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A town generator that is suitable for out of the box play in any fantasy TTRPG setting.

Home Page: https://eigengrausgenerator.com

License: MIT License

JavaScript 12.79% CSS 1.14% TypeScript 85.97% EJS 0.06% Dockerfile 0.05%
dnd tavern generator twine sugarcube-2 javascript procjam procedural-generation random-generation dungeons-and-dragons

eigengrau-s-essential-establishment-generator's People

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eigengrau-s-essential-establishment-generator's Issues

Misplaced quotations for General Store dialogue

Describe the bug
The first half of the generated dialogue is placed within quotes but not the second half.

To Reproduce
Open the general store and go to Buy Something.

Expected behavior
All of the general store owner dialogue should be in quotes.

Screenshots
If applicable, add screenshots to help explain your problem.
error

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser Chrome

General Goods Store link not working

Describe the bug
The general store link on the town page does not go to anywhere.

To Reproduce
Just try to click the general store link.

Expected behavior
I expected the page to edit the stats for a generated general store to come up
Screenshots

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Chrome
  • Version: 67.0.3396.99

Smartphone (please complete the following information):
N/A

Additional context
Add any other context about the problem here.

Randomly generated data mostly doesn't work (on a windows surface RT 8.1 tablet with IE11)

Describe the bug
A clear and concise description of what the bug is.

First error is [tw-user-script-0]: syntax error
next: Error [StoryInit]: <>: bad evaluation: Object doesn't support property or method 'createNPC'
next: Error [PassageReady]: <>: Bad conditional expression in <> clause: unable to get property 'sizeroll' of undefined or null reference.

Then on the main page, any name is for example $tavern.road or $tavern.wordnoun, $tavern.name, $tavern.road, $smithy.road $smithy.name, $generalstore.road $generalstore.name, etcetera etcetera.

The name of the city however, does function properly. On the tablet it shows Sangarden, on my PC it shows Icerise

when you go to a specific page, such as the tavern page, you get the same PassageReady error.

Then on that page you have the same issues with names.

However, some of the random generation does seem to work. On my desktop the text goes as such:

If you talk with the bartender, and ask for more, on the PC it says:

'Well...The hedge maze in front of the manor has been maintained for decades by a strange elf who speaks in cryptic riddles. Recently, a visiting noble from a nearby kingdom went into the maze and never came out. Everyone who has gone in looking for him has met the same fate...'

On the RT tablet with IE11:

Well, a talented sculptor recently did a sculpture for the lord of Sangarden and ever since, the lord has not been himself- before he remembered all his servant's names, and now he merely bark orders... we fear that something happened to him.'

That means that there is some of the random generation that is working, but not others.

On the house cheese part:

desktop: The house cheese is 1 Silver 4 Copper and is a warm yellow cheese which is moist and delicious. It smells like a roast duck filled with spices, and tastes sharp.

IE11: the house cheese is (error on the money part here) and is a light green cheese which is moist and delicious. It smells like the ass of a cow in cheese form, and tastes somewhat bland.

Again, part of the randomization here is working, but other parts is not.

To Reproduce
go to any page,

Expected behavior
names instead of $a.b

Screenshots
If applicable, add screenshots to help explain your problem.
screenshot 1

Smartphone (please complete the following information):

  • Device: Windows RT surface tablet
  • OS: Windows 8.1 RT
  • Browser IE11
  • Version 11.0.9600.19003

Additional context
Look, I don't expect you to be able to fix any issues. It's internet explorer. It's windows RT. It's probably only me that's ever gonna be bothered by it, and that's just cause I'm poor and can't afford a new tablet anytime soon. I completely understand, but I'm just hoping these are super easy to fix problems, so who knows! The fact that some things do work makes me hopeful.

I do plan on supporting you on patreon as soon as I can, but that's gonna happen no matter if you can fix it or not. I can just use my android phone instead of the tablet for this specific use. It's just so amazing!

