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Merge pull request #45 from HavlockV/develop
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0.2.0
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HavlockV authored Jul 16, 2020
2 parents 7520191 + 4686a29 commit bf93e71
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38 changes: 38 additions & 0 deletions .eslintrc.json
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{
"env": {
"browser": true,
"es2020": true
},
"extends": "eslint:recommended",
"parser": "babel-eslint",
"parserOptions": {
"ecmaVersion": 11,
"sourceType": "module"
},
"rules": {
"no-undef": "off",
"indent": [
"error",
"tab"
],
"linebreak-style": [
"error",
"windows"
],
"quotes": [
"error",
"single"
],
"semi": [
"error",
"always"
],
"no-console": [
"error",
{ "allow": ["warn", "error"] }
],
"no-useless-constructor": "error",
"no-empty-function": "error"
}

}
3 changes: 3 additions & 0 deletions .gitignore
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# IDE
.idea/
.vs/
package.json
package-lock.json
node_modules
38 changes: 36 additions & 2 deletions README.md
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Expand Up @@ -20,6 +20,40 @@ Compendium 'Weapons' contains a single test weapon.

## What is working

version 0.2.0 :

* Implementation of experience tracking.
* A successful (no bonus, not pushed, no luck used) check will flag a skill for development. A skill flagged for development will show a gold star next to it’s score. You can flag or un-flag a skill by double clicking on the corresponding star in the skill tab.
* Addition of a new skill property 'No XP gain'. Set to false by default. A skill with this property enabled will not benefit from experience tracking.
* Unlock the character sheet to access the 'Development phase' button. Clicking it will roll experience and increase all skills accordingly.
* Implementation of cash and assets under the Gear & Cash tab. Spending level, Cash ans Assets are calculated automatically according to 1920’s CoC rule book.
* Unlock the character sheet to allow modification of the calculations.
* Clicking the cog will toggle between manual and automatic modes.
* In manual mode (gray cog), just enter whatever you feel like in the fields.
* In automatic mode (green cog), you can change the monetary symbol and factor. By default the system uses $ and a factor of 1. The factor will just multiplies all values. Enter 20 for modern CoC for example.
* Addition of a spent counter. It is to track cash spent today and check it against the available cash.
* Addition of an 'Assets details' section.
* Addition of a 'Notes' section.
* Implementation of backstory tab. Some backstory element are proposed with the default 1920’s character sheet.
* Unlocking the character sheet will allow you to:
* add a new section (Add section button).
* change section names.
* delete a section (Trash icon next to the section name).
* change sections order (Up and Down arrows next to the section name).
* Addition of daily sanity loss counter and reset counter button.
* Upon changing sanity all losses will be recorded.
* Loosing 5 points at once or loosing more than 1/5 of current sanity will lit the according status (Indefinite insanity, temporary insanity).
* Clicking on the reset button next to the counter will reset it to 0.
* Improvment of the combat tab.
* Melee and range weapon are shown in different sections
* The combat skill will show at the bottom of the combat section.
* Unlock the sheet to allow modifications of skills and weapons.
* Addition of calculation of average values for characteristics of creatures and NPC.
* Unlock the creature/NPC sheet, pass the sheet in 'values' mode (icon next to the lock should display a small person with a pen).
* The red dices will roll characteristics when a formula is available.
* The red scale will average characteristics values when a formula is available.
* In 'formula' (icon next to the lock should display a small square-root symbol) you can now reference other characteristics (Enter @POW for example to set that characteristic to the same value as POW).

version 0.1.9 :

* Rework of the close combat mechanism. Select a target click on the weapon name and select the different options on the chat cards.
Expand Down Expand Up @@ -98,10 +132,10 @@ Version 0.1.3 :
* [x] Implement Creatures (with automatic and average carac/skill calculation).
* [x] Implement NPC (with automatic and average carac/skill calculation).
* [x] Implement creations of skills directly from the sheets.
* [ ] Implement experience tracking.
* [x] Implement experience tracking.
* [x] !!WIP. Implement localization.
* [ ] Working on CSS/HTML to improve the look.
* [ ] Improving the combat tab, by adding combat skill to the weapon list.
* [x] Improving the combat tab, by adding combat skill to the weapon list.
* [ ] Automatic skill assignment when adding a weapon.
* [ ] Combat automation (calculation of difficulty, assignement of damage, opposed check...).
* [x] Implement pushed rolls.
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18 changes: 15 additions & 3 deletions lang/en.json
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"CoC7.Build": "Build",
"CoC7.Skills": "Skills",
"CoC7.Combat": "Combat",
"CoC7.Possessions": "Possessions",
"CoC7.Background": "Background",
"CoC7.Possessions": "Gear & Cash",
"CoC7.Background": "Backstory",
"CoC7.Notes": "Notes",

"CoC7.RegularSuccess": "Regular success",
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"CoC7.EraPulp": "Pulp Cthulhu",
"CoC7.EraMdrn": "Modern",

"CoC7.SkillNoXpGain": "No XP gain",
"CoC7.SkillSpecial": "Specialization",
"CoC7.SkillRarity": "Uncommon",
"CoC7.SkillPush": "Pushed",
Expand All @@ -150,5 +151,16 @@
"CoC7.ErrorItem": "Couldn't locate item",
"CoC7.ErrorActor": "Couldn't locate actor",
"CoC7.ErrorInvalidFormula": "{value} is not a valid formula",
"CoC7.ErrorInvalid": "invalid"
"CoC7.ErrorInvalid": "invalid",

"CoC7.newBioSectionName": "New Section",

"CoC7.dodgeSkillName": "Dodge",
"CoC7.creditRatingSkillName": "Credit Rating",
"CoC7.fightingSpecializationName": "Fighting",
"CoC7.firearmSpecializationName": "Firearms",

"CoC7.newSkillName": "new skill",
"CoC7.newItemName": "new item",
"CoC7.newWeaponName": "new weapon"
}
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