ninjawithkillmoon / gloomhaven-thearcanelibrary Goto Github PK
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Home Page: https://ninjawithkillmoon.github.io/
The Arcane Library - a Gloomhaven campaign tracker
Home Page: https://ninjawithkillmoon.github.io/
The status effect toggles could go from unselected -> blue -> red -> unselected when pressed to denote nothing -> add -> remove -> nothing.
This will work better with a more standard use case of attacking a set of monsters and adding one or more effects to them without removing any.
On screens with less space, it would be beneficial for all of these buttons & bars at the top to be hidden, as none of these have a use when you're in the "All Active" mode. This would include the Level & Chars bars, as well as all the buttons related to adding monsters. This could all be collapsed into an expandable Configuration section with a "Show/Hide Config" button at the top.
When marking a campaign scenario as Successfully Complete, it should be possible for the newly unlocked scenarios to be automatically shown as Unlocked. There are also scenarios which will become blocked as scenarios are completed, which could be auto updated in the same way. This type of behavior has automatically been implemented in an excel spreadsheet at the following link if that helps.
https://boardgamegeek.com/filepage/146143/gloomhaven-scenario-excel-flowchart-spoiler-free
This is also a visual non-interactive chart for reference.
https://boardgamegeek.com/filepage/143772/scenario-flowchart
I am running a 3 Parties Campaign right now and cannot currently track them with this (else awesome) Page.
What I would like to have is that I can add multiple Parties with different Achievements and in the screens where it matters can switch between the Parties so I can see unlocked Scenarios for the different Parties (Party A has unlocked Scenario 2 and can play it while Party B hasn't)
To assist players in running multiple campaigns in a single box, we can track the status of all of the decks of cards. Including:
Tracker for donation tracking. Needs to hide extra section until threshold is reached to open envelope.
Should probably function same as the prosperity tracker.
I am importing my older file from local system, saving to dropbox, refreshing (ctrl + shift + r) and loading. Loading is giving the following error:
Error: missing data
at http://thearcane.li/static/js/main.36bd6b1d.js:13:19638
at <anonymous>
Local Save File - gloomhaven_save_20170709_1007.txt
Dropbox save file - gloomhaven_save_20170710_2040.txt
I’m working on building the app. Like I said, I haven’t worked in React before, but so far it looks pretty straightforward from what I can tell. Here’s what I’ve done:
Now I’m trying to build the app and run it on http://localhost:3000. When I run npm start, I am getting errors. The meat of the output appears to be here:
"C:\Program Files\JetBrains\WebStorm 2017.1.3\bin\runnerw.exe" "E:\Program Files\nodejs\node.exe" "E:\Program Files\nodejs\node_modules\npm\bin\npm-cli.js" run start --scripts-prepend-node-path=auto
[email protected] start F:\Projects\gloomhaven-thearcanelibrary
npm-run-all -p watch-css start-js
[email protected] start-js F:\Projects\gloomhaven-thearcanelibrary
react-scripts start
[email protected] watch-css F:\Projects\gloomhaven-thearcanelibrary
npm run build-css && node-sass src/ -o src/ --watch --recursive
[email protected] build-css F:\Projects\gloomhaven-thearcanelibrary
node-sass src/ -o src/
Starting the development server...
Rendering Complete, saving .css file...
Wrote CSS to F:\Projects\gloomhaven-thearcanelibrary\src\App.css
Rendering Complete, saving .css file...
Wrote CSS to F:\Projects\gloomhaven-thearcanelibrary\src\stylesheets\main.css
Wrote 2 CSS files to F:\Projects\gloomhaven-thearcanelibrary\src
Failed to compile.
Error in ./src/index.js
Module not found: ./index.css in F:\Projects\gloomhaven-thearcanelibrary\src
I don’t see index.css in the repo, and it is definitely referenced in index.js. It appears that react builds .css files from .scss files (like App.scss), but there is no index.scss file that would be used to create index.css.
Do you think I’m missing a file, or is there some other key setup factor I missed?
Who's in charge here? Who thought that a 1000+ line, sprawling monstrosity of a file was readable or maintainable? They should be fired. Oh wait, that's me.
This file is now a mess - split it up into different components like what React is actually for, and learn how to share/send state between components properly.
Prosperity can come from a variety of sources- donations, city/road events, scenarios, character retirement. It would be great if there was a summary at the bottom of the Prosperity page that would summarize the amount of Prosperity gained as a result of these different sources and perhaps a log of when things changed. Right now, donating will auto-increment Prosperity. Once Character integration works and you can retire characters, it could do the same thing. Being able to see this information in one location (and perhaps when that condition triggered the effect) could be useful to both recount your characters' adventures as well as have a log of what changed (when and why, too).
This is because the onChange event of FileInputReader in Header.js is not firing. Probably because the file input value hasn't changed.
