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ffg_swrpg's Issues

How to enter Comm Station

On page 26 of the AoR Adventure Book is an entry for Comm Station. This is a stationary structure entered as a Vehicle entry. Where/How should this be entered?

Search function?

Now that the index is several hundred entries for the larger categories, and some items appear in more than one category or it may not be clear what category something should go in, it seems to me like we could use a good search function.

It might be nice to be able to bookmark searches, and then some links within the interface might be able to be done through the search function.

Adversaries/Species w/ abilitites

Need to create template so that Species can link back to the Adversaries or Species that have them similar to the way Weapon Qualities link to the Weapons that have them.

Droids Gear

Now that we have nice Adversaries entries for many of the different types of droids, it would be great if we could like directly to those from the respective Gear page at http://swrpg.viluppo.net/equipment/gear/category/18/

And for all the other droids that aren't considered "adversaries", could we come up with comparable entries for them?

Selonian Thug

Selonian thug is a hybrid of a Adversary and a Creature. They have a tail, which should be unique to them, but they are in interactive being like any other Adversary with generic equipment. Adversaries should probably be like creatures with a species selection, but that selection is optional. Which of course questions the need to have a separate model for creatures at all.

List filtering

Another cool feature would be the ability to filter a list with multiple specific criteria like "Cost between 80,000 and 120,000 credits" and "Encumbrance greater than 100" if you're trying to compare starter ships that can carry cargo.

Manufacturer model

Create model for Manufacturer? Transportation models have a manufacturer field, should this be moved to a model. Should Manufacturer be added to other Equipment?

Needs Tests

There are no tests in the code!!

Needs testing suite to ensure integrity.

Adversary talent level

For Adversary list it might be useful to have what level of Adversary tallet the NPC has to be able to sort by that field. This would let the person have a climbing scale of bad guys.

Linking weapon qualities?

I was entering in data from "Lords of Nal Hutta" this weekend, and I realized that I don't know how to link special attributes like Pierce, or Defensive, etc... to the actual weapon qualities.

Cost/Rarity not showing up for ships at the detail level, only at the table summary level

So, I know I've reported this one before, and I've been told that it's fixed.

But now we have another person who has reported the same problem -- see https://community.fantasyflightgames.com/topic/215915-coming-soon-to-an-index-near-you/#entry2146314.

Here's a screenshot of the detail page for a starfighter showing the problem:

https://www.dropbox.com/s/e5u45g438v6g8df/Screen%20Shot%202016-04-03%20at%202.11.00%20PM.png?dl=0

Here's a screenshot of the table summary index for the same starfighter:

https://www.dropbox.com/s/zin964m4m0syu4g/Screen%20Shot%202016-04-03%20at%202.12.35%20PM.png?dl=0

These examples are from the same one reported by Braendig at http://swrpg.viluppo.net/transportation/starships/2828/

Talent Trees

We have a few items that are on some lever similar, yet each unique. The base of them is list of things in a tree structure.

I'll start with the 3 easy ones.

Specialization: Tied to a Career(s), List of skills, Tree of Talents
Generic Talent Tree: No Career, List of Skills, Tree of Talents
Force user Talent Tree: No Career, Force Level requirement, Tree of Talents

Then the 2 oddballs:

Force Power: Main power, Tree of "Talent Like" Upgrades
Signature Ability: Main ability, Tree of "Talent like" Upgrades, Required Career, Spec link points

I include the last two not because I think the model structure for them is going to be similar enough to the others, but because of the "Talent Like" things. Do I lump them in with talents. Do I identify them with database fields or just with categories. I really hate using a Category to determine how to treat an object, I think it should just be a classification and a generic way for me to tell the base Entry models apart. So if it's a model thing then do I extend, Virtually extend, or "duplicate" the structure.

But back to the main three. Do I create a Tree model, then extend it three ways? Do I have one model for all of them since they can be added similarly to a character down the road? Is the tree like structure just not enough and I create three completely separate models.

