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codex-quest's Issues

Better character list refresh needed

Currently refreshes on every other character delete and not every time a new character is created. Make this better.

Look at current implementation of refreshCharacters state var

Modularize Races and Classes

The current state of things is a clutter. Adding a new Race or Class is a process in editing like a dozen files with data spread throughout the application. Ideally Races and Classes should have virtually all of their info in one file. Adding or removing that file should gracefully remove that content piece.

Project: Code Review

Go through components and give them a good code review.

Completed:

  • /src/App.tsx
  • /src/modals/DiceRollerModal.tsx

Attack modal causes console.error

I believe the notification component needs to be in App.

react_devtools_backend_compact.js:2367 Warning: [antd: notification] Static function can not consume context like dynamic theme. Please use 'App' component instead.

WEARING radio button for armor / remove armor radio buttons

Users should be able to find/purchase multiple sets of armor.

  • Separate Armor and Shields into their own categories.
  • The equipment store accordion should no longer display armor with radio buttons. All armors should be checkboxes.
  • The "No Armor" item should no longer be listed in the accordion and removed from equipment.
  • A "No Shield" item should be listed in the accordion.
  • "No Armor" should be auto-added to Character Sheet, not equipment.
  • A "Wearing" radio button should be added to the accordion next to all armor/shields.
  • By default, the first armor found in equipment should be selected as "Wearing" OR "No Armor" if no armor is in equipment.
  • AC should be calculated by which Armor/Shield is selected as wearing.
  • A Help Tooltip should be added to AC to explain this.
  • Find any instances of armor-and-shields in code base and properly refactor
  • FIX INITIATIVE ROLL

Add supplemental Races and Classes

Classes Added:

  • Assassin
  • Barbarian
  • Druid
  • Illusionist
  • Necromancers
  • Rangers
  • Paladins
  • Scouts
  • Spellcrafters
  • Quasi Classes (maybe)
  • Ability to add any Custom Class

Races Added:

  • Gnomes
  • Half-Elf
  • Half-Ogre
  • Half-Orc
  • #110
  • #111
  • #113
  • #114
  • #115
  • Monsters as Player Characters (maybe)
  • Ability to add any Custom Race

dice roller tool

first time should open with instruction? i think theres an antd component for that

download as PDF option

maybe it just opens a save-as-pdf window and you can use print styles to simplify page

Equipment Emporium Supplement

https://basicfantasy.org/downloads/EE1-Equipment-Emporium-r31.pdf

current progress: finished Health sub category on pg.12

  • New categories are added to available classes in availableEquipmentCategories within EquipmentAccordion.tsx

TODOs

First Release

  • Custom Equipment change: IF 'Category' === 'bows' OR 'Attack Type' === 'missile' OR 'both' enter short, medium, and long ranges.
  • Damage Roll Notification for Dagger shows rolling d6 even though item damage is listed a d4.
  • New footnotes and symbols (see comment below)
  • Verify Thief armor rules: Studded Leather armor counts as leather armor for the purposes of Thief skills. Ring mail, Brigandine and higher armors will count as metallic for Thief skills. The weights of these armors still count against the weight carried by a character
  • Added "Barding" category. Make sure that shows up when/where it is supposed to. (adding to equipmentListCategories in EquipmentInfo.tsx, availableEquipmentCategories in EquipmentAccordion.tsx)
  • Fix AttackModal with Kick and Punch attacks
  • Move weapon ranges from AttackModal.tsx to equipment-items.json
  • Use Details component for item descriptions within EquipmentItemDescription() within EquipmentAccordion.tsx
  • items renamed general equipment

Second Release

  • account for meleeDamage
  • Shields now have missileAC. To account for this, add an asterisk next to AC with a Tooltip that explains the secondary AC value.
  • Weapons that use ammo cannot use Damage Roll button in Attack Modal. Change this to list Ammo types the user has available to the weapon. 25% chance ammo is recoverable (not bullets), else deduct 1 ammo from inventory.
  • Barding should not add to character weight. (maybe make its weight 0 and add a new property called "animalWeight" and apply it there)

Third Release

Fourth Release

  • Equipment Packs. Before the Collapse, have selectors for specialty packs?

Add Barbarian Class

  • Document how new classes are added for future reference and removing the guess work out of the whole afffair.
  • Add Barbarian class.

add to readme

tech stack links
deploy steps

for when time goes by and i forget stuff

PROJECT: GM Dashboard

I'm imagining a second button in the header called "GM Screen". It would be a page that would:

  • display players' stats
  • pin specific notes like Turn Undead or Animal Affinity
  • combat tracking
    Players give character ID, that pulls the character from DB and pins it to dashboard. monster stats. spell data. images. rule snips.

Suggestion: Add version string to index page footer

Having the app version displayed in the footer, down near the copyright and contact details would make it much easier to report bugs accurately. I've always liked semantic versioning, but anything would help over nothing.

radio buttons that are selected can become disabled

is that okay?

test a scenario where they have an expensive armor. they have less gold than the next cheapest armor. it should be available to them so that they can refund their gold and choose the next cheapest option.

Magic-User class has no selectable equipment or items and cannot be created

I've confirmed with the current prod instance. Both human and elf Magic-Users have no selectable items, which means those characters cannot be created at all. After poking around in the code to see how I could add Druid, I've an idea of what might be going on, but can't confirm until I get my own database setup working.

Manually entering ability scores does not work

When entering an ability score manually, each keypress randomises the ability score. Clicking the up/down spinner buttons has the same effect. The only way to get the desired ability scores is to keep spamming the randomise button until the required result is rolled.

Detected in v1.10.0.0 by multiple testers in multiple browsers, as I asked the players in a game to all create their characters in CQ using rolls they had made elsewhere.

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