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License: MIT License
Gloomhaven Monster Mover
License: MIT License
Scenario: a monster with Move 1 at one end of a line of icy terrain with a character at the other and another monster on an intervening (icy) hex.
Current behaviour: the monster moves the full length of the ice slide and attacks the character
Expected behaviour: the monster's slide is blocked by the other monster (also a figure) and it only moves to stand adjacent to its ally on the slide.
There are also (presumably related) issues when the second monster is on the hex after the slide, when the active monster will not use the icy terrain at all.
Hi,
I'm a developer of the GH/FH mod for Tabletop Simulator. It would be cool if the mod also had support for showing monster movement, but doing it inside TTS would be quite hard and probably very slow. So I was thinking if it would be possible to use this tool as an API. So that the TTS mod could publish it's current board state and get the movements back from the tool. Is this something that would be possible, e.g. when running the server locally?
Hey!
I went to use the mover tonight and I am getting a 502 error.
I figured I would pull down the code and try to run it locally.
I ran npm run-script watch
, but how do I view in the browser, and I assume I have to run the server? (But unsure how to do that as well)
Got any build instructions?
thanks
~s
As discussed here: https://boardgamegeek.com/thread/3047722
In Frosthaven mode, when given the option between attacking primary and secondary targets with disadvantage on the primary, or moving to attack primary and tertiary targets without any disadvantage, the monster attacks two targets (including primary) with disadvantage on one rather than attacking two targets (including primary) without disadvantage.
Expected behaviour is:
A) Maximise number of targets (including focus)
B) Break ties by minimising number of disadvantages attacks (regardless of whether the focus is among them - which is changed from Gloomhaven)
?C) (not officially confirmed, but not directly contradicted and follows the rulebook) Break ties by move required
D) Break ties by player choice (outside scope of this tool)
Is there a way to store different scenarios and save them for others?
Would be nice to have a growing library of existing scenarios to pick from with all walls and traps and obstacles already build so you would only need to place monsters and characters to make the given situation.
Since some traps can make monsters immobilized that might affect monster movement. It would be a great option to add a setting to traps.
We play Gloomhaven with an iPad, and the right click functionality on the map doesn't work.
This tool is fantastic, though it appears to be missing the Linked Hexes feature from Frosthaven. This makes the tool difficult or impossible to use for scenarios like 92.
Hi!
I am not quite sure, but if you store everything in localStorage anyway, wouldn't is be the easiest way to export and import that whole thing?
// Export localStorage to Base64 encoded JSON to present to user
var toExport = window.btoa( unescape( encodeURIComponent( JSON.stringify( JSON.stringify( localStorage)))));
and
// Import Base64 encoded JSON into localStorage
var tmpdata = JSON.parse( decodeURIComponent( escape( window.atob( toImport))));
Object.keys(tmpdata).forEach(function (k) { localStorage.setItem(k, data[k]); });
I am not that familiar with React, otherwise I might have tried to create a pull request :)
Possible enhancements: Compression, e.g. https://github.com/pieroxy/lz-string/ or https://github.com/tcorral/JSONC
I've been building out some scenarios for my group so we can load them up quickly, if needed.
To keep from making the grid too large on the screen, and to allow your grid resizing to work, perhaps you could just make a very large grid and just resize the view port? Then you could add controls to drag/slide the grid around. That would allow users to create larger maps and just slide the part they need into view
Here is an example setting:
This is clearly a bug as:
I think that the monster movement in this scenario is incorrect:
https://gloom.aluminumangel.org/EYgMtAmYCEiAAAECBAgQIFwgPCBcIEQgVCAQhQSEC4QIhAqEB4QLhAiECgTCABgsXCBEIFQgEIYEhAwECBAgQIAAAQI
It shows me three options for the monster movement but the bottom option is closer to a legal hex that the monster can attack from. Note how the options change when removing one of the non-active monsters.
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