Marketplace switching

Describe the bug
Whenever you click through to a character in the marketplace/bazaar, all of the stalls and characters change when you click the built-in back button or follow the breadcrumb back. This makes consistency impossible.

To Reproduce
Town Settings:
"The Markets of..." pageSettings of page (Tavern, Blacksmith, etc.)

Expected behavior
When I click back, or "The Markets of..." on the breadcrumb I should be taken to the same list of stalls and characters.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Firefox
  • Version: Not sure

Browser back button does nothing

When you move through game history, IE click on the link to get the tavern's flavor text, the browser back button doesn't take you back to the town overview.

When you move the page, you can use js to simply add a new url to the history, without reloading via something like pushState(). Then you monitor for URL changes and jump to the appropriate place in history.

Generate some raiders

Describe the bug
Error: <>: bad evaluation: data.raceTraits[race].genderTraits[gender] is undefined.

To Reproduce
Toolbox -> Generate some raiders

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: MacOS X 10.13.6
  • Browser Firefox
  • Version 64.0.2 (64-bit)

Additional context
Add any other context about the problem here.

Nightmare generator error: reads "you see <undefinedundefined>" instead of creature or person

Describe the bug
Upon generating a new nightmare, the following lines of text have a variable that is displaying as 'undefined'

You see undefinedundefined which is starting to crumble away as if made of ash. The undefined grows double its size and begins chasing you. You wake up in a cold sweat. The undefined is dragging away a party member.

To Reproduce
Town Settings:
all settings are 'off'

Expected behavior
instead of 'undefinedundefined' or 'undefined', this appears to be intended as a noun (maybe specific monster, animal, or person)

Screenshots
image

Desktop (please complete the following information):

  • OS: windows 10 home
  • Browser chrome
  • Version 67.0.3396.99 (Official Build) (64-bit)

The second paragraph for the tavern changes every time I go back to the tavern page

The second paragraph for the tavern changes every time I go back to the tavern page.

  • It said the barmaid was a succubus making good tips
  • I clicked on her link to get more info and the page it took me to said she was a human
  • I followed a link back to the tavern page and now it says the barmaid is a doppelganger (which I guess would explain the changing form, but it doesn’t seem like it’s intended that way).

6286E836-B4EB-492C-AFA0-DCBD2252D7F4

Everything is giving errors.

Describe the bug
Every description is showing an error instead of the intended text.

To Reproduce
Happens on initial page load and after refresh.

Expected behavior
Expected standard behavior.

Screenshots
Screen Shot 2019-04-15 at 9 51 25 AM

Desktop (please complete the following information):

  • OS: MacOS Mojave
  • Browser: Chrome
  • Version: 73

Additional context
This is my first time visiting the site. Also, this error is in the console:

(index):31282 Error: cannot execute macro <<capture>>: Cannot read property 'toLowerCase' of undefined <<capture _buildingType, _key, _building>> <<set _building.tooltip = "tip-" + Util.slugify(_building.name) + "-" + Math.floor(Math.random() * 0x10000).toString(16)>> \<<print either("On ", "Along ", "Over on ")>> _building.road is <<if _building.needsWordNoun !== false>>the _building.wordNoun <</if>><span @id="_building.tooltip" class="tip"><<link "_building.name">><<set $selected to {BuildingType: _buildingType, key: _key, building: _building}>><<set $currentPassage to _building>> \<<if settings.showSliders>> \<<goto _building.initPassage>> \<<else>> \<<goto _building.passageName>> \<</if>> \<</link>></span><<run setup.buildingTooltip(_building.tooltip, _building)>><<run setup.tippy(".btn")>> \<</capture>>

Dice game generator with bug

In a tavern, a game is being played, and a code bug popped up:

Passe-dix
You see a tall (for a halfling) man with curly auburn hair take three six-sided dice, and then roll them. He roars with pleasure as the dice come to a total of 17, and grabs his winnings from a short elf who is holding a carrot. The dice moves to the next player, and the lithe $NPCgamebanker.racesingular with the carrot (which clearly signifies who is acting as the banker) hands it to the next person in the circle....

