Compare commits

..
1 Commits
Author SHA1 Message Date
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>
2026-10-06 12:37:38 +02:00
24 changed files with 666 additions and 33 deletions
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "backend",
"version": "1.4.0",
"version": "1.5.0",
"private": true,
"type": "commonjs",
"main": "src/index.js",
@@ -0,0 +1,4 @@
-- AlterTable: death saves, counted while a character is at 0 HP
ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
+5
View File
@@ -264,6 +264,11 @@ model Character {
currentHp Int @default(0)
tempHp Int @default(0)
// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
// failures is dead; three successes sets `stable` and clears the tallies.
deathSaveSuccesses Int @default(0)
deathSaveFailures Int @default(0)
stable Boolean @default(false) // at 0 HP but no longer rolling
armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
speedOverride Int?
+88 -1
View File
@@ -584,7 +584,7 @@ describe('hit points', () => {
const full = (await patch(playerAuth, { currentHp: 9999 })).body.character;
expect(full.currentHp).toBe(level5.sheet.hp.max);
expect((await patch(playerAuth, { currentHp: -50 })).body.character.currentHp).toBe(0);
expect((await patch(playerAuth, { currentHp: -1 })).body.character.currentHp).toBe(0);
await patch(playerAuth, { currentHp: 9999 });
const level1 = (await patch(dmAuth, { level: 1 })).body.character;
@@ -1973,6 +1973,93 @@ describe('temporary hit points', () => {
});
});
describe('death saves', () => {
itIfDb('start at 0 HP, are settled by three of a kind, and end with healing', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves');
const heroId = await buildCharacter(campaign.id, playerAuth, 'Fallen');
const ch = `/characters/${heroId}`;
const sheet = async () => (await request(app).get(ch).set(playerAuth)).body.character;
const hp = (auth, currentHp) => request(app).patch(ch).set(auth).send({ currentHp });
const save = (auth, body) => request(app).post(`${ch}/death-saves`).set(auth).send(body);
const max = (await sheet()).sheet.hp.max;
expect((await sheet()).deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
// No saves while standing, and a save is a d20.
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
await hp(playerAuth, 0);
expect((await sheet()).deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
expect((await save(playerAuth, { action: 'roll', roll: 21 })).status).toBe(400);
// 10 and up succeeds, below fails, and a 1 fails twice.
expect((await save(playerAuth, { action: 'roll', roll: 10 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 0 });
expect((await save(playerAuth, { action: 'roll', roll: 9 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 1 });
// Being hit while down is a failed save; healing clears the lot.
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 2 });
expect((await hp(playerAuth, 3)).body.character.deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
// Three successes: stable, at 0 HP, with nothing left to roll.
await hp(playerAuth, 0);
for (const roll of [15, 11, 19]) await save(playerAuth, { action: 'roll', roll });
let now = await sheet();
expect([now.currentHp, now.deathSaves]).toEqual([0, { state: 'STABLE', successes: 0, failures: 0 }]);
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
// Damage ends that; a 20 puts them back up with 1 HP.
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
now = (await save(playerAuth, { action: 'roll', roll: 20 })).body.character;
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
// Someone else can steady them without a roll.
await hp(playerAuth, 0);
expect((await save(playerAuth, { action: 'stabilize' })).body.character.deathSaves.state).toBe('STABLE');
// The tallies are the DM's to set by hand; a 1 on top of two failures kills.
expect((await save(playerAuth, { action: 'set', successes: 0, failures: 0 })).status).toBe(403);
expect((await save(dmAuth, { action: 'set', successes: 2, failures: 2 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 2, failures: 2 });
expect((await save(playerAuth, { action: 'roll', roll: 1 })).body.character.deathSaves.state).toBe('DEAD');
// The dead can't be healed or roll; only the DM brings them back.
