Commit Graph
9 Commits
Author SHA1 Message Date
joshuaandClaude Opus 5.5 9c97d61ce5 V1.12.0: worlds from a code, shops and cash in the seeds, up-to-date packages
- A DM can start a campaign from a ready-made world by typing its
  six-character code: "+ New Campaign" on the Campaigns page, then "Or
  start from a ready-made world". The whole world is built in one go
  with them as its DM: locations, weapons, items, spells, monsters,
  NPCs, encounters and notes. ALDENF is Aldenfell, HOLLOW is Hollowcrown.
- A world is one file in /backend/seeds. Drop another in and its code
  works straight away, with no restart. "npm run seeds:check" lists
  every world, or what is wrong with one: a misspelt field, a name used
  twice, an encounter pointing at something the file does not have. A
  file with a mistake in it is never offered. docs/SEEDS.md has the
  format.
- A seed can now hold everything a campaign can: gear effects, an NPC's
  wares and exchange rate, things for sale at an encounter, and rewards
  in silver, copper and cash.
- The database seed creates the admin account and nothing else. The
  Aldenfell and Hollowcrown seed commands are gone: worlds come from
  codes.
- Hollowcrown follows the V3 book: 4 starting items and 3 things
  equipped, the book's effects on every weapon and item, armor as items
  (library, modern and magic), worn gear at the book's levels, damage
  types on monsters, ten shop scenes with prices and stock, five money
  changers, Meridian loot as cash and mixed hoards as gold, silver and
  copper.
- Aldenfell: the Shield and Leather Armor change AC, Mireille and the
  Founding Fair stalls sell things, and the book's missing scenes are in
  (E5, E7, E15, E16, E18, E23-24, E26, the Drowned Shrine, Sevrisk's
  Hollow, a wyvern pass). The locket is found with Investigation, as the
  book has it.
- Packages are up to date: Prisma 7 (with the pg driver adapter and a
  prisma.config.js that holds the database URL), Express 5, zod 4,
  dotenv 18, jest 30, bcrypt 6 and TypeScript 7. "npm audit" finds
  nothing. Install scripts are approved for Prisma and bcrypt. On a
  server: "npm install", then "npm run deploy".
- The frontend's five lint warnings are fixed; useAuth and usePagination
  have files of their own.
- All packages at version 1.12.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:03:16 +02:00
joshuaandClaude Opus 5.5 0124e3bc53 V1.11.0: gear that applies itself, equipping that matters, a character panel
- Weapons and items can carry effects: bonuses and penalties to AC, speed,
  initiative, max HP, passive Perception, ability scores, saving throws
  and skills, plus a note. They apply on their own while equipped and stop
  when the thing comes off. Armor is an item with an AC effect. The DM
  sets them with "Effects" on a row in the weapon or item pool.
- The sheet's "armor bonus" is now "Extra AC", the DM's own adjustment on
  top of gear, and only the DM can set it.
- Only what is equipped counts: a weapon has to be equipped to be used in
  an encounter. A character can have two things equipped at once, one of
  them a weapon (campaign settings). Equipping at the limit is refused
  with a message, and can be changed at any time, mid-encounter included.
- A built-in item library: armor, shields, worn gear and supplies, with
  their effects set. The weapon library gains paired weapons (a pair of
  daggers is one weapon).
- A floating character button on every page opens a panel with a
  character's numbers and everything they hold, with equip ticks. Players
  get their own characters, the DM everyone's, and each character card in
  an encounter has an Inventory button. It replaces the quick stats drawer.
- A player's own characters stand out: marked and highlighted in
  encounters, with a button that jumps to their card; highlighted on the
  party screen; and listed once, not twice, on the campaign page.
- All packages at version 1.11.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:03:53 +02:00
joshuaandClaude Opus 5.5 2dcb41ae4a V1.10.1: a phone-friendly layout, easier navigation, paged encounters
- The main destinations are always on screen: Campaigns, Campaign and
  Party (for the campaign last visited, from any page) and Account. They
  are links along the top bar on a wide screen, and a bar along the
  bottom on a phone or small tablet (900px or less).
- Nothing floats over the page on a phone: the dice roller is the last
  button of the bottom bar, and quick stats sits in the top bar.
- The campaign page and the character sheet start with a row of links to
  their sections.
- On a small screen every table is a stack of labelled cards, rows of
  controls wrap, fields shrink to fit, and things to tap are bigger.
- The encounter list is paged, ten to a page, as is the archived list.
  Moving an encounter still works across pages.
- Text boxes with no type given, and native checkboxes and dropdowns, now
  match the dark theme. Long monster notes and item descriptions wrap
