nicolealexawalter / dungeons-and-dragons-utility-tool Goto Github PK
View Code? Open in Web Editor NEWHome Page: https://nicolealexawalter.github.io/Dungeons-and-Dragons-Utility-Tool/
Home Page: https://nicolealexawalter.github.io/Dungeons-and-Dragons-Utility-Tool/
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
Help a DM generate a world - or at least, a society?
Could use these items (http://www.frathwiki.com/Dr._Zahir%27s_Ethnographical_Questionnaire) to help DMs flesh out the world?
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?"
Should be able to enter # characters, # level, & Easy-Medium-Hard-Deadly difficulty, and receive a calculated XP budget as a result
Take the various items/loots/etc files from before and add them in to my loot files currently to really bump up the size of the files!
https://github.com/DryestDuke/Dungeons-and-Dragons-Utility-Tool/blob/master/files/Items_List.txt
https://github.com/DryestDuke/Dungeons-and-Dragons-Utility-Tool/blob/master/files/Armor_List.txt
https://github.com/DryestDuke/Dungeons-and-Dragons-Utility-Tool/blob/master/files/Weapon_List.txt
https://github.com/DryestDuke/Dungeons-and-Dragons-Utility-Tool/blob/master/files/Trinkets_List.txt
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
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
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:
Box that displays any error messages from the console (but only if there are any?)
Desktop UI/UX desperately needs to be cleaned up
consider side by side layouts?
consult ideas in #76
go through Mordenkainen's Tome of Foes and add all monsters therein
I don't want all of the HTML / Javascript / etc that constructs the site to appear on my readme page when loading the repo
looks crappy
Create a section for helping to generate your player character:
https://drive.google.com/file/d/0B6Tn7gXsiQQvaGZIOWlLbVFxSkE/view
https://drive.google.com/file/d/0B6Tn7gXsiQQvWDJNcmhJT21OVnc/view
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.
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?
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
Lots of these files are pretty minimal and could have a lot more added into them
Need to be able to search all creatures, by:
Must also be able to sort them by any field, in either ascending or descending order
On issue close, desktop experience should auto-load the same as is loaded now, and mobile should just lead to a stub page!
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
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!
Files to change:
For a given set of word lists, create a markov chain generator that lets me generate lists of randomly generated words
Per guide in DMG, I want to be able to run through the generation of loot automatically, without having to use my DMG:
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
Number of Dice
Number of Sides
Advantage/Disadvantage
Aggregate / display each roll individually (eg /roll (1d20+5)x3 vs /roll 3d20+15
created & closed to track changes made per #51
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