24 Commits
Author SHA1 Message Date
joshuaandClaude Opus 5.5 7b3d121151 V1.12.3: live updates behind any proxy, fewer requests
- Live updates start on plain requests and move up to a websocket when
  one gets through. The site used to ask for the websocket first, with
  no way back: behind a proxy that does not pass the upgrade, nothing
  live arrived at all.
- A browser asks the API's leave before a request, the site and the API
  being on different hosts. It now remembers the answer for two hours,
  where it used to ask before nearly every request.
- A built file is kept by the browser for good: its name changes when
  its contents do. Each used to be checked again on every page load.
- For a real websocket through nginx, the blocks that pass requests to
  the API need "proxy_http_version 1.1", "proxy_set_header Upgrade
  $http_upgrade" and "proxy_set_header Connection "upgrade"".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.12.3
2026-10-08 21:04:45 +02:00
joshuaandClaude Opus 5.5 f04e3497f4 V1.12.2: fewer reloads, smaller downloads
- An action in an encounter no longer loads the encounter again: the
  answer to the action already holds it. Live updates that arrive
  together are answered with one reload, of the encounter or character
  that changed, where each used to reload every one on screen.
- Everything the site sends is compressed. Nothing in front of it did
  that (frp only tunnels), so the API and the built site now do it
  themselves: the main script is 100 kB on the wire, down from 330 kB.
- Each page is its own download, fetched the first time it is opened,
  so signing in does not wait on the encounter tracker or the builder.
- The library is fetched when one of its pickers is opened, where the
  campaign page used to fetch it on every visit by the DM.
- The database has indexes on the columns every list is looked up by,
  and checking that someone is in a campaign takes one query, not two.
- On a server: "npm install", then "npm run deploy", then build the
  frontend again and restart both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.12.2
2026-10-08 20:33:39 +02:00
joshuaandClaude Opus 5.5 0ddf9846a2 V1.12.1: each library entry goes into a campaign once
- A weapon, item, spell or monster from the library can be added to a
  campaign once. Adding it again is refused: "Longsword is already in
  this campaign."
- The library list leaves out what the campaign already has, so what is
  left is what can still be added. When nothing is left it says so.
- An entry counts as added while the campaign has one by that name,
  whatever its capitals. Rename or delete the campaign's copy and the
  library offers it again. This also covers what a world's seed put in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.12.1
2026-10-08 20:09:23 +02:00
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>
V1.12.0
2026-10-08 16:03:16 +02:00
joshuaandClaude Opus 5.5 b82084276a V1.11.1: HP and money are the DM's to change
- A player can no longer heal or hurt their own character: the Damage,
  Heal and Temp HP controls on the sheet are the DM's, and the server
  refuses the change from anyone else. Players still roll their own
  death saves.
- A player can no longer add money to their own purse or write it off:
  recording a gain or a spend is the DM's, in any coin or in cash, on
  the sheet and on the server.
- Players still exchange gold, silver and copper on the sheet, give
  money to another character, and buy from or change money with an NPC.
- All packages at version 1.11.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.11.1
2026-10-08 09:05:24 +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>
V1.11.0
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>
V1.10.1
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>
V1.10.0
2026-10-07 13:45:40 +02:00
joshuaandClaude Opus 5.5 bdce3399ee V1.9.0: full monster stat blocks, and cash ($)
- "+ Add Monster" takes the whole stat block: challenge rating, speed, the
  six ability scores, special trait and notes, as well as name, AC, HP,
  attack and damage. Damage can name its type ("1d6+2 necrotic").
- Monsters can be edited: "Edit" on a row opens the same form filled in.
  Copies already in encounters show the new stat block.
- The monster list shows each full stat block, the library picker shows
  speed and ability scores too, and removing a monster asks first.
- Characters have a fourth balance, cash ($), for crossover worlds. It is
  gained, spent, given and awarded like a coin, but it has no worth in
  coins: it is never exchanged or used to make change.
- `npm test` in the backend runs again (the script pointed at a jest path
  that does not exist in the workspace).
- All packages at version 1.9.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.9.0
2026-10-07 13:15:55 +02:00
joshuaandClaude Opus 5.5 f764878960 V1.8.1: combatants who have had their turn move to "Next Round"
- In a battle in progress, whoever is on turn is at the top of the list
  with those still to act beneath them. Each combatant whose turn has
  passed drops to a "Next Round" section at the bottom, and a new round
  puts everyone back.
- All packages at version 1.8.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.8.1
2026-10-06 14:49:44 +02:00
joshuaandClaude Opus 5.5 6b466d497e V1.8.0: the fallen are hidden, and allies can revive the dead
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the
  server no longer sends it to players, target marks included, and it has
  no turn. Healing or reviving brings it straight back.
- The DM's screen leaves the fallen out too until "Show dead" is ticked,
  which lists them in a group of their own, marked hidden.