  inside their table cell.
- All packages at version 1.10.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:37:31 +02:00
joshuaandClaude Opus 5.5 c852ecb2e4 V1.10.0: NPCs change money and sell things
- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
  the same both ways. Only gold and cash are taken: no silver, no copper
  and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
  price in any coin or in cash, a level and an optional stock. The wares
  follow the NPC into every quest. An encounter can sell things itself
  too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
  with an NPC who is in the scene and standing, for a character who is in
  it. Players see every rate and ware and trade for their own character
  in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
  and the DM's part of the Trade card for an encounter's own wares. A
  ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:45:40 +02:00
joshuaandClaude Opus 5.5 98a89185c1 V1.3.1: initiative in quests, tooltips no longer clipped, deploy script
- Quests take initiative rolls like battles do; each quest group lists
  highest first. The total is roll plus bonus and can exceed 20 (test added).
- Info tooltips are drawn against the viewport, so the party overview
  table (or any scrolling container) can't cut them off.
- backend: `npm run deploy` applies migrations and regenerates the Prisma
  client in one step; README explains why both are needed on a server.
- All packages at version 1.3.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:28:24 +02:00
joshuaandClaude Opus 5.5 932e755895 V1.3.0: Hollowcrown seed, player visibility rules, initiative rolls, number limits, temp HP
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
  seed:hollowcrown), built from the campaign book: pools, 58 monsters,
  57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
  seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
  the pool entries their character holds (plus starting options while
  building); only locations their character has been to; no invite code;
  no gold, inventory or money log of other players' characters. Socket
  events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
  there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
  players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
  the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:53:48 +02:00
joshuaandClaude Opus 5.5 28e1a84b64 V1.2.0: archive/delete campaigns and encounters, encounter sorting, change password, fuller seed
- Campaigns: DM can archive/restore; owner can delete. Archived campaigns
  move off the main list and stop accepting invite codes.
- Encounters: DM can archive/restore and delete, and arrange the campaign's
  own order; the list can also be sorted by name, status, type or date.
  Archived encounters are hidden from players' lists.
- Account page with change password (POST /auth/password).
- Seed is now additive (safe on a live database; --reset for the old wipe)
  and builds a fuller Aldenfell: earned weapons, item pool, spells, NPCs,
  and 28 battle/quest scenes with descriptions, DM notes and rewards.
- Vite preview host config for the deployed site.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:58:54 +02:00
joshuaandClaude Opus 5.5 4a6a09bae8 V1.1.0: gear levels, encounter overhaul, guided builder, trading, docs
Characters
- Builder: pick-then-Next on every step with live preview, Back button,
  plain-language help throughout, and "Suggest for me" for ability scores
- Motivation is picked from a list; new steps for special abilities,
  background and appearance, all composed from fixed lists and DM-only
  to edit afterwards
- Copy a character to another campaign
- Characters can give gold, weapons, items and spells to each other
- Money tracker: gold only changes through a logged ledger
- Fixes: level/XP/location are DM-only, HP stays within 0..max, physical
  dice ability rolls, every die is rolled once

Gear
- DM-managed item pool; weapons, items and spells are handed out by the DM
- Starting-option flag per pool entry
- Gear levels 1-9 per held copy with a damage ladder, growth rate and
  starting level; spells gated by spell level with a fixed damage value
- Spell library carries default damage; damage is picked from a list

Encounters
- Battle and NPC quest modes, turn tracking, scene description, DM notes
- NPCs, richer combatant cards, conditions from a list
- Rewards (gold, weapons, items) lined up and awarded, with gold splitting
- Character HP is shared between the sheet and the encounter
- Monster stat blocks and NPC secrets are never sent to players

Other
- Dice roller on every page
- Docs for characters, weapons, spells, items, encounters, monsters and
  NPCs, with full lists generated from the data (npm run docs:lists)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:47:28 +02:00
joshua 9b29dc8253 Initial commit 2026-09-22 16:27:53 +02:00