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eldrich's Issues

Encounter content type

Spinoff from #37 โ€” create an 'encounter' content type, associated with either a session or a campaign, that includes:

  • A description
  • Optional images (for atmosphere or maps)
  • Any number of referenced PCs/mobs, including the ability to reference multiples of a given NPC (5 thugs, for example)
  • The ability to generate a skillsheet and combat scratchpad for all those present
  • The ability to mark the encounter as GM-only to ensure players don't peek too early

Replace 'Natural Attacks'

Right now a bunch of Smart Animals and other creatures have one-off weapons for things like bite attacks. Instead, an ECK stub with a format similar to the equipped armor system should be used. In addition, an 'Other Abilities' field should store title/body combinations with a sensible delimiter character.

Combat Scratchpad

One really nice feature of this site is the Combat Scratchpad. Having all the info easy and ready is a fantastic feature. Having run my first session using it last night, I think there is a lot of potential for improvement.

  • Initiative can be moved onto this. No need to have a separate page just for initiative.
  • Wound/Trauma thresholds should be visible. Key for NPCs.
  • Death rating could also be added under damage as a Damage/Death. E.g. 35/52
  • Knockdown and Unconscious scores would be useful
  • Ammo tracking might be useful to work out when you need to reload
  • It might be useful to add a new type of object just called Encounter. If there is a title, text box, and the ability to add NPCs and PCs this would allow groups to be made.
  • The printed version of this isn't as clear as the online version.
  • Being able to adjust the Damage, Wounds, Stress, Trauma on the page would be amazing, although I suspect it would be beyond the default functionality.

Regards,
Bazleebub

Kill Eck With Fire

Lookup tables, NPC/PC components, and instances of Weapons/Muses/Morphs are currently using the Entity Construction Kit. There are tons of drawbacks, including labor-intensive field setup.

Realistically, all of these should be custom entity types, with support for revisioning. Because lord.

Determine versioning strategy for EP2

The second edition of EP has been announced, and it sounds like there will be nontrivial changes to the list of skills and the way points are totaled after resleeving. It's almost certain that this will effect Eldrich Host, so figuring out the strategy for conversion/migration/etc would make sense.

I'm leaning towards:

  • Turning eldrich.host as it currently stands into 1ed.eldrich.host, and locking down account creation
  • Upgrading eldrich.host's codebase to work with 2ed rules
  • Migrating 1ed data to the 2ed codebase

Add scorchers to attack list

Currently only actually-equipped-weapons appear in the weapon listing. We're making placeholder weapons for built-in morph attacks (AND native attacks for creatures, which gets ugly fast, but that's another problem).

During the EquippedWeaponCalculation phase, we might consider passing Sleights in, so that they can be rolled into the list. It's ugly, but it's probably the only way to go.

Sub-pages, attachments, resources for key types

Factions and locations probably deserve more complete treatment if they're to be expanded in the future. Attachments (for maps etc) and sub-pages (for longer writeups, ala Starts Our Destination), would probably be a good starting point.

Full Character Sheet

There is a ton of cool stuff sitting on the back end of the character sheets.
Spare Morphs
Multiple identities
Muse
Status
Everything under Status

These could all be added into the Full Character Sheet.
I'm not sure why info on the main character page is omitted from the full Character sheet page. Surely this should be the full package?

Bazleebub

Add charsheet and scratchpad display display modes, callbacks

Character sheet should be an optional additional style for both NPCs and PCs. We might even want multiple display styles at that callback, and a PDF-printable style would be pretty fantastic, but we'll try to keep it simple for the time being.

Scratchpad should be available for creatures, pcs, npcs, and robots. Scratchpad is intended to be a quick-printable reference with fray/armor/attack skill/damage as well as DUR/wound/stress/trauma trackers.

Add 'seeds' comment type

We've got an IC Chatter comment type that maps to characters, but we also need a 'Story seeds' content type that shows, well, story seeds.

Character Muse

Under the Add New Muse part of the character would it be possible to copy the raw details from a default muse? That would save having to populate the stats and base skills every time.

Due to the number of useful skills that they have, it would be good to have these appear on the main character screen also.

Bazleebub

Configurable "canon filter"

Create ArgumentPluginBase and ArgumentDefaultPluginBase, with a matching field_canon_preferences on User accounts, to enforce user-specific settings for gear, factions, locations, etc.

Options for field_canon_preferences should be:

  1. Only show canon material in global listing pages
  2. Show canon material and my material in global listing pages.
  3. Show all material, regardless of source, on all pages.

Option #2 is a little dicey, and might require the use of a query alter hook instead of arguments. We'll also need to ensure that we don't create duplicates when referring to entities with multiple sources.

Any view of things with field_sources that isn't explicitly scoped for a user account, a campaign, or an inspiration node, should include the argument to enforce the user's prefs.

Skill calulations

Some skills seem to be calculating incorrectly. e.g. the character here has a base score for Freefall input as 30 which should be modified by the morph to 35. Instead, the character sheet says 50.

Games drop down

Not all games are indexed in the dropdown, and there is no way to go to a general games index from the dropdown. You must go to a game, and then click into the larger games index.

