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FantasyGrounds-SW5e

A Fantasy Grounds® module to implement SW5e game

SW5e is a user created (Home-brew) set of new Races, Classes, NPCs, etc. that works within the 5e ruleset but "flavored" for the Star Wars® universe.

Fantasy Grounds Forum Thread about the SW5e module

SW5e Website

SW5e Subreddit


Sub-Project Status Notes
SW5e Player Book.mod Released. Classes, Races, Backgrounds, Feats, Skills, Spells, NPCs, etc.
Ruleset Extension Released. Fantasy Grounds® 5e ruleset modification extension

See the FG Forum post for news about current projects and module changes underway.


Fantasy Grounds Unity® (FGU) : I am now primarily testing this rule set in FGU. When reporting a problem, be sure to specify if you are using FGU or Classic.


Fantasy Grounds® User Information

This extension and module primarily cover the PHB and Scum and Villainy PDFs from the SW5e project. This should be a good base from which others can add their own content and/or publish modules for the expanded content.

Installation

  • The extension is required for the module to function.

  • Get the extension from the Forge here

  • The module is available from the Forge here

  • IMPORTANT: Read the Reference section of each module in Fantasy Grounds for any notes or special instructions.

Creating your sw5e campaign

  • When creating your new campaign in FG for SW5e, select the 5e rule-set (All the SW5e content is dependent on the base 5e rule-set).

  • Once you select the 5e rule-set, the sw5e extension will appear in the extension window. Select the SW5e extension.

    Note: It's best to only load SW5e module and extensions. I cannot guarantee compatibility with other module or extensions.

  • Once your campaign opens, go to Library then Modules and open the SW5e Player Book.

PDFs

Because the SW5e project is constantly adding/removing/changing the contents of their Player Hand Book PDFs, I will be providing links to the version of the PDFs that match this FG ruleset.

SW5e PHB PDF for Fantasy Grounds Module

SW5e Scum & Villainy PDF for Fantasy Grounds Module

A note on spells (powers)

Perhaps the most useful and powerful feature of FG is automation. A player can target a group of many NPCs in combat, roll attack and damage and all saving throws and damage calculations are done automatically. Any GM who has delt with large numbers in combat tracking knows this is a HUGE time saver and makes combat move exponentially faster. Which helps keep players "in the game" instead of "checking out" while the GM does all these rolls and calculations individually.

All spells (powers) with FG coding have the note "(* FG Coding)" at the end if their descriptions. Not all the newer additions to the spell lists have been updated with coding yet. As GM you can add coding yourself, or let the players do it manually until the module is updated.

Here is an excellent tutorial on spell effects coding

New Starship Rules

At this time none of the Starship combat rules will be added to my modules. It is not compatible with the 5e ruleset and will require extensive extension development. You can still used FG for the maps, tokens and dice rolls. See the above link to the thread on the Fantasy Grounds forums to see 3rd party content for this module and user implemented space combat rules.

Developer Information

The par5e directory is for the text files that are parsed into the Player Book module and the "source" of the module content. The current player book module is 80% compiled using PAR5e v0.0.9-b62. I've created a crude java app called ModuleGenerator that takes the output from Par5e, massages and adds data to create a complete module. If I continue down this path, eventually I will stop using Par5e.

PAR5e note: Do not use: equipment.txt, spells.txt, or parcels.txt. Compatibility issues with modern Fantasy Grounds.

The ext-src dirctory is for the extension sources.


Project News

Aug 15, 2021

Fixes for caster attach rolls in combat tracker, concentration checks in combat tracker, new effects for items, class/race features, etc. New release is v20210815.1 and will be available via the Forge "Test" build channel.

Feb 20, 2021

v3 released. Fixed weapon category issues, NPC size issues, NPC token issues, Class ability score improvement, and background skill choices.

Feb 13, 2021

I have made release 3.0.1 as a pre-release and you can download the module and extension from here. Please, notice it is now a single module. You MUST unload all old modules when testing 3.0.1!