Crypts, Cemeteries, and Mausoleums

The current temples should have a change of generating either a crypt, a cemetery, or a mausoleum that has a small description and a current rumor/historic fact.

The temple page should have a chance of generating one of 3 collapsed links that say explore $temple.name's crypt/cemetery/mausoleum and when clicked on they should generate a small paragraph that includes a short description of the place and then gives a historic fact/rumor about it. For examples of these types of menus look at shipsOutput.twee or brotherOutput.twee

Toolbox page's "Describe the weather" dropdowns and variables not working

Describe the bug
The Toolbox page's "Describe the weather" section has two empty dropdowns, and when generating a description, the variable $weather.precipitationReadout shows.

To Reproduce
Go to Toolbox "Describe the weather"
Select a season from the dropdown
Generate a description

Expected behavior
The other two dropdowns should be populated and the generated text should correctly render variables.

Screenshots
image 2019-01-17 at 10 21 36 am

Desktop (please complete the following information):

  • OS: macOs Mojave
  • Browser: Chrome
  • Version: Version 71.0.3578.98 (Official Build) (64-bit)

Edited Town settings not being applied to results.

Describe the bug
Changing a town's government type and clicking on save doesn't persist.

To Reproduce
Town Settings:
Select a different government type from the three drop-downs
Click on save.
Town is still has originally generated values.

Expected behavior
Expected town to be updated with new government type.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Firefox & Chrome

Editing NPCs resets Class, Race, and Backgrounds to top value in dropdown lists, and leaves partner as "undefined".

Describe the bug
Each NPC whose details I've attempted to edit automatically become Male Dragonborn Barbarian Acolytes. If this data is saved, the hover text descriptions may keep the original race, but other details are changed, and the page with their description shows "Dragonborn" as their race.

Returning to a previous page without saving any changes doesn't affect the Gender, Race, Class, or Background of the NPC.

To Reproduce
Town Settings:
Any NPC's Details page
Edit [NPC]

Expected behavior
Values for gender, race, class, and background should display as what they were in the generated description that I'm editing. If I'm editing details for a new NPC who is a female Halfling barmaid, those values should be present in the dropdown lists.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser Firefox
  • Version 64.0.2

Market merchandice

Is your feature request related to a problem? Please describe.
Not related to a problem.

Describe the solution you'd like
When clicking through to a character description from the Marketplace/Bazaar, a list of the aforementioned merchandise and prices would be useful.

Default Tavern sliders opening with errors

Describe the bug
When selecting a tavern from a city's collection of buildings, the "Tavern Reputation" and "Tavern Sin" sliders render with Error: <<numberslider>>: default value (-1) is less than min value (1)

Full Tavern Reputation error:

Error: <<numberslider>>: default value (-1) is less than min value (1)
<<numberslider "$selectedBuilding.roll.reputation" $selectedBuilding.roll.reputation 1 100 1>>

Full Tavern Sin error:

Error: <<numberslider>>: default value (104) is greater than max value (100)
<<numberslider "$selectedBuilding.roll.sin" $selectedBuilding.roll.sin 1 100 1>>

To Reproduce
Town Settings:
Setting: Desert
Click default tavern that shows in list.

Expected behavior
All sliders should render with correct values and no errors

Screenshots
image 2019-01-17 at 10 06 38 am

Desktop (please complete the following information):

  • OS: macOS Mojave
  • Browser: Chrome
  • Version Version 71.0.3578.98 (Official Build) (64-bit)

I can no longer load older saves

Describe the bug
When loading older Saves to disk by clicking "Load from Disk..."

"I receive this error State object has no seed, but PRNG is enabled.

