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dungeons-and-dragons-utility-tool's Issues

Beautify Site

Enhance all sections, add custom formatting, do everything necessary to make it look like a nice well done website

card layouts? see here

background colors?

custom favicon thats not just as big red square

add topbar

clean up text generation, add indents, remove unnecessary parts

Be able to save NPCs

Save them local to client? or just keep it as a button that i can click that copies the NPC to the clipboard for pasting into onenote?"

Create XP Calculator

Should be able to enter # characters, # level, & Easy-Medium-Hard-Deadly difficulty, and receive a calculated XP budget as a result

Reuse, Recycle, Reduce

Optimize for mobile

Set it up so that when the page is being viewed from mobile (either by automatically recognizing when loaded from mobile, or just by letting a user check a box to show the mobile view) the components organize in a much more readable fashion & makes for a better mobile experience

Create Encounter Generator

  • XP Budget (add a field to enter an XP budget, which autofills on xp calculation above?)

  • Generate Encounter button set up on the creature search, run search to get creatures and then build encounter

  • include calculation of # of enemies as in comment below

  • bosses / minions?

  • specify context:

    utilize creature searcher fields to narrow field of creatures able to be included in the generator?

    maybe make it so that encounter generation can only use either A) all creatures, or B) all creatures currently returned from creature search?

  • "generate RP encounter" as in, fetch one of millions rp encounters from the master list. may not be necessary, i've rarely used it

Create NPC Screen

Actually, just do it as in the comment below. Split into three sections, with new values for the relevant ones!

Need a screen where I can generate a brand new NPC with the following features:

  1. Name
  • custom generated by race, using word generator
  1. race
  2. age
  3. gender
  4. sexuality
  5. all stats
  6. moral
  7. ideal
  8. trait
  9. emotion
  10. trade
  11. skill
  12. ideal (aka worth, religion, etc)

Error Text

Box that displays any error messages from the console (but only if there are any?)

Enhance Desktop UI

Desktop UI/UX desperately needs to be cleaned up

consider side by side layouts?

consult ideas in #76

Help Me Build My Player Character

Create a section for helping to generate your player character:

  • include the ability to fetch/display a character quesitonnaire question from:

https://drive.google.com/file/d/0B6Tn7gXsiQQvaGZIOWlLbVFxSkE/view
https://drive.google.com/file/d/0B6Tn7gXsiQQvWDJNcmhJT21OVnc/view

  • display Character Sheets to be filled out / downloaded as pdfs?
  • Dice Rollers automatically rolling Saving Throws, Ability/Skill Checks, Attack Rolls, etcetera.
  • integrate SRD (for magic items?)

Sentence Generator

  • Add a button to generate a sentence on the word generator
  • It wont use numwords/min/maxlength, instead will generate a sentence of random language with specific punctuation
  • So it will be a series of word of variable length with punctuation (? . ! ?!) at the end, random proper nouns, random commas, semicolons, dashes.

Village Generator

Copy & Pasted from previous project - text not refined at all since I originally posted it 4 years ago:

Dynamically create a village - create a list of buildings and what each building needs - i.e.; a blacksmith needs a mine and a well and 3 laborers, a mine needs 15 laborers, a well needs 1 laborer. For every 15 laborers there must be 1 trading post or farm (for food), and etcetera.

The generator could choose the number of starting buildings, randomly chosen, based of the size of the village. For example, from the list of all building, for a city, 100 are chosen that are then expanded upon. Also for each building there is a 5% chance that it is imported (or each building has a custom % chance that it is imported), and there could be a master screen for each building. Also there should be Thieves Guilds, Cults, etcetera (basically operate off of the existing list of all possible building types).

For the size of the village, you could:
a) choose a starting amount of buildings (10, 100, 1000?)
or
b) click an "expand" button (which could add a series of residences - each residence populated by workers, each worker needed a job, each job filling up job-slots in existing job-buildings or creating new job-buildings to fill the job-slots within, etcetera).

Try to look at historical or anthropological documents to see what each building will require.

Ideally, as each new desired building is generated, an existing map (created/displayed on screen at the click of "Generate") would have buildings dynamically drawn on it. Each building, at the end of generation, you would then be able to click on an receive information (i.e.; who lives there, what their jobs are, etc).

So for the "laborers required" they should be paired to homes in twos, and then it should be decided whether or not to give them parents living with them or somewhere else, to make them pregnant or give them children (both of these likely based off of their ages), etc. These increases in the population then factor into the rates of crime, etc.