Jan 23, 2021

Updates are slow, but I am working on a way to update spells(powers) from the sw5e web site instead of hand copying/coding them when they do their frequent changes. Without a way to automate these changes, keeping a module updated is extremely difficult especially because they do not follow the WoTC document and phrasing standards which most 3rd party electronic systems depend upon.

Dec 12, 2020

All current equipment added. Only unfinished category for version 3.0 is Tech and Force "Spells".

Dec 5, 2020

Update to PHB module and extension. Fixed extension project web link and renamed directory. Update berserker instincts, operative exploits and monastic vows to be more readable. Made scholar/doctor/panacea side-effects into link to rollable table.

Dec 3, 2020

All class definitions updated thanks to the assistance of lordcygnus! Also fixed links to the SW5e web site and a few NPC issues. Both modules and the extension should be downloaded.

Nov 30, 2020

Updated Berserker class to current.


If you like my work, you can


This project is not endorsed by, directly affiliated with, maintained, authorized, or sponsored by the SW5e project, Fantasy Grounds, Smiteworks, NPCEngineer, rob2e, or Wizards of the Coast. All product and company names are the registered trademarks of their original owners. The use of any trade name or trademark is for identification and reference purposes only and does not imply any association with the trademark holder of their product brand.

Creative Commons Logo

This project is open source and released under the Creative Commons Attribution NonCommercial 3.0 License

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fantasygrounds-sw5e's Issues

Guardian class fix.

For unknown reason, the link for the Channel the Force feature is not working.
Sub-class choice is not functioning.
Also, Guardian Focus ability appears to be repeating in the class window. Looks like a mix up between features and sub-class ability tags. But, I'm not sure.

Update equipment descriptive text

In the equipment.txt file from the audit project, each item at the end with a description can be added like the example below:

The Jetpack xml entry can have this line added:

Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

Descriptive text here.

Scout Class Update

Issue created to update the Scout class to the latest on the PHB (and some of the EC)

v3-Weapons not being added to character sheet correctly

When adding weapon to character sheet, it looks like everything is added as melee.

Investigating how the 5e ruleset knows if something is ranged or melee and will need to alter the sw5e weapons to meet this criteria and/or adjust how this is done in the extension.

politician pursuit

Looking at the politician pursuit, there are two features labeled "reassemble" that bug out. One appears blank, the other appears normal.

v3-backgrounds-skill bonus issues

The Force Adept, Investigator, Force Adept, Outlaw, Pirate, and Nomad background don't allow you to choose the skills from list but instead adds the words "choose from..." instead of the pop up menu. ( from PjToledo91 on fg forum )

Update Consular class

Update Consular class to current

We've found something with the Consular class: there is no Way of Suggestion for the level 3 prompt selection, and in the Way of Lighting, the Electric Attunement has the word Affinity on it instead

Update Fighter Class

Add the Martial Superiority column to the class table.
Add the Fighting Mastery at 3rd level (and possible reference to that particular feature list within chapter 6 of the PHB).
Add Heavy Weapon Specialist to the 3rd level Fighter Specialty prompt window (and all related information on that subclass)
Change Fighter Specialty to Fighter Specialty Feature at level 7th, 10th, 15th and 18th.

In the Assault Specialist:

  • Change the Brute Force ability, new values for damage per level and updated requirement as well.
  • Add Remarkable Athlete at 3rd level.
  • Check the updated wording on the Brutish Durability 7th level ability.

In the Shield Specialist:

  • Check and update the Techcasting new values for the known powers and wording within the feature.
  • Add Stay in Formation.
  • Check the fighter word typo on the Rallying Cry feature text.

In the Tactical Specialist:

  • Check the wording and setup for the all features within the subclass, table for Tactical Specialist Superiority Dice and Maneuvers Known as well.
  • Update Student of War to Bonus Proficiencies at 3rd level.
  • Update the other 3rd level feature to Improved Combat Superiority.
  • Add inside the Improved Combat Superiority:
    . Improved Maneuvers.
    . Improved Superiority Dice.
  • Change Signature Maneuver to 3rd level.
  • Change Greater Signature Maneuver to level 10th
  • Add Maneuver Mastery at level 18th.

v3-Character Wizard needs tools fixed

Spell and inventory will not work in the character wizard. But, unless the tool selection in the Background section is fixed, the character wizard is non-functional.