Aborting."
To Reproduce
Reload.

Expected behavior
To load the older saves.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Chrome
  • Version current 2.2

Additional context
I notated some of the information for one of my towns we have ventured through, but I have lost quite a bit more that could end up being vital.

Better Code Documentation

Much of the code is completely undocumented or only slightly documented. Instead the code should be well documented with what each files does, what larger functions within the files do and where they are called.
Should also document what the sentence is for any longer generated strings so people can easily contribute to lists without needing to go anywhere else in the program.

Adventure generator missing villain

Describe the bug
When generating adventures, often, the spot for the villain is "$adventureVillain.hisher"

Also the number of something is not generating - getting "undefined".

To Reproduce
Town Settings:
Town population: 2810
Town wealth: 14
Capatilist deomcratic anarchy
Trade: 50
Welfare: 39
Military: 45
Magic: 50
Law: 60

Ocurs occasionally when generating an adventure

Expected behavior
The villain is a named character with a link to their description

Screenshots
screen shot 2018-06-08 at 6 14 14 pm

Desktop (please complete the following information):

  • OS: Mac OS
  • Browser Chrome
  • Version 67.0.3396.62

$lord.lastName variable shows when talking with store owner

Describe the bug
See title. Full dialog is:

"Jaxon looks content, and while you chat, he moves around the shop, preparing a new project for work. Jaxon loves working in The Silvered Bronze, and says that the patrons of The Silvered Bronze are fairly generous with their coin. You ask Jaxon about his current project, and he says "I'm working on a iron crossbow for Lord $lord.lastName's son.""

To Reproduce
Town Settings:
Desert,
Blacksmith store, default settings

Expected behavior
Shopkeeper's dialogue should say the lord's last name.

Screenshots
image 2019-01-17 at 9 56 25 am

Desktop (please complete the following information):

  • OS: macOS Mojave
  • Browser: Chrome
  • Version: Version 71.0.3578.98 (Official Build) (64-bit)

Two Misc Bugs

Describe the bug

  • When you open the "Businesses" section, change the population, and try to open it again, the list will be blank or only have one entry. If you set it back to the original population, it will still be empty.
  • For the ring generator, there was an option that said "gives the wearer the ability to control the weather, but the side effect was that "its powers are sometimes accompanied by a blizzard." This ability and side effect contradict each other. Not sure if this is intended.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Chrome
  • Version: 67.0.3396.87

New Food Menu Generation

The current tavern menu pulls a handful of items from a premade list of foods.

Instead setup the tavern menu to pull from a list of randomly generated foods. The menu should have a number of items based on the size of the town.

The random food generator should generate foods that use ingredients based on the wealth of the town and if the establishment is meat only, vegetarian, or herbivore. At minimum the food generator should make soups, vegetable dishes, and meat dishes and should dynamically generate prices for them.

Life Events

When clicking on the scenario generation and encountering the lost child scenario, clicking on the child's npc name brings you to the npc details page.

One option, life events, when clicked generates the error below.

"Well, I certainly have a tale or two...Error: <>: bad evaluation: Cannot read property 'toUpperFirst' of undefined.
Then last year, "

This error occurs consistently and with multiple NPC's.

Nightmare generator error: reads "you see <undefinedundefined>

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Town Settings:
Settings of page (Tavern, Blacksmith, etc.)

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

Awkward Character Description

First I just wanted to say that I love this generator, it is great!

The description for this blacksmith I found has a bit of awkwardness. In the first paragraph it says he has "a sideburns" and "redhead hair." Just "red hair" would be better, and should be an easy thing to fix. As for "a sideburns", maybe just remove sideburns from the list of things that can go in there, unless you want to remove the "a" from being hardcoded and add "a" in front of all the things that should have an "a"?

"Logaen Rock is a early middle aged male human. He is relatively short and quite large, and has green eyes and a sideburns, with brown skin. The most notable physical trait of Logaen is that he has long dark redhead hair."