Ideally at the end there would be graphs created (alongside the central, displayed map) that could display interesting statistics about the village. For the graphs to mean something (like population over time), then I would have to be recording the population from the beginning on and watch as it grows (but then I would also have to know how long each population increase takes, & etcetera. Could do this based off a series of turns, so that in each turn children can be born, etc. Of course this is almost an entirely different of doing it than from above, because above the idea is to create a current-day representation of a village/living area, rather than to dynamically create on over "time". Both work, I just have to choose which way I want. ---

It could be something like I create an internal calendar with all needed events - like Day 0: Smithy founded. Now on Days 100, 101, 120, & 147 there is scheduled the creations of a Well, a Farm, a Farm, & a Common House housing 15 laborers and 7 family members of laborers. And then after the creation of a common house I would say that on Day 300, Day 325, Day 350 (/etc) that certain people move out of the common house. This, however, is a lot more in depth than the other way of doing it.)

Would also be nice to have a "Percentage Completed" bar. Would be calculated doing "last date of calendar" / "current date on calendar" or "number of buildings left to be produced" / "current number of buildings produced"... Something like that.

Allow building of the map as an SVG (with zooming/panning)? Allow export as PNG for user-editing?

**Also, ** I'd like to put them on a grid and be able to draw the trade routes (imports/export), the most frequented areas (might need statistics for bars/taverns, could even say who would go there based off the total population of the village), etc. This way I could do some pathfinding algorithms through the village.... etcetera.

One day I could turn this into a "series of villages" generators, where the imports of one village are the exports of another...

/r/proceduralgeneration

For each person in the village, figure out their wealth level (maybe dynamically generating some wealthy individuals (or already generated business owners?)) and for nobles, figure out what sorts of servants they'd have, etc etc.

When choosing the owner of a business, 35% a new person is generated to own it, 25% an existing worker is elevated to business owner, and 40% chance an existing (other) business owner also owns this business. Then, for any person who owns at least 5 businesses, they are a noble and get a special nobility home, etcetera etcetera.

Generate RP Encounter

Could I load in all my old rp encounters (old repo/files/encounters) and make a markov chain out of them (operating on words, not letters) and then generate new ones? Would this work? It would typically be nonsense, but could produce interesting items from time to time

If it doesnt work, maybe I need more items to train it? Maybe use net libram of magical effects, or some other massive RP repository online?

format code

  • run it through an html formatter. its a bit of a mess currently!

Spell Cards

All spells, in all books, with all categorical/descriptive information, ready to be searched/retrieved as needed. Want them to display in a nifty way

Create Creature Searcher

Need to be able to search all creatures, by:

  1. environment
    • need to be able multi-select
  2. name
    • fuzzy name search
  3. type
    • multi-select
  4. XP
    • multi-select on all possible XP values
    • greater than X value
    • less than X value
  5. book
    • multi-select

Must also be able to sort them by any field, in either ascending or descending order

Separate out code files

  1. Set up Javascript so it is in its own file, able to be referenced in any other HTML file as needed
  2. Set up a stub mobile site
  3. Take all current HTML, remove the special mobile formatting, and paste it into a new desktop site
  4. Set up a homepage that sends desktop users to desktop site & mobile to mobile

On issue close, desktop experience should auto-load the same as is loaded now, and mobile should just lead to a stub page!

Mobile UX

Close #65 first

Fix site display name on the browser tab (currently its just the damn url!)

Set up mobile so that you can load each bit of functionality onto its own page you can navigate between

  • clean up encounters & creatures page to work a bit better
  • set up word generator link / html along the same lines as the other
  • clean up landing page to have big bold buttons for easily navigating
  • add a back button to each page to return you to root

Fix File

  • there is a slash in the file with the Lizard King (its Lizard King/Queen)
  • review every file and determine if there are any bad slashes

Human Names should be Latin

Wouldn't that be super cool? I could set up a massive list of Latin names/words and then generate off that and see how it works!

Customize Language Files

Files to change:

  • Shifter
  • Gith
  • Firbolg
  • Triton
  • Kenku
  • Beastfolk
  • Genasi
  • Lizardfolk
  • Goliath
  • Tabaxi
  • Warforged

Word Generator

For a given set of word lists, create a markov chain generator that lets me generate lists of randomly generated words

Create Debug Mode

  • Set up a global var debug=false
  • When debug=true, generate a random series of text in loadfile that will work for all cases where loadfile is used (mostly worried about dashes in creature lists)

Loot Generator

Per guide in DMG, I want to be able to run through the generation of loot automatically, without having to use my DMG:

  1. individual treasure (for killing a specific guy that just has coins on him)
  2. treasure hoard
  • works by CR
  • get your GP or Gems or Art Objects (and use pg 134-135 to determine which items specifically) & your magic items

    yeah, im going to need to write out & categorize every single magic item so that I can pull their details for the loot table.
    want to have their names/descriptions/type/rarity for display/future purposes

  1. generate magical item
  • i can roll in all sorts of extraneous features into this to really customize the ever loving heck out of it
  • but to start, use the blocks on pg. 142-143
  • could add in additional magical effects from Net Libram of Random Magical Effects, V2.txt file in old repo

Custom Dice Rolls

Number of Dice
Number of Sides
Advantage/Disadvantage
Aggregate / display each roll individually (eg /roll (1d20+5)x3 vs /roll 3d20+15

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