License doesn't even legally allow to clone the repository

The license file doesn't even allow "cloning" the git repository as it doesn't grant any permission to do so.

Solution: use a know open source license like MIT, BSD, Apache v2, MPL 2.0, (L)GPL, etc... (other choices are available too)

I was hoping to be able how I could help, but this doesn't allow me to do so.

Melee/Brawl weapons in equipment line

Melee and Brawl weapons should show up as direct numbers in Adversary Equipment lines. If Adversary has 3 Brawn and the Melee weapon is +2 Damage, the equipment line should say "Damage: 5". Currently just says "Damage: +2"

Deadly Accuracy (and other odd) Talent(s)

Deadly Accuracy is "ranked", but not numerically like most other Talents. Instead each rank chooses a combat skill to effect. Need to do a survey of all talents and see if there are any other existing similar talents.

Tooltip for book titles

Question, though - any chance you could do something to put the codes for which book is which on the same page? Ideally, I'd love to be able to mouse over and see what book it is via pop-up or something, but I know that can be a pain.

Is there any way to just throw a short table onto the bottom of the pages that displays the codes you're using and the full book name? Needing to scroll down to see what the book is definitely is better than having to pop over to the key page, and back and forth.

Multi-adversary detail pages

Email request from user:

I love your page. I'm going to start running an EotE game soon and my biggest complaint, is that the enemies are spread to thinly throughout the books. I was thinking about scanning all the pages of adversaries, creatures, and ships from all the books I own to make a crude monster manual of sorts.

Now, I'm thinking, instead of that I could use use the individual entries from your index to make a much cleaner looking version.

Would it be a great undertaking to arrange multiple entries on one page to make them more printer friendly?

Mines need Mechanics

there are two mines in AoR-CRB that require the Mechanics skill as their weapon skill. This may be related to issue #24 but they do not have the split damage feature.

Add Weapon Qualities

Weapon qualities are currently a text field on a weapon. Should be an Entry that can be assigned to Weapons instead.

Add checkable checkboxes to items that change during play

I will hopefully tag this as an enhancement, but just in case I fail it, it's noted.

Certain indexed items would benefit from checkboxes in the interface:

  • Limited Ammo/Charges
  • Strain (System or Personal)
  • Wound Threshold
  • Hull Trauma

This would enable a GM to hit the index and pop open a needed NPC that's ready to play with no additional materials needed.

Of course this all falls apart with minions, but perhaps there's a way to generate a "play card" where a user is solicited for a headcount.

Verification for Talent/SkillEntries

In the Adversary models, the TalentEntry and SkillEntry models require that the database allow the rank to be empty. Because certain talents are not ranked and skills have no rank for Minions.

Non-standard validations should be added.

Equipment required

Model enforces that equipment is required on adversaries. Should be allowed to have no equipment.

Vehicle Attachments & Starship Weapons

While we have Vehicle Attachments, we don't have Starship and Vehicle Weapons (CRB:230). In addition, some attachments can only be fitted on Vehicles that are Silhouette 2 or smaller, while other attachments can only be fitted on Starships that are Silhouette 3 or larger, or Silhouette 5 or larger, or whatever (see the descriptions of each attachment).

At the very least, we'll need two additional data fields to handle this issue -- Minimum Silhouette required, and Maximum Silhouette Allowed, or whatever you want to name them.

Moreover, with regards to Starship Weapons (as listed on CRB:230), various weapons can only be fitted to Starships of a certain size or larger (see Table 7-17 on CRB:271).

Refactor Weapons/Gear

Weapons and other gear were developed as monolithic models. There are some "Weapons" that don't require the addition of price/rarity,e tc that comes standard with gear. Make the things that make an Entry a Weapon an abstract class so that can be used as a "mixin" on thins like Droid and creature weapons.

