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Cgeist7

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Everything posted by Cgeist7

  1. I've been thinking about a few output options - PDF, text, etc. One of these would be a character summary. A threshold could definitely be part of that. Sorry about Trello. I'll open up the board.
  2. Sure thing. I've done the basic work already. Give me a few days.
  3. Hi @Todd@Chaosium @Bill the barbarian - the update is live and personal skills are now optional. I also pushed the update for an API that sets the stage for a more reactive front-end with live updates for characters rather than needing a change. Finally, I fixed a bug with homelands that added a bonus to Power Runes rather than Elemental Runes. This also means that Giants are a viable homeland. My game has recently gone to Red Cow lands, so you can check out Willandring here. @svensson - thanks! It's a lot of work, but lots of fun too. I'm just happy folks are enjoying it and using it. I finished up my most recent project, so will probably start refactoring and updating this again. Cheers! C
  4. Happy to add the update. Expect it in the next few days.
  5. Hi all, I've done a bunch of thinking about how to handle NPCs and creatures in the app and wanted to run a proposal by the folks here to see if it works for you. In short, this allows folks to create standard NPC templates (Caravan Guard or Dragon Snail, for example) and then generate one or more NPCs or creatures based on the template. Created templates can be re-used by other users and the finished characters can be added to a specific campaign. Tags will be applied to templates and NPCs to make searching easier. Once a template is done, anyone can use it through a single button click and selecting a template from a drop-down list. Please let me know if you have any thoughts or suggestions. I've also gotten in touch with Skoll - creator of the great RQ6 NPC generator and the outline here might change depending on how discussions with him go.
  6. Will do and thanks for the catch with Lhankor Mhy!
  7. That's pretty much exactly how it would work. 🙂 The issue is just one of which edge cases to cover. Assistant Shamans do +1 Spirit Damage. No-one else does. Do we add in a rule so anyone creating an occupation needs to read and possibly complete a box with this option? I love the Runequest system - but it has a LOT of edge cases. 🙂
  8. Note: ToferC is me as well. I didn't realize I had two different accounts on different computers. Sorry for any confusion.
  9. Hi Crel, Not yet. I’ve started work on creatures, which will allow folks to add spirits, creatures, mounts to their characters, but for the moment that info would need to go in the description field. I was thinking the same thing for Runes & Techniques mastered, but it wouldn’t be too hard to set them up as fields for sorcery related occupations & cults. Is this something you’d like to see?
  10. Responded with info and links to the repos. I'd love to see what you're working on. 🙂
  11. Just pushed another update allowing folks to edit weapons and armor after character creation and add weapons and attacks to previously generated characters. The view character format seems to be working well, so it's staying the same. You can edit or add weapons & armor by clicking the "Weapons & Armor" button. Tracking weapon HP is done from the input fields for the weapon. You can save the current play state of your character by clicking the "Save Play State" button. This saves HPs, MPs, RPs, equipment, Weapon HP and experience checks on POW, skills, passions and runes. Next up is user campaigns to help keeping characters together.
  12. Hi Phil, A tag system is a good idea. I’ll start thinking about how to implement it. You can clone any existing character on the Open Roster. Folks have the opportunity to make their content private from character creation or modify character screens. If you look at a character on the open roster, you can copy it to your own roster by selecting “Add to personal roster”. This adds the character, minus the image and makes it a private character until you’ve tweaked as desired.
  13. The first round of the Attacks is not up and running. You can only access it for new characters, but I'll create the space to update in the next few days. This has also given me the opportunity to re-jig the view_character page, separating it into character and gameplay elements. I think this is cleaner, but am open to feedback. You can see a completed character here: http://rq-web.herokuapp.com/view_character/164#gameplay Other updates include: Track damage to weapons Various bugfixes Dodge & Jump added to all characters now and calculating properly
  14. Thanks for the feedback, Crel. You can change your characters gear as well as manage wounds, MP and experience checks for your character from the view character screen. Just make the change and click the "Save Play State" button. I think I've figured out how I want to handle weapons and attacks, so I'll tackle that next along with some Skill calculations and then I'll do the printable character sheet. One of the reasons I want an NPC generator is because it would serve for mounts, companions monsters and spirits as well. I'm also thinking of a GM dashboard: identify your PCs, opponents and track combat on a single page.
  15. Another update just went live that allows social authentication using a Google account. You can now register and sign-in with a single click. I also added in the remaining Occupations in the main book. All are now in the app. I haven't heard back with any preferences, so I will most likely follow up with search or adding weapons. Cheers! Chris
  16. I found and fixed a few bugs and tidied up the main layout. Everything should be running smoothly. Next update is still in the air as my game is tomorrow and I need to prep for that. I'm considering: - Add new user created spells & skills - Weapons including damage and HP tracking - Markdown printable character sheets - NPC and creature creation - no steps, just a single page where you can create the critter with maybe 10 skills, a few passions, and say 5-10 spirit or rune magic plus description and notes. I'd probably need to code non-human hot locations as well. - Search for content - Social authentication (sign in with Google) Any preferences?
  17. Added Sub-cults and made lots of code and small quality of life improvements. Added Sub-cults for Orlanth Adventurous and Orlanth Thunderous. Sub-cults basically combine the Sub-cults skills, rune spells and spirit magic with that of the parent cult and apply both to the character. There were a bunch of back-end changes made to skills, so if you see something that isn't calculating correctly, please let me know.
  18. Testing some of the data validation. Added: Several cults More occupations Ducks
  19. Just added the ability to return to in-process character creation. If your character hasn't gone through all the character creation steps, it will give you the option to go back to the last uncompleted step instead of modifying the character. This won't work for already created characters, but will apply to all new characters in the app. There are also user guides explaining this. Next up: Sub-cults Data validation using the Google Sheet
  20. Ha! I already split off the "Own" stuff. I have CoreStrings and UserStrings. Speak == Speak. UserString == Darktongue and then I put them together for the overall Skill name depending on whether or not it has a Userstring. Thanks though. I actually can't believe I didn't just use the spreadsheet for data... /facepalm
  21. Hi all, I got another round of updates done tonight. Added character log to left side of the character creation screens so you can see what skills your character has as you go through the process Added Rune spells from Bestiary (they are at the bottom of the list) Add Lightwall as a Spirit Magic spell Added the Chaosium legal notice as pointed out above Added XP checks to POW, skills, passions and runes. Skills can be checked and will be saved as such when the owner clicks "Update State". Checked skills are highlighted blue on the modify Character screen and automatically unchecked if they are modified there. Next up: Return to in-process characters Sub-cults
  22. Good to know. Thanks. I've been thinking about the best ways to allow changing options and updating characters. Once a character is completed you can then select modify character and change anything or add more skills and passions, magic, etc. You should be able to make any modifications you need.
  23. The latter. Spirit magic from associated cults is available in a cults spell lists. On another note: I’m seeing some partially created characters. Is this because character creation is long or are folks experiencing errors?
  24. @PhilHibbs - correct. Right now, any created cults can be selected as an associated cult. It wouldn't be hard to set an unavailable flag. What's the use case for that?
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