expect((await hp(playerAuth, max)).status).toBe(400);
expect((await save(playerAuth, { action: 'roll', roll: 20 })).status).toBe(400);
expect((await save(playerAuth, { action: 'revive' })).status).toBe(403);
now = (await save(dmAuth, { action: 'revive' })).body.character;
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
});
itIfDb('follow the character into an encounter, where one huge blow kills outright', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves-enc');
const heroId = await buildCharacter(campaign.id, playerAuth, 'Doomed');
const ch = `/characters/${heroId}`;
const max = (await request(app).get(ch).set(playerAuth)).body.character.sheet.hp.max;
const e = `/encounters/${(await request(app).post(`/campaigns/${campaign.id}/encounters`).set(dmAuth).send({ name: 'Last Stand' })).body.encounter.id}`;
const row = (await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId })).body.participant;
const strike = (currentHp) => request(app).patch(`${e}/participants/${row.id}`).set(dmAuth).send({ currentHp });
const combatant = async () => (await request(app).get(e).set(playerAuth)).body.encounter.participants[0];
// Temp HP that soaks the whole blow keeps them on their feet.
await request(app).patch(ch).set(playerAuth).send({ tempHp: 2 });
await strike(max - 2);
expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('UP');
// Dropped by the DM in the tracker; the player's own save shows there.
await strike(1 - max); // max - 1 past zero: one short of killing outright
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
await request(app).post(`${ch}/death-saves`).set(playerAuth).send({ action: 'roll', roll: 4 });
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
// The party list carries it too.
const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters.find((c) => c.id === heroId);
expect(listed.deathSaves.state).toBe('DYING');
// Healed, then hit for max HP more than they have left.
await strike(max);
await strike(-max);
expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('DEAD');
expect((await strike(5)).status).toBe(400);
});
});
describe('silver and copper', () => {
itIfDb('are kept as separate coins, exchanged at fixed worth, given and rewarded', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('coins');
+2
View File
@@ -7,6 +7,7 @@ const { generateInviteCode } = require('../utils/inviteCode');
const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
const { visitedLocationIds } = require('../utils/locations');
const { deathSaveInfo } = require('../utils/hp');
const router = express.Router();
@@ -194,6 +195,7 @@ function characterSummary(character) {
buildStage: character.buildStage,
currentHp: character.currentHp,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
gold: character.gold,
silver: character.silver,
copper: character.copper,
+75 -8
View File
@@ -31,7 +31,7 @@ const characterOptions = require('../game/data/characterOptions');
const { SKILLS } = require('../game/data/skills');
const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
const { recordVisits } = require('../utils/locations');
const { absorbDamage } = require('../utils/hp');
const { absorbDamage, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave } = require('../utils/hp');
const router = express.Router();
@@ -85,6 +85,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
},
currentHp: character.currentHp,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
armorBonus: character.armorBonus,
specialAbilities: character.specialAbilities,
background: character.background,
@@ -184,18 +185,28 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
// Damage is soaked by temp HP before it reaches real HP — unless this
// same request sets temp HP outright.
if (parsed.data.currentHp !== undefined && parsed.data.tempHp === undefined) {
const settingHp = parsed.data.currentHp !== undefined;
const settingTempHp = parsed.data.tempHp !== undefined;
if (req.character.buildStage === 'COMPLETE' && (settingHp || parsed.data.level !== undefined)) {
// Current HP stays within 0..max, including when a level change moves max.
const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
if (!settingHp) {
parsed.data.currentHp = clamp(req.character.currentHp, 0, maxHp);
} else {
if (lifeState(req.character) === 'DEAD' && parsed.data.currentHp > 0) {
return res.status(400).json({ error: `${req.character.name} is dead. The DM has to revive them before they can be healed.` });
}
// Reaching 0, being hit while there, and being healed back up all
// move the death saves along with the HP.
const { tempHp, ...after } = changeHp(settingTempHp ? { ...req.character, tempHp: 0 } : req.character, parsed.data.currentHp, maxHp);
Object.assign(parsed.data, after, settingTempHp ? {} : { tempHp });
}
} else if (settingHp && !settingTempHp) {
const after = absorbDamage(req.character.currentHp, req.character.tempHp, parsed.data.currentHp);
parsed.data.currentHp = after.currentHp;
if (after.tempHp !== req.character.tempHp) parsed.data.tempHp = after.tempHp;
}
// Current HP stays within 0..max, including when a level change moves max.
