to design a schema for modules to send and receive data from the future network. This protocol should be able to handle any number of commands and message types.
This protocol will need to account for multiple users on the same machine and multiple commands. I'm thinking we add a standard mechanism for ViewModels to send messages via a standard message sending model.
sdagsdfag
Apparently, a public data repository of weapons, armor, and items is not available because copyright or something. So we might have to scrape other websites to get their lists or just hire an intern to do data entry. not it
Need tests
Markdown syntax highlighting would be cool for the notes. It would let players more easily parse the notes section.
All should be number fields <input type="number" ...>
that way browsers will add the incr/decr toggles automatically.
I'm thinking we arrange them vertically with their labels to the left, but that's just an idea.
For each level, the user should have a bar and total for used/total spell slots. (look at the stats module health bar for UI example)
Progress bars do not do anything on Firefox.
We plan to have autocomplete for a few different modules (backpack, equipment, spells, etc) so if we're going to have an autocomplete function it should be standard across all implementations. We need to specify our json format.
Nathaniel and I should work on this.
Like tabs? Maybe for breaking out the notes from adventures?
Ok... hear me out on this. It sounds crazy but it's totally doable.
What if we were to use the terrain module (where users can select from stock images, or upload their own images) and we extracted the prominent colors from those images using this library and use that for the theme of our app?
This would allow us to change the look and feel of the app for different locations (and then we could shade it based on the time of day from the day/night widget using this).
If data is exported from charactersheet, then imported, if user data is blank, upload will fail with message:
"Cannot read property 'user' of undefined"
Steps to recreate:
Clear Character Sheet (Export first to persist sheet)
Create a new sheet and leave all blank except playerName and level.
Export to file
Import file
Perhaps this should be tested with other module data with no field values as well.
We need tests. JS tests need to be designed but first a format has to be discussed.
This module should accept messages from other view models and send them to the server. On page load it should connect (via websockets) to the relay server and exchange a test message to check functionality.
Inside this module, it should keep a record of the types of commands it understands and where to send them. Upon receiving a message from the server, it should relay that message to the corresponding module.
See Issue #17 for more information on message structure and protocol info.
Note: All messages to/from the relay server should go through this module.
Adventurer's Codex
is and what it does.Tracking a character's background, description, flaws, ideals, bonds, and personality.
A treasure module at the very least should include:
Count of gp, pp, ep, cp, sp
Maybe a section to include items like, gold rings, tapestries, etc.
This is open for discussion and suggestions.
Code level conventions:
Thinking about it, a skills module is just a list of things... like the spells/backpack module. Once either of those are done we copy/paste and change the labels. Then we're done.
It would be controlled by the DM and show an image of what the terrain looks like. It could have preset images (for mountain trail, cave, temple, etc) or the DM could upload their own image.
It could also be used to share a picture of an enemy that the characters see in front of them. What does it look like (stock images would work well for this)?
Tells you when day/night happens. Includes images, and phases of the moon.
This module should track the character's stats and have some very basic support for complications.
Write unit tests for treasure module.
We need a place for the players to track their feats and proficiencies. I'm not sure what kind of fields this should have so please @tanyxp @jkrooskos chime in with ideas.
I'm thinking it'll be something like the spell book or backpack module where it's a list of feats/proficiencies that they can type text in and maybe we can auto complete later on.
Thoughts?
We need an FAQ and wiki for help.
@jkrooskos please add your module to the main index.
When binding a property to the value of an input or textarea use the textInput
binding instead of the text
binding.
See this.
The textInput binding links a text box () or text area (<textarea>) with a viewmodel property, providing two-way updates between the viewmodel property and the element’s value. Unlike the value binding, textInput provides instant updates from the DOM for all types of user input, including autocomplete, drag-and-drop, and clipboard events.
We need to make sure all future modules use this.
We need the app to be responsive, right now it isn't. Using the bootstrap grid system will make it so.
There are also a number of modules (i.e. stats) that do not use the grid system to layout their components. They need to be converted to this layout.
This might go under the day/night cycle module, but I'll make a new issue for it. This module is for those hardcore D&D players that want a granular output of EXACTLY what time it is. It would probably be used by the DM, but the players could also track time. This module would be a list of common events that take time. Ex: Looting bodies, traversing a room, walking a mile, resting x hours, etc. The user would go to the module, find the item that fits the time consuming event, fill in whatever parameters are necessary, (miles walked, bodies looted, walls inspected for secret doors) and then hit the 'add' button. This would then add the time from the event and add it to the "game clock", if you will. This should also persist, like the other modules, so that the time of day can be remembered from adventure to adventure.
Armor Class, speed, initiative, and proficiency bonus
The global clear throws an error since the ability scores module doesn't have a clear function.
Using a json format (tbd), at pageload, download said file and use it for autocompleting the backpack list.
Should contain the following:
body part
- item
body part
- item
i.e. Head
- Helm of Brackkus
In my opinion we should try to not force too much here. We could say 'only 1 item on your head' but that might be too limiting for some play styles. I think we should limit ourselves to making a freeform list of body part to item.
This is just a note. Please don't work on this now.
I don't know if no one mentioned this one because we overlooked it or we don't want to include it, but a random number generator might be useful. It can have coin flips, dice rolls, or a dynamic range of values (give me a number between 25-32).
At this point, there's no need for the backpack to do anything smart. That'll come later.
The Backpack and the Spell book modules are prime candidates for this.
getKey
function for returning a user key.getKey
should grab a key from the URL, if present, else get default key from User model.getKey
getKey
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