NPC Spell lookup issues

The following NPCs have issues when dragged into the combat tracker. Spell lookup is failing.
innate spellcasters:
B Omarr Brain Walker - mind trap(fixed)
Dark Lord Spirit - mass animation(fixed)
Jubba Bird - sense emotions(Should be sense emotion)(fixed)
Grand admiral - decryption program, predictive AI, friendly fire, greater analyze(fixed)
t-series tactical droid - on/off(fixed)

traditional casters:
Avatar of Abeloth- force mask, force throw, hallucination, force repulse, telekinetic storm, mind trap(fixed)
Dark lord- mproved battle meditation(fixed)
juggernaut- overcharge saber, steel wind strike(fixed)
BB series astromech droid - minor hologram, on/off, decryption program, hologram, motivator boost(fixed)
R2 series astromech droid - minor hologram, on/off, decryption program, smoke cloud(fixed)
Combat engineer- smoke cloud, homing rocket, magnetic field(fixed)
Combat engineer, junior - electro shock, rime shot, homing rockets, smoke cloud, magnetic field(fixed)
Explosive specialist - combustive shot, electro shock, smoke cloud(fixed)
Field medic - warding shot, poison dart(fixed)
ISB Infiltrator - on/off, holographic disguise, smoke cloud(fixed)
Jawa Tinkerer - on/off(fixed)
Jawa Shaman - heroism, restoration(fixed)
Mistryl Prime - decryption program, holographic disguise, concealed caltrops(fixed)
protocol droid 000 series - venomous strike, poison dart, truth serum(fixed)
super tactical droid - combustive shot, homing rockets, security protocols(fixed)
t3 series utility droid - on/off, decryption program, holographic disguise(fixed)
wookiee engineer - on/off, fabricate trap(fixed)

Spells in above list:
combustive shot
concealed caltrops
decryption program
electro shock
fabricate trap
force mask
force repulse
force throw
friendly fire
greater analyze
hallucination
heroism
hologram
holographic disguise
homing rockets
improved battle meditation
magnetic field
mass animation
mind trap
minor hologram
motivator boost
on/off
overcharge saber
poison dart
predictive ai
restoration
rime shot
security protocols
sense emotions
smoke cloud
steel wind strike
telekinetic storm
truth serum
venomous strike
warding shot

v3-class features not applying at correct level

from PjToledo91 in FG forums: in all classes the feature"ability score improvement" Is supposed to be distributed at 4, 8, 12 etc levels however in the coding it generates a level 0 skill only and won't be added in the addition levels

Fix spells for FG combat tracker

  • Finish adding spell effects listed below.
  • Fix phrasing of ranged/mele force/tech attacks to spell attacks
  • Fix phrasing from enhanced item/weapon to magic item/weapon

Last list of spells

Force:

Control Pain
Improved Force Barrier
Master Malacia
Mind Prison
True Sight
Master Force Barrier
Mass Hysteria
deal with Mass Animation (npc entries?)

Tech:

Friendly Fire
Group Hologram
Override Interface
Rewrite Memory
Skill Protocol
Carbon Fog
Neurotoxin
Project Hologram
Stun Dart
Carbonite Explosion
Predictive AI
deal with Autonomous Servant NPC entries and link to it

Add effects from SilentRuin module

Create class specific features and effects similar to how it is in rob2e's add-on.
Berserker: Rage: saving throw, Rage: Mele bonus. Unarmored Defense. Reckless. Danger Sense immunities

Update to Races

Just addressing some missing races on the races part of the PHB

NPC Automation (FGU & FGC)

Some of the NPC's are not working properly. For example, the Trooper, Scout's Hold-out blaster says "Hit: 4 (1d4+2)." So, it won't do damage in the combat tracker. If I copy and edit the statblock, to say "Hit: 4 (1d4+2) energy damage." it works.