if (req.character.buildStage === 'COMPLETE' && (parsed.data.currentHp !== undefined || parsed.data.level !== undefined)) {
const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
parsed.data.currentHp = clamp(parsed.data.currentHp ?? req.character.currentHp, 0, maxHp);
}
// privateNotes is for the owning player only — a DM editing someone
// else's character (or another player, though write access already
// blocks that) should never be able to set it through this route.
@@ -234,6 +245,61 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
}
});
// ---------------------------------------------------------------------------
// Death saves — what happens to a character at 0 HP (utils/hp.js)
// ---------------------------------------------------------------------------
const deathSaveTally = z.number().int().min(0).max(3);
const deathSaveRoll = z.number().int().min(1, 'A death save is a d20: 1 to 20').max(20, 'A death save is a d20: 1 to 20');
const deathSaveSchema = z.discriminatedUnion('action', [
// What the d20 showed; the server works out what it means.
z.object({ action: z.literal('roll'), roll: deathSaveRoll }),
// Steadied by someone else: a Medicine check, a healer's kit, a spell.
z.object({ action: z.literal('stabilize') }),
// The DM setting the tallies by hand: a critical hit's second failure, or
// undoing a mistake.
z.object({ action: z.literal('set'), successes: deathSaveTally, failures: deathSaveTally }),
// The DM bringing back the dead, at 1 HP.
z.object({ action: z.literal('revive') }),
]);
// The owning player rolls their own death saves and can be steadied; setting
// the tallies by hand and raising the dead are the DM's.
router.post('/:id/death-saves', requireCharacterAccess({ write: true }), async (req, res, next) => {
try {
const parsed = deathSaveSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { character } = req;
if (character.buildStage !== 'COMPLETE') return res.status(400).json({ error: 'Character build is not finished yet.' });
const input = parsed.data;
const state = lifeState(character);
if ((input.action === 'set' || input.action === 'revive') && !req.isDM) {
return res.status(403).json({ error: 'Only the DM can do that.' });
}
let data;
if (input.action === 'roll' || input.action === 'stabilize') {
if (state !== 'DYING') return res.status(400).json({ error: `${character.name} is not dying, so there is no death save to make.` });
data = input.action === 'roll' ? rollDeathSave(character, input.roll) : { ...NO_DEATH_SAVES, stable: true };
} else if (input.action === 'set') {
if (state === 'UP') return res.status(400).json({ error: `${character.name} is not at 0 HP.` });
data = settleDeathSaves(input.successes, input.failures);
} else {
if (state !== 'DEAD') return res.status(400).json({ error: `${character.name} is not dead.` });
data = { currentHp: 1, ...NO_DEATH_SAVES };
}
await prisma.character.update({ where: { id: character.id }, data });
const full = await loadFullCharacter(character.id);
req.app.get('io').to(`campaign:${full.campaignId}`).emit('character:updated', { characterId: full.id });
res.json({ character: serializeCharacter(full, req.isOwner) });
} catch (err) {
next(err);
}
});
router.delete('/:id', requireCharacterAccess(), async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
@@ -844,6 +910,7 @@ router.get('/:id/quick-stats', requireCharacterAccess(), async (req, res, next)
currentHp: character.currentHp,
maxHp: sheet.hp.max,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
armorClass: sheet.armorClass,
initiative: sheet.initiative,
speed: sheet.speed,
+10 -5
View File
@@ -6,7 +6,7 @@ const { loadCampaignMembership } = require('../middleware/campaignAccess');
const { computeCharacterSheet, computeWeaponStats, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
const { absorbDamage } = require('../utils/hp');
const { lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
const router = express.Router();
@@ -103,6 +103,7 @@ function characterCombatInfo(character) {
armorClass: sheet.armorClass,
maxHp: sheet.hp.max,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
speed: sheet.speed,
initiativeBonus: sheet.initiative,
passivePerception: sheet.passivePerception,
@@ -399,10 +400,14 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
const maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
data.maxHp = maxHp;
if (data.currentHp !== undefined) {
// Temp HP soaks damage first; what is left lands on the character.