In the life events section he repeatedly says how he worked as a commoner and then worked as a commoner:

"Well, I certainly have a tale or two...I was given a magical trinket- it's a Carcerian Playing Card Set of Channelling
Carcerian Playing Card Set of Channelling
When on the plane of Carceri, the bearer knows the direction to the closest secret exit from this prison plane. (DMG p. 63) Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
. And then, maybe a week after that, I was ensorcelled by a fey for a year. It played tricks on my mind, making me see things which were not there, and not see things which were there.
Oh, and I can't forget the time there was a pretty nasty zombie outbreak which I had to defend my town against. I managed to escape the battle unscathed, but many of my friends were killed or injured.
And then, after a couple weeks, I spent some time working as a commoner
I tried settling down for a bit. That didn't work so well, so I did a stint as a commoner
to pay off a debt, I had to work as a commoner
And then, after a couple weeks, to pay off a debt, I had to work as a commoner
"

I would probably not have "commoner" as one of the things you can work as. Maybe "laborer" or "farmer" would make more sense?

Keep up the good work!

Settings for Sliders not saved between restarts

Describe the bug
When the generator is restarted, if the setting to turn sliders on is enabled it will become disabled.

To Reproduce
Turn on sliders within the settings menu and then hit the restart button in the generator.

Expected behavior
The selected setting should carry over within the same browser session.

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Chrome, Firefox
  • Version:68.0.3440.84, 61.0

Sentence Generation is in Twine

Much of the current sentence generation within the generator is currently within twine.

Begin moving the current sentence generation into small chunked variables within the setup javascript files for buildings. The variables can then be called from the twine files allowing for easier future formatting improvements.

Look to createTemple.js for an example of this already

Support for translation

Is your feature request related to a problem? Please describe.
The content is only provided in English.

Describe the solution you'd like
The project should support translation of the content, without having to fork and patch the content, solely relying on Git mechanics.

Describe alternatives you've considered
Relying on forks and hard-coded translation breaks the experience and is not providing a single-entry point to the project.

Additional context
Translation should ideally be supported through merge requests and separated language content files that would cover a translation.
This solution would also provide with an elegant theming solution that could address various environments and settings.

Exemples

  • MedFan_EN.js: current content
  • MedFan_FR.js: translation of current content in French
  • Contemporary_EN: content reflecting a setting in the current time
  • Cyberpunk_RU: content in Russian for a cyberpunk setting
  • Coriolis_SE: swedish setting for a specific RPG (Coriolis)

Flavor text generation error: reads "<>" instead of generating text

Describe the bug
On mouseover of a generated tavern name (it generated "The Stumbling Rat and the Labyrinth," if that matters), the flavor text reads: "A small tavern that's absolutely putrid, and is know for its <> atmosphere."

To Reproduce
Town Settings:
Main town page, under Description of $Town (in this case, "Heartvorn"). Full text on page reads: "On Common Square is the tavern The Stumbling Rat and the Labyrinth"

Expected behavior
Expected flavor text of the atmosphere to generate, instead got "<>"

Screenshots
bugreport8118

Desktop (please complete the following information):

  • OS: Win 7 Professional
  • Browser: Chrome
  • Version: 67.0.3396.99 (Official Build) (64-bit)

Additional context
Add any other context about the problem here.

Become more setting and system agnostic - no deity names.

Is your feature request related to a problem? Please describe.
One encounter I generated had a shrine of Moradin, which annoyed me a bit.
I so far haven't encountered anything else that was FR or 5e specific.

Describe the solution you'd like
Have an aspect of the deity instead. ie: "Shrine dedicated to the god of dwarves" or maybe even "an earth god" or "a god of smithing"

Describe alternatives you've considered
Look up what [insert FR deity] is about and figure out most appropriate alternative from the setting I'm using. Or just pick a random one.

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