- Players see dead characters by name in a Fallen box. The player whose
  character is on turn in a battle gets "Try revive" there if that
  character is on their feet and knows a spell that revives, at a level
  they can cast. The dead come back at 1 HP.
- Spells have a "Revives" tick in the campaign's spell list. Revivify and
  Raise Dead have it, in the library and in existing campaigns.
- A dead character cannot be added to an encounter until revived.
- All packages at version 1.8.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.8.0
2026-10-06 14:25:46 +02:00
joshuaandClaude Opus 5.5 f8462a6e31 V1.7.2: the combatant on turn cannot be their own target
- In a battle under way, whoever is on turn has no Target button on their
  card, and the server refuses a target list that includes them.
- All packages at version 1.7.2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.7.2
2026-10-06 13:28:28 +02:00
joshuaandClaude Opus 5.5 754eb0ee68 V1.7.1: area attack AC penalty is a campaign setting
- The amount an area attack adds to each target's AC per extra target is
  now set per campaign, from 0 (no penalty) to 10. It starts at 2, so
  existing campaigns behave as before.
- The DM changes it in the campaign settings; the attack bar and the
  targets' cards use it.
- All packages at version 1.7.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.7.1
2026-10-06 13:11:46 +02:00
joshuaandClaude Opus 5.5 f8cee43ca2 V1.7.0: area attacks on several targets
- More than one combatant can be marked as a target; the Target button now
  adds to the targets instead of moving the mark.
- Several targets make an area attack, which is harder to land: every
  target's AC counts as 2 higher for each target beyond the first. The
  attack bar shows the AC to beat, and each target's card names the penalty.
- The DM unticks any target the roll missed, then applies one total: split
  evenly between those hit (remainder to the first marked), or the full
  amount to each. Each share is shown before it is applied.
- The single target column from V1.6.0 becomes a list, carried over by the
  migration.
- All packages at version 1.7.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.7.0
2026-10-06 13:01:42 +02:00
joshuaandClaude Opus 5.5 e4456b0df2 V1.6.0: targets and an attack bar in encounters
- One combatant at a time can be marked as the target with the Target
  button on its card. The DM can mark anyone at any time; a player can
  while their own character is on turn in a battle.
- The target's card is outlined for everyone and names who is going for it.
- While a target is marked the DM gets an attack bar above the list: who is
  attacking whom, the target's AC and HP, the attacker's weapons, spells or
  monster attack, and a box to apply damage or healing straight away.
- The target is cleared when the turn or round moves on, when the encounter
  begins, ends or is reopened, or when the target is removed.
- All packages at version 1.6.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.6.0
2026-10-06 12:53:18 +02:00
joshuaandClaude Opus 5.5 ec48b65481 V1.5.0: death saves for characters at 0 HP
- A character at 0 HP is Dying, Stable or Dead. The tallies live on the
  character, so the sheet and the encounter card always agree.
- Death saves are typed in as the d20 showed: 10 or more succeeds, less
  fails, a 1 fails twice, a 20 puts the character back up at 1 HP. Three
  successes make them stable; three failures kill.
- Damage taken at 0 HP is a failed save and ends stable. A blow that leaves
  as much as max HP still to take after reaching 0 kills outright.
- Healing from 0 clears the tallies. The dead cannot be healed; the DM
  revives them at 1 HP.
- A player rolls and stabilises for their own character; the DM for anyone,
  and only the DM sets tallies by hand or revives.
- The party overview, campaign list and quick stats show the state.
- All packages at version 1.5.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.5.0
2026-10-06 12:37:38 +02:00
joshuaandClaude Opus 5.5 4362b7423e V1.4.0: silver and copper, with automatic change
- A character's purse holds gold, silver and copper as separate coins:
  1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
  named go first, then the nearest bigger coin is broken (change comes back
  in as few coins as possible), then smaller coins are counted out. A
  payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
  party overview shows the whole purse.
- All packages at version 1.4.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.4.0
2026-10-06 11:56:24 +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>
V1.3.1
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>
V1.3.0
2026-10-06 10:53:48 +02:00
joshuaandClaude Opus 5.5 2637a510df Set frontend package version to 1.0.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:05:57 +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>
V1.2.0
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>
V1.1.0
2026-10-05 16:47:28 +02:00
joshuaandClaude Opus 5.5 94067f1268 V1.0.1: Aldenfell campaign seed, content library, party overview
- Seed now resets the database and seeds the Aldenfell campaign from the
  campaign book: admin DM user, default weapons, locations, bestiary,
  pre-built encounters, and DM/shared notes
- Default weapon/spell/monster library, character profile fields,
  locations and dice mode (new migration)
- Party overview page, pagination, info tips, build preview calc
- Remove stale demo-login hint; notes preserve line breaks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
V1.0.1
2026-09-23 10:24:48 +02:00
joshua 9b29dc8253 Initial commit V1.0 2026-09-22 16:27:53 +02:00