Hi all,
First of all, my GH group loves this project—awesome work. I'm sure (I hope) you hear this all the time, but can you ever really hear it enough? 😉
I have a suggestion for some improved CSS styling of the health progress bars in the monsterHealth utility. This would beef up the progress bars so they're the same size as the buttons, and enhance the size and legibility of the HP numbers (but not too much, so they still fit nicely when the value is 1).
See the example screenshot below, followed by the edits to the code.
.monster-heath-monsters-container .progress {
margin-top: 0px; /* was 7px */
}
.progress {
height: 44px; /* was 20px */
}
.progress-bar {
font-size: 18px; /* was 12px */
line-height: 40px; /* was 20px */
font-weight: bold; /* added this */
}
Since the progress bars are (arguably) the most important part of the utility, I thought these tweaks would be helpful. Just the 2¢ of a visual design guy; take it or leave it. 😄
Current solution isn't really the best it can be. Using Firebase or proper Dropbox integration would be more interesting and probably more secure.
The Dropbox integration is great. If there was an easy way to integrate this with Google Drive, too, that would be very useful.
These are applicable when a monster takes damage, so it will be useful to have them in the eyeline of players when they apply this damage in the app.
There are a bunch of unlockable items (envelopes etc) listed near the back of the rulebook. We can track the unlocking of these like we currently track achievements.
Ey there!
I love this app, and was thinking of trying to bring a monster card tracker as well (so it can be used at the same time as monster health). I was thinking if there is any way to bring https://github.com/johreh/gloomycompanion into this app. I have no knowledge of React (and very little expertise on JS, my 9to5 requires Cpp instead); but with some help, I don't mind trying to port it.
Would you be interested? The goal is having something neat and complete before wave 2 arrives :)
It's cute, but it's surprising to have locked class names spoiled when looking at markup.
Store save games somewhere online. Needs to have appropriate authentication and authorization framework.
Should probably store games as JSON objects in some kind of NoSQL database? Not really important though, as long as it works.
We should still keep the manual save ("export") method currently in use to allow players to play more offline.
For example:
Change the directory structure and name to something more obviously about Gloomhaven save games. Users can manually choose their location but having a more obvious default would be helpful.
Hi
Can contribute a turns remaining calculator based on hand size and when cards are lost,
if the slack is up i wanna join.
It seems to me that the only reason you would be given the option to choose the scenario level at the top of the Monster Health utility page, is so that the monster's levels would be matched to the scenario level. This is not the case though, and monster levels must be set manually on a monster-by-monster basis when adding them. Even though a party may want to adjust the difficulty from there, it should still set the selected scenario level as an auto-baseline for each monster that you add.
A button that allows a user to return to a previous state. This could be either:
To keep it simple (and to keep save file sizes to a minimum) this probably does not need to persist if the user loads the page again?
I'm thinking just storing the entire save file in memory whenever a user makes a change. Each one of these is about 10KB, so storing the last 100 changes is only 1MB of memory.
The challenge is the idea of a "change". Every single tap of a button that removes 1 health from a monster, for example, is changing the save game state. Could this be run on a timer? Every 5 seconds we check for a change. If the game state has changed, generate a new restore point in memory. The undo button could then just restore the most recent one.
I can load my campaign but if I try to save it nothing happens, eventually I get a dialog saying
"Failed to fetch"
If I look int the network tab it seems to be making a request to "https://api.myjson.com/bins" which doesn't resolve
Several scenarios have "boss" monsters that are just regular monsters with other attributes (increased health, shield, etc.). For example, see scenarios number 67 or 87.
Right now, there isn't a way to accommodate these types of monsters (that I know of). I propose the following solution below.
When you click on the monster level button today, it cycles from 0 through 7. There could be one more option after 7 called "Other" or "Special" that then allows you to customize the amount of health assigned to that monster. Maybe you would see a prompt or you could type into the HP field to change it to a specific value.
In an ideal world the scenario data would also provide this info, perhaps as a separate monster type, but this functionality should exist for things other than just the built-in scenarios so if you play custom ones or future released ones it could support that, too.
For now, we'll likely track the boss monsters separately from the app, but maybe a bit more flexibility could be added to work with these situations.
The file export functionality is some kind of third party code - consider finding something better for getting user to download a file. Perhaps removing dependence on third party code entirely?
Currently hard coded to 4 characters, this affects boss health numbers that are dependent on number of characters.
Should look the same as the scenario level selector.
Hi,
First thing first: really great app!
I've just discovered that scenario 34 requirements are not correct, then found that latest commit (from 2018) has fixed this.
Apparently code on-line was not updated.
I really like The Arcane Library, but yesterday when I tried to go to the webapp to update our campaign info with a donation to the sanctuary, I got a DNS error when trying to reach the URL.
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