Sorting by "skill" doesn't work

When you go to a page like http://swrpg.viluppo.net/equipment/weapons/category/1/ and you click on the "Skill" heading at the top of the table, the table should be sorted by skill.

When you do this, the link you are taken to is http://swrpg.viluppo.net/equipment/weapons/category/1/?order_by=skill. Unfortunately, this link doesn't work. If you instead go to the link at http://swrpg.viluppo.net/equipment/weapons/category/1/?order_by=weapon_skill, then that does work as desired.

IMO, the easiest way to fix this would be to change the URL generated at the top of the table, so that it creates the correct link for people to click on.

Alternatively, you could change the code so that it recognizes the other link and does the right thing.

How to enter Velker

On page 54 of Jewel of Yavin there is a creature called a Velker. Because of it's size it's listed as a Vehicle profile. Where/How should this be entered?

Creature "Weapons"

One of the things Brad initially brought up was that the list of "creature" weapons needed better "names" since there were multiple "claw" entries all with different stats. Been giving that some thought as I've been re-looking over the Adversary stuff. I'd been thinking that a model in the Adversary app that either extends or looks like the weapon. I hate to inherit the Weapon model because a claw doesn't need a price/rarity part, and I hate to re-implement half of the weapon code. What probably really needs to happen is factor off the weapon part into a mixin type model and let the equipment.weapon multiply inherit Gear and "Base Weapon". Then the CreatureWeapon could inherit Entry and Weapon.

The adversary.weapon attribute would then have to point to entries instead of gear (probably more appropriate anyway) and it's already doing a filter of the types of Gear subclasses it looks at.

Then I could tie in the Species model on the CreatureWeapon. This would allow it to show the species name on a list display, and just the "weapon" name when it's attached to an adversary.

Can't delete skills

I accidentally created the skill "Knowledge (Xenology)", without realizing that there was already a "Xenology" skill. However, when I try to delete this unnecessary skill, I get a "403 Forbidden" error.

Deleting the skill is one thing that needs to be fixed, but the bigger thing that needs to be fixed is the "403 Forbidden" error when I try to delete something -- especially if I'm the one responsible for mistakenly creating it in the first place.

Weapon specials

The special field is required. This should be able to be blank.

Random Entries

Want to show a random Entry on appropiate index pages.

/ - Would show any random Entry
/equipment/ - Would show a random Gear, Weapon, Armor
/transportation/ - Would show random Vehicle or Starship
etc
etc.

Silhouette spelled incorrectly

Both the display and the database field of silhouette were spelled incorrectly. The display has been corrected, but the DB/model attribute will need to be corrected at some point.

Explosive Charges

Dangerous Covenants introduces Explosive Charges on page 55, which are a little different from the Grenades that we've seen in all the other books. There is both a Base Damage column, as well as an Additional Damage column. So, we can't handle these in exactly the same way that we handle Grenades.

Of course, they have to go complicate things even further by creating the Proton Grenade, but that acts like an Explosive Charge with some unusual side effects, instead of a regular Grenade.

Oy.

Enforce maximum values

Characteristics have a max value of 6, Skills have a max rank of 5. Easy to typo on occasion, make validation for max value.

Training Stick = +1 melee weapon, with Lightsaber skill

Prior to "Nexus of Power", all Lightsaber weapons did a flat amount of damage. Now we have the "Training Stick" which is a +1 damage weapon, that uses the lightsaber skill.

So, we need to modify the code to allow Lightsabers to do + damage instead of flat damage.

Equipment for Adversaries should include ships and creatures

The Smuggler Baron in the CRB has a YT-2400 as equipment, and there is currently no way to reflect this in the FFG SWRPG Index. Or, you can list it, but you can't link it to the actual entry for the YT-2400 ship.

Likewise, Reom (from BtR) is supposed to have a "pet bogwing" as one of his "pieces of equipment", but this seems to be a creature of some sort that is not detailed anywhere else that I can find. Still, it would be good to be able to properly reference this.

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