const after = absorbDamage(character.currentHp, character.tempHp, data.currentHp);
data.currentHp = clamp(after.currentHp, 0, maxHp);
await prisma.character.update({ where: { id: character.id }, data: { currentHp: data.currentHp, tempHp: after.tempHp } });
if (lifeState(character) === 'DEAD' && data.currentHp > 0) {
return res.status(400).json({ error: `${character.name} is dead. Revive them before healing.` });
}
// Temp HP soaks damage first; what is left lands on the character,
// and at 0 HP it moves their death saves too.
const after = changeHp(character, data.currentHp, maxHp);
data.currentHp = after.currentHp;
await prisma.character.update({ where: { id: character.id }, data: after });
emitCharacterUpdated(req, character.id);
}
} else if (data.currentHp !== undefined) {
+67 -1
View File
@@ -9,4 +9,70 @@ function absorbDamage(currentHp, tempHp, requestedHp) {
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
}
module.exports = { absorbDamage };
// ---------------------------------------------------------------------------
// At 0 HP — death saves
// ---------------------------------------------------------------------------
//
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
// or three failures settle it. The tallies and the "stable" flag live on the
// Character row, next to the HP they belong to.
// Three successes steady a character; three failures kill them.
const DEATH_SAVE_LIMIT = 3;
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
function lifeState(character) {
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
if (character.currentHp > 0) return 'UP';
return character.stable ? 'STABLE' : 'DYING';
}
// What the API sends about it, the same shape wherever a character's HP goes.
function deathSaveInfo(character) {
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
}
// Turns a pair of tallies into what gets stored: the third failure is death,
// and the third success makes the character stable, which clears the tallies.
function settleDeathSaves(successes, failures) {
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
}
// Damage or healing on a finished character. `requestedHp` is the HP that was
// asked for, which may be below zero or above max. Returns every column that
// should be written: HP and temp HP, plus the death-save columns when the
// change touches them.
//
// - Damage comes off temp HP first.
// - Dropping to 0 starts the death saves from a clean slate.
// - Damage taken while already at 0 is one failed save, and ends "stable".
// - Damage that would leave as much as max HP still to take once HP is at 0
// kills outright.
// - Any healing from 0 puts the character back up and clears the tallies.
function changeHp(character, requestedHp, maxHp) {
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
if (damage <= 0) return after;
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
}
// A dying character's death save, from what the d20 showed: 10 or more is a
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
// their feet with 1 HP.
function rollDeathSave(character, roll) {
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
}
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
+84
View File
@@ -0,0 +1,84 @@
const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
describe('lifeState', () => {
test('reads up, dying, stable and dead off the row', () => {
expect(lifeState(hero())).toBe('UP');
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
});
});
describe('changeHp', () => {
test('ordinary damage and healing leave the death saves clear', () => {
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
});
test('dropping to 0 starts the saves from nothing', () => {
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
});
test('damage at 0 HP is a failed save and ends stable', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
});
test('temp HP that soaks the whole blow costs no save', () => {
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('asking for the HP they already have at 0 changes nothing', () => {
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('damage of max HP or more past zero kills outright', () => {
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
// Temp HP counts against the blow first.
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
});
test('healing from 0 puts them back up with a clean slate', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
});
});
describe('rollDeathSave', () => {
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
test('10 or more succeeds, less fails, a 1 fails twice', () => {
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
});
test('the third success makes them stable and clears the tallies', () => {
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
});
test('the third failure is death, and never counts past three', () => {
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
});
test('a 20 is 1 HP and a clean slate', () => {
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
});
});
describe('settleDeathSaves', () => {
test('failures win a tie at three', () => {
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
});
});
+47 -2
View File
@@ -325,6 +325,47 @@ Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.
