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Custom code and config for eldrich.host
There are lots of virtual worlds out there, it'd be cool to document them.
Probably don't need it on gear types, but 'World' content could definitely use it.
When logged in as end user, player character identity information is not visible on edit page.
Spinoff from #37 โ create an 'encounter' content type, associated with either a session or a campaign, that includes:
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.
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.
Regards,
Bazleebub
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.
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:
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.
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.
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
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.
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.
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
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:
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.
This block should be added to:
Possibly morphs, but that's probably overkill.
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.
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.
Campaigns and Resources should become acceptable sources, in addition to canon books.
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.
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 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?)
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.
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.
Individual explosive types need variations to accurately track their stats.
Synth and Biomorphs (and robot/vehicle shells) have distinct characteristics depending on their types. We don't track that currently.
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.
http://eldrich.host/gear/augmentations/nano/respirocytes
(CordialUltimate)
"GM Only" is too granular. We also need a setting that keeps plot seeds and GM notes private, but everything else public.
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.
Display Mobility (Movement), Mobility (Movement) the same way weapons and armor are displayed.
In the future, a handful of tools for running/managing games will be made available:
The Veil theme is decent for display but still CRAZY nasty for editing forms. Deserves its own epic.
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.
Tabs below any item's details should include a tabbed or accordion-style display of:
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.
website directs to this
Requesting an additional block or expansion of the ammo section on the wasp knife to include payload.
Need a couple variant display modes for the statblock:
Individual weapons display each damage component on a separate line. This is not cool.
Right now invested points just keep adding on until they hit 100. Over 80, however, they should only give .5 improvement per point.
Import and migration code includes extraction helpers for raw-text import of assorted field types. We should turn these into field widgets.
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:
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.
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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