Jump to content

Cgeist7

Member
  • Posts

    136
  • Joined

  • Last visited

Posts posted by Cgeist7

  1. 4 hours ago, Chekmx said:

    Great application,  thanks.  One feature I would like to see would be the ability to filter skills on the final sheet by some threshold so that when I am creating an NPC i can see only the skills that meet a certain level.  i.e. all skills greater than 50%.  I tried to add a task to the trello board but it only offers watch in the action list.  I do have an account.

    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. 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

    • Like 3
    • Thanks 1
  3. 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.

    Quote

     

    Creatures & NPCs proposal.
     
    Users can create re-usable NPC templates.  Templates allow the random generation of NPCs and creatures. Randomly generated NPCs and creatures can then be edited to taste by users and added to their campaign.
     
    NPC Template

    Page 1 - Template Basics

    Page 2 - Allies & Runes

    Page 3 - Magic & Powers
    Page 4 - Details
    Page 5 - Customisation (optional)
     
    Page 1 - Template Basics
    - Name
    - Role
    - Image
    - Description
    - Tags
    - Statistic Frames
    - Hit Locations Template
     
    Page 2 - Allies & Runes
    - Affiliations (3)
    - Elemental Runes (3)
    - Power Runes (3)
    - Passions (3)
    - Cults (3)
     
    Page 3 - Magic & Powers
    - Rune Magic (6)
    - Spirit Magic (6)
    - Powers (6)
     
    Page 4 - Details
    - Move (int)
    - Attributes (configured)
    - Skills (6)
    - Melee Attacks (4)
    - Ranged Attacks (4)
    - Equipment (10)
     
    Page 5 - Customization (optional)
    - Ability to roll an NPC using the template and edit to taste. 

     

     

  4. On 12/23/2018 at 6:07 AM, spequlator said:

    Nice work! Any chance you could include some simple instructions for setting up a development environment in the project README? I have never coded any Go, but I might still be able to do some simple pull requests, at least for the frontend.

    And btw, at the moment Lhankor Mhy is spelled incorrectly in the cult title. In the description text it is in its correct form.

    Will do and thanks for the catch with Lhankor Mhy!

  5. 7 hours ago, Crel said:

    It seems to me (who knows nothing about programming) that it'd be a nice thing to add. But, I'd call it a luxury (with maybe an extra line of text saying 'put learned R&T in Description box for now'). I just imagine a Y/N trigger for characters around the implemented "Sorcery" skill. If they have one, add a set of boxes with Runes & Techniques. Otherwise, isn't on the page.

    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. 🙂

     

  6. 7 hours ago, Crel said:

    Is there a way yet to record Runes & Techniques mastered for a sorcerer? I didn't see something.

    Along the same lines, I've not seen a place to mark if a character is a shaman. Fetch's POW, spirit abilities, etc.

    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?

  7. 1 hour ago, RustK said:

    Hello there :)

    I began a month ago to work on some app just like yours ! I was wondering if it might already exist and I landed here ^^'.
    I'll be please to talk a little bit further, I send you a PM straight away :)

    Good good job anyway !


     

    Responded with info and links to the repos. I'd love to see what you're working on. 🙂

  8. 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.

    • Like 1
  9. 2 hours ago, PhilHibbs said:

    Maybe a tag system, so you can tag characters in your campaign?

    What about an option to clone an existing character? Not sure if everyone would be happy if everything could be just copied by someone else. Perhaps exclude the picture and description.

    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.

    • Like 1
  10. 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

    Screenshot at 2018-12-09 22:57:41.png

  11. 9 hours ago, Crel said:

    Printable character sheets would be excellent.

    I rolled up another NPC for my game with this, and it was incredibly quick. An NPC-specific creator could be useful, but I'd label it a luxury, not a need. Maybe a way to tag whether or not a rolled character is intended as an adventurer or as an NPC (for when browsing the roster). My ultimate wish-list for an NPC creator would be clicking a button that says "Rune Lord of Orlanth Adventurous" or whatever, and the sheet gains all the minimum skills and characteristics associated.

    Is there a way to change a character's gear? I didn't see one--I want my NPC to have better armor than his occupation starts with.

    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. 

  12. 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

    • Like 1
  13. 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?

  14. 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.

  15. 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
  16. 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

    • Like 1
    • Haha 1
  17. 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
    • Like 1
  18. 3 hours ago, PhilHibbs said:

    I found it frustrating that I could not go back and change my choice of cult, unless I'm missing how to do that. Also I'd like more flexibility on skill choices, for instance if I ask my GM "Can my Babeester Gor cultist put a cult skill choice bonus on Battle? It's a cult skill, but not in the starting set", and the GM says yes.

    Oh, and you should put the standard Chaosium fan policy statement somewhere:

    https://www.chaosium.com/fan-material-policy/

    See Requirements 1.a.

    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. 

×
×
  • Create New...