**Temp HP** is a tracked number shown beside HP. Damage is not taken from it
automatically.
### At 0 HP: death saves
A character at 0 HP is in one of three states, shown on the sheet under the
HP bar, on their encounter card, in the quick stats and in the party lists.
| State | Meaning | How it ends |
|---|---|---|
| Dying | Rolling death saves | Three successes, three failures, healing, or being stabilised |
| Stable | At 0 HP, no longer rolling | Healing wakes them; damage makes them Dying again |
| Dead | Three failures, or one blow too big to survive | Only the DM's **Revive at 1 HP** |
**Rolling.** While Dying, type what the d20 showed and click **Death save**.
The app does not roll it.
| Roll | Result |
|---|---|
| 1 | Two failures |
| 2 to 9 | One failure |
| 10 to 19 | One success |
| 20 | Back up with 1 HP, tallies cleared |
- **Three successes:** Stable. The tallies are cleared.
- **Three failures:** Dead.
- **Stabilise** makes a Dying character Stable without a roll, for when
someone steadies them (a Medicine check, a healer's kit, a spell).
- **Damage at 0 HP** is one failed save, and makes a Stable character Dying
again. Damage soaked entirely by temp HP does not count. The app cannot tell
a critical hit; the DM adds its second failure by clicking a pip.
- **Massive damage:** if a blow leaves as much as the character's max HP
still to take once HP reaches 0, they are Dead at once. A character with
12 max HP on 5 HP dies from 17 damage or more.
- **Healing** from 0, by any amount, puts the character back up and clears
the tallies and Stable.
- **Dead** characters cannot be healed: Heal is refused with a message. The
DM clicks **Revive at 1 HP**, then heals as normal.
- The **DM** can click a pip to set either tally by hand, to fix a mistake.
Dropping to 0 always starts from empty tallies. None of this changes any
other number on the sheet, and nothing is added to the conditions in an
encounter.
## 8. Other derived stats
| Stat | Formula |
@@ -638,7 +679,9 @@ players never receive.
- "Begin Battle" puts the highest initiative on turn. "Next Turn" passes the
turn down the order, and going past the last combatant starts the next
round. "Next Round" jumps straight to the top of the next round.
- A combatant at 0 HP is marked Down but still takes its turn in the order.
- A monster or NPC at 0 HP is marked Down; a character is Dying and makes
death saves on its card (section 7). Either still has its place in the
order.
- Conditions (Prone, Poisoned, …) are picked from a list and removed with a
click.
@@ -689,6 +732,8 @@ Another Campaign" card on its sheet.
| View private notes | Yes | No | No |
| Run the builder | Yes | Yes | No |
| Change HP, temp HP, armor bonus | Yes | Yes | No |
| Enter a death save, or stabilise | Yes | Yes | No |
| Set death-save tallies by hand, revive from dead | No | Yes | No |
| Edit special abilities, background, appearance (after the build) | No | Yes | No |
| Tick Equipped / Prepared | Yes | Yes | No |
| Give, remove or re-count weapons, spells and items | No | Yes | No |
@@ -727,7 +772,7 @@ calculations for them.
- Rolling attacks, damage, saves or checks for a character (the dice roller,
bottom left of every page, is a plain roller that knows nothing about the
sheet)
- Death saves, conditions on the sheet, and resting
- Conditions on the sheet, and resting
- Automatic levelling from XP
- Alignment, languages, tool proficiencies and backgrounds-as-rules
- Encumbrance and item weight
+32 -3
View File
@@ -149,11 +149,37 @@ The DM types an amount and clicks Damage or Heal on a card.
monsters and NPCs it depends on the campaign setting "Players see the exact
hit points of monsters and NPCs": on (the default) shows the numbers, off
shows only the health bar. The DM always sees the numbers.
- At 0 HP a combatant is marked **Down** and dimmed. It keeps its place in
the order; nothing is removed automatically.
- At 0 HP a monster or NPC is marked **Down** and dimmed. It keeps its place
in the order; nothing is removed automatically.