There are some other minor errors on NPC's that use spells. For FG to automate NPC spell attacks, the spell needs to say spell attack instead of tech attack in the spell description. This is a problem on a number of spells like Choke, where it says "Make a ranged force attack". If you edit it to "Make a ranged spell attack" FG will allow you to roll the NPC's attack from the combat tracker.

Will you be making further updates or is this something we should just change on our own?

Thanks for all your work.

Scholar class update

At the class table:
. Check the values for the Academic Superiority and Discoveries columns, update needed.
Change Multitasker descriptor to updated one.
At level 3 Academic Pursuit prompt windows:
. Change the Physician word for Doctor in the first option and all related descriptors for it.
. Gambler pursuit is missing, add the option and all related content from the PHB.

In the Doctor Pursuit:

  • Separate Remote Healer and all the Additional Maneuvers.
  • Check last point on the Additional Maneuvers, add it and put all the content present for it from the Remote Healer feature.
  • Change Discoveries-Physician Pursuit descriptor to Discoveries (Doctor).
  • Put a reference link to the Side Effects table already created
  • Change Scholar Physician Side Effects name and references if possible.

In the Politician Pursuit:

  • The Additional Maneuvers are being referenced from another set of skills (probably the Tactician Pursuit), change it to have the content for the Politician Pursuit and update references.
  • Change the wording for Discoveries-Politician to Discoveries (Politician).

In the Tactician Pursuit:

  • Change the wording for Discoveries-Tactician to Discoveries (Tactician).

Updates to Equipments

As before, we need to update to the most recent version of all equipment present on the PHB.

Sentinel Class Update

As per the other updates, this one is created to address the class update for the Sentinel Class

Add Extended Content module

Several species in the current PHB module are not actually in the PHB document. These should be separated into a unique module where additional content can be kept... including Kathar.

Update operative class

At the class table, add the Operative Exploits column.
At level 2 add Operative Exploits (and all PHB content related to this feature).
Change Bad Feeling from level 2 to level 3.
At level 3 prompt selection:
. Acquisitions and Beguiler Practices missing, please add them (and all related PHB content).
. Lethality and Saboteur Practices from the EC, to be reviewed.

In the Lethality Practice:

  • Add Lethal Strikes to level 3 (and all related EC content).

In the Saboteur Practice:

  • Check Techcasting table for updated values.
  • Change Tracking Droid Improvements to Tracker Droid Companion, and update description and all related Generating your Tracker Droid content.
  • Not so sure about the Tracker Droid Upgrades, but you can list those just in case.
  • Add Ion Pulse at level 13.
  • Remove Explosive Retribution.

Spell Fixes

Denounce (effect)
Force Disarm (two save casts)
Force Push/Pull (ranged attack cast)
Mind Trick (effect)
Sap Vitality (melee attack cast)
Enfeeble (alternate 1d8 damage roll)
Wound (ranged attack cast)

Action issues B2-HA Super Battle Droid

Also, we were trying to use the B2-HA Super Battle Droid, and the Rocket Launcher ACTION doesn't have a DC for the Dexterity Save, hence is not working as it should (check the other ACTION called Wrist Blaster Volley that has the DC 13 Dexterity saving throw), probably the rocket launcher one just needs a DC and that's it for fixing it.

Note: when fixing this also one of the Abeloth and Trooper, Purge entries have a spelling issue "wisdome"

Add link to parcels for class starting equipment

Each class references a pack or choice of packs. Due to 5e coding in FG, these had to be implemented as parcels in SW5e. So, in the class section for starting equipment we need to link to the listed starting packs so they are easy to find.

Update guardian class

Update class description word from Predator to Destroyer.
Update Class Table, Force Powers Known values and add Focused Strikes column as well.
Change Force Powered Strikes description, they have new values per level for the damage.
Move Guardian Aura to level 3 and add Fighting Style to Level 2.
Change Guardian Focus to Focus Feature at level 7, 15 and 20.
Add Guardian Aura (15 ft radius) to level 9.
Change Guardian Aura description to Guardian Aura (two auras) at level 10.
Add Guardian Aura (30 ft radius) at level 17.
Change Guardian Aura description to Guardian Aura (three auras) at level 18.
For the 3rd level prompt subclass selection, the current PHB has Makashi, Niman, Shien/Djem So, and Soresu
. We are missing Niman and Shien/Djem So forms completely, please add the two forms currently not present.
. Shii-choo is on the EC so I'm going to review it here as well.
Remove Aura of Devotion from the Guardian Aura list.