Create gaming content types

  • Campaign
    • Useful Links
    • Characters
    • Uploads? Questionnaires? TBD
  • Session
    • Promo
    • Optional time
    • Recap
  • Resource
    • Visual media, homebrew archive, web site, non-canon book, etc.

Campaigns and Resources should become acceptable sources, in addition to canon books.

Default statblock overwrites morph instance

eldrich.module has a snippet of code to auto-populate a morph instance with the morph's defaults when it's saved without values. BUT. When saved via IEF, the entity instance doesn't seem to HAVE any values when hook_entity_presave fires. In particular, $field->isEmpty() always returns true, ensuring values are always overwritten.

It's a bad scene, man.

Remove Auto-totaling from StatBlock

The StatBlock class should handle dumb storage, no additional logic. Totaling up the Death Rating should be handled by the EldrichStats class, which will have more contextual knowledge.

Book node page

book nodes straight up redirect to the PHS site right now. Instead we should list the tabular display of all things attributed to the book, alongside more info about the book. (Large cover, book type, high level table of contents, etc?)

Access Denied

I'm getting an "Access Denied" page whenever I navigate from "My Account" page to any of the links under "Add Your Own". This just started today, I was able to access the pages from a couple of days ago.

Move user/campaign/inspiration items

Right now there's a hodge-podge of panels being used to display items attributed to campaigns and inspiration sources. Users have a table, but for folks with lots of stuff it's a PITA.

Make a tabbed or accordion-style table that breaks things up by node type. Use it consistently across all of these items.

Simplify Synth/Bio Tracking

Synth and Biomorphs (and robot/vehicle shells) have distinct characteristics depending on their types. We don't track that currently.

Random Junk content type

Glossary Entry? Rumor? We need someplace to dump random/generic world knowledge that isn't shoehorned into a location or faction. As always, naming it is the hard part.

Broaden permissions

"GM Only" is too granular. We also need a setting that keeps plot seeds and GM notes private, but everything else public.

Normalize skills on import?

Entering skills as raw point values is a huge PITA, but it's the most accurate way to do it. All core books, NPC listings, and so on list skills as effective skill levels rather than invested points, which means we need to reverse-engineer the point levels on import or require manual point-adjustment when core aptitudes are increased via Rez points.

That won't do So, normalization it is.

Game Tools

In the future, a handful of tools for running/managing games will be made available:

  • Job generator: one custom node per job generator. Iron out the schema later, but the populating components will be client, job, jobtype, risk, reward, complication. Provide a couple of prefab ones for different locales
  • Name generator: based on the code for the venerable NPC tool whose code I ganked. Would be nice to have a quick mobile-friendly tool for GMs.
  • Humint Asset Builder: Bang together assets and cost them out using the ep.com homebrew rules for human intelligence assets
  • Skillsheet: Given a list of players, NPCs, robots, creatures, etc: generate a sortable/printable spreadsheet breaking down all their skills.
  • Initiative Tracker: Given a list of players, NPCs, robots, creatures, etc: generate a randomized order of combat for them. Switch between Transhuman and "classic" speed handling.

Move user account to nav menu

We might need to move the search box out of the primary menu, but it'll be worth it if the user account isn't jammed into no-man's-land down at the bottom.

Move Network Chatter to tabs

Tabs below any item's details should include a tabbed or accordion-style display of:

  1. Network chatter
  2. GM Notes
  3. Plot Seeds

Optionally, move plot seeds to a comment-based system rather than a dedicated field. That would allow broader participation by community members, and voting on individual plot seeds. Which would be cool.

Statblock updates

Need a couple variant display modes for the statblock:

  • Standard Mode, which lets you edit ego stats + SPD + DUR, but no calculated properties.
  • Mind Mode, which lets you enter ego stats + SPD, but no calculated properties.
  • Creature Mode, which lets you edit ego stats - MOX + SPD + DUR, but no calculated properties.
  • Bonus Mode, which lets you enter values into any section, period.

Freeform entry fields for complex types

Import and migration code includes extraction helpers for raw-text import of assorted field types. We should turn these into field widgets.

  • SkillReference
  • EntityReferenceOverride (for traits, sleights, gear, and augmentations)

So much caching

Most noteworthy: on production, with caching activated, EVA listings do not update when a new node is added to the listing. Womp womp.

Things to look into:

  • EVA Listings
  • Node Grant changes
  • ERQ and ERO cache tags. (Ensure render isn't being shared when two fields reference one entity w/different extras)

Normalize armor values

Lots of morphs, vehicles, and robots are inconsistent with their armor values. The reaper morph in particular carries Heavy Combat Armor even though it's got an equivalent "baseline" armor. Go over the data carefully and see if it needs to be scrubbed.

Simple CSV export for non-relational content

A lot of the stuff that's popular for homebrew (weapons, gear, etc) doesn't necessarily need highly relational output formats. We can generate a simple CSV export for the non-morph portions of the gear tree in order to preserve the edits that are now being made on the live site.

In the future, a set of custom JSON serializers is probably the better bet.

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