In the Form II - Makashi:

  • Change the Fighting Style wording and title to Form Basics.
  • Change the Channel The Force content from Advancing Defender to Makashi Riposte. (it has the Spec. Required as Form III - Soresu, so if the other one has the Makashi Riposte, just change it, going to review Soresu after)
  • Glancing Blow content is repeated, remove the repeated part.

In the Form III - Soresu:

  • Change the Fighting Style wording and title to Form Basics.

In the Form I - Shii-Cho:

  • Change the Fighting Style wording and title to Form Basics.
  • Need to separate the Channel The Force ability from The Way of The Sarlacc.
  • Be sure to check the Channel the Force ability Disarming Strike.
  • Change the DeterminatioN word for Determination in the Master of Determination level 20 ability.

Audit new tech powers

Using the attached list from the Nov. 2020 PHB. Audit the SW5e supplement module to add/delete/modify powers.

  • A comprehensive update plan will be made.
  • The attached file will indicate actions to be taken for each entry.

Tech powers will be added to new module "Lobots Tech Power Manual"

Level 0: id-00001 - id-00999
Level 1: id-01001 - id-01999
Level 2: id-02001 - id-02999
Level 3: id-03001 - id-03999
etc.

Make sure the following are set on every tech power:

<school type="string">Tech</school>
<source type="string">Tech Powers</source>
<locked type="number">1</locked>

If known, add a comment specifying the original spell name the power is based upon as follows:

<name type="string">Absorb Energy</name><!-- A D&D Name -->

Attached file for audit. Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code

tech_powers_by_level.txt

Update Engineer class

Check table for the Potent Aptitude values as a column (remove them from the Features Column) and change Slots to Modifications Slots.
Level 2 Tool Expertise instead of Tool Understanding.
Level 3 is missing the Gadgeteer Engineering and Astrotech Engineering is no longer there, replaced by Unstable Engineering (I'm checking and the Astrotech Engineering is at the Expanded Content, so I'm reviewing it as well)
Change Infuse Item at level 2 to Infuse Item (+1) and add Infuse Item (+2) at Level 10, Infuse Item (+3) at Level 15.

In the Armomerch Engineering:

  • Level 6 Ability for the Armormech Engineering should be Extra Attack
  • Remove Casting Celerity Level 14 and put Armomerch's Celerity instead.
  • In the Armomerch Modifications:
  • Absorption Shield should have the Physical Shield requirement instead of Light Shield Generator.
  • Advanced power fist should have Armor as a requirement.
  • Remove Armorweave Underlay.
  • Artificially Intelligent should have level 9 and Armor requirements.
  • Add Bonded Plates.
  • Change Collapsible Suit requirement to Level 5 and Armor.
  • Remove Dampening Overlay.
  • Change Electroshock Shield requirement to Shield Generator instead of Heavy Shield.
  • Change Infiltration Suit requirement to Armor instead of Light or Medium Armor. (Not sure about this)
  • Change Overload Shield requirement to Shield Generator instead of Light or Medium Shield Generator.
  • Change Prototype Power Fist requirement to Level 5, Armor instead of the current value.
  • Add Reinforced Overlay.
  • Shield Amplifier should only have Shield Generator as a requirement.
  • Change Shield Cover to Shield Anchor.
  • Change Weapon Integration to Weapon Integration Armoring.

In the Armstech Engineering:

  • In the Armstech Modifications:
  • Remove Augmented Steps.
  • Change Burst Fire to Burst Core.
  • Change Booming Strikes requirement to Level 5.
  • Add Celerity Oscillator.
  • Change Collapsible Hilt to Collapsible Frame.
  • Add Improved Burst Core.
  • Change Jagged Edge to Jagged Oscillator.
  • Change Keen Edge to Keen Oscillator.
  • Change Power Loop requirement to Level 9.
  • Change Subdued Recoil to Recoil Dampener.
  • Change Returning Weapon to Returning Weapon Guard.
  • Change Shock Harpoon to Shocking Harpoon.
  • Change Shocking Strike to Shocking Oscillator.
  • Add Stabilizer Cell.
  • Add Staggering Oscillator.
  • Change Venomous Weapon for Venomous Oscillator.

In the Astrotech Engineering:

  • In the Astrotech Upgrades change the wording to Astrotech Modifications:
  • Add Analysis Protocol.
  • Remove the Class 4 Droid Requirement from Back-Up Protocol.
  • Add Darkvision Optics.
  • Remove the Class 4 Droid Requirement from Emergency Mode.
  • Remove the Level Requirement from the Four-Armed Combatant.
  • Add Martial Protocol.
  • Add Memory Protocol.
  • Add Powerful Droid.
  • Add Powerful Grip.
  • Add the d6 Hit Die requirement to Premium Power Core.
  • Add Truesight Optics.

Spell Lookup Failure (Force Push, Tendrils)

I ran into an error in FGU when placing an Inquisitor Master npc into the combat tracker: "Failed spellcasting lookup on 2 spell(s) for (Inquititor Master). Make sure your spell module(s) are open." and "Spell lookup failures: force push, improved darkside tendrils", that's what the chat spat out at me. Same goes for Grand Inquisitor, and Inquisitor Knight is only missing dark side tendrils. In the SW5e Supplement I do not see "Force Push", but there is a Force Push/Pull. I also do not see a "dark side tendrils" spell, so I think that may be the cause for the error. (from Collegemerc on FG Forum)

The common.xml spell list and spell section are missing Danger Sense (Augury), Dark Shear (Shadow Blade), Darkside Tendrils (Arms of Hadar) and Improved Darkside Tendrils (Hunger of Hadar).

Update Monk class

Check table values:
. Change Martial Arts Damage Die column to Martial Arts with dice values column.
. Add Monastic Vows column.
Add Monastic Vows to level 2 (and all related content), change Unarmored Movement to level 3 (also, new wording in the ability description)
Level 6 change Focused Strikes to Enhanced Strikes.
Move Purity of Body to level 13 and add Ability Score Improvement to level 10.
Change Monastic Order wording to Monastic Order Feature at level 6, 11 and 17.
Remove Tongue of the Sun and Moon from level 13.
Change Timeless Body to Timeless Vessel at level 15.
At the Martial Arts description, update new content.
Change the Focus description, update to new content for each ability.
At level 3, promtp subclass selector:
. remove Teras Kasi Order, doesn't exists anymore on any of the 5E content.
. Add Matukai and Crimson Orders to the selector (and all PHB Content related to these two orders).

In the Nightsister Order

  • Ichor Lighting has a new content description, please change.
  • Dark Magick description needs a change as well.

Audit new force powers

Using the attached list from the Nov. 2020 PHB. Audit the SW5e supplement module to add/delete/modify powers.

Tech powers will be added to new module "Revens Force Power Holocron"

Level 0: id-00001 - id-00999
Level 1: id-01001 - id-01999
Level 2: id-02001 - id-02999
Level 3: id-03001 - id-03999
etc.

Make sure the following are set on every force power:

<school type="string">Dark-Side</school>  or Light-Side or Force-Neutral
<source type="string">Force Powers</source>
<locked type="number">1</locked>

If known, add a comment specifying the original spell name the power is based upon as follows:

<name type="string">Absorb Energy</name><!-- A D&D Name -->

Attached file for audit. Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code

The attached file will indicate actions to be taken for each entry.
Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code

force_powers_by_level.txt

Background Feat Tables

The feats linked in the background feat tables do not link to the actual feat entry and just display the name of the feat.
The non-5e background tables (not Flaw, Bond, Ideal, Personality) need to be implemented in par5e as simple tables. Then link to this table from the background descriptions on these "special" tables.

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