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
box: see below.
- A character's temporary HP is shown beside its HP but is not used up
automatically.
### A character at 0 HP
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
the card is the same one as on the sheet, and both change the same character.
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
Type what the d20 showed and click **Death save**: 10 or more is a success,
less is a failure, a 1 is two failures, a 20 puts the character back up at
1 HP. The DM can do this for anyone; a player for their own character.
- **Damage while down** is one failed save, added when the DM clicks Damage.
For a critical hit the DM clicks the next Failed pip to add the second.
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
Three successes do the same. A stable character stays at 0 HP.
- **Heal** on a dying or stable character puts them back up and clears the
tallies.
- **Dead** after three failures, or when one blow leaves as much as the
character's max HP still to take after reaching 0. Healing is refused; the
DM clicks **Revive at 1 HP**.
- The DM can click any pip to set a tally by hand.
Nothing rolls or advances by itself: the app does not prompt for a save when
the turn comes round, and a dying, stable or dead character keeps its place
in the order.
## 7. Initiative, turns and rounds
Initiative is entered in battles and quests alike. Turns and rounds are for
@@ -245,6 +271,8 @@ information cannot be dug out of the page.
| Add or remove anyone | Yes | No |
| Change HP or conditions | Yes | No |
| Enter an initiative roll | Yes, for anyone | For their own character only |
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
| Set death-save tallies by hand, revive the dead | Yes | No |
| Advance turns and rounds | Yes | No |
| Add, remove or award rewards | Yes | No |
@@ -255,7 +283,8 @@ People outside the campaign cannot open its encounters.
- Rolling initiative, attacks, damage or saves (use the dice roller, bottom
left of every page)
- Applying an attack's damage automatically
- Death saves and stabilising
- Death saves for monsters and NPCs, and prompting for a save on a dying
character's turn
- Conditions with durations or mechanical effects
- Maps, positions, distances and areas of effect
- Experience points and encounter difficulty
+1 -1
View File
@@ -1,7 +1,7 @@
{
"name": "frontend",
"private": true,
"version": "1.4.0",
"version": "1.5.0",
"type": "module",
"scripts": {
"dev": "vite",
+22
View File
@@ -163,6 +163,28 @@ export function usePatchCharacter(characterId: string) {
});
}
// What can be done for a character at 0 HP: enter a death save (what the d20
// showed), steady them, or — the DM only — set the tallies by hand or bring
// back the dead.
export type DeathSaveAction =
| { action: 'roll'; roll: number }
| { action: 'stabilize' }
| { action: 'set'; successes: number; failures: number }
| { action: 'revive' };
export function useDeathSave(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: DeathSaveAction) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId); // the sheet and its quick stats
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
export function useDeleteCharacter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
+15
View File
@@ -108,6 +108,17 @@ export interface CampaignMemberSummary {
// The coins a character carries. 1 gold = 10 silver = 100 copper.
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
// rolling. DEAD: three failures, or one blow too big to survive.
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
export interface DeathSaves {
state: LifeState;
successes: number;
failures: number;
}
export interface CharacterSummary {
id: string;
campaignId: string;
@@ -121,6 +132,7 @@ export interface CharacterSummary {
buildStage: BuildStage;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
// The purse; all three are null for another player's character.
gold: number | null;
silver: number | null;
@@ -274,6 +286,7 @@ export interface CharacterDetail {
rolledScores: Record<Ability, number>;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorBonus: number;
specialAbilities: string | null;
background: string | null;
@@ -386,6 +399,7 @@ export interface CharacterCombatInfo {
characterClass: CharacterClass | null;
armorClass: number;
tempHp: number;
deathSaves: DeathSaves;
speed: number;
initiativeBonus: number;
passivePerception: number;
@@ -524,6 +538,7 @@ export interface QuickStats {
currentHp: number;
maxHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorClass: number;
initiative: number;
speed: number;
+118
View File
@@ -0,0 +1,118 @@
import { useState } from 'react';
import { useDeathSave } from '../api/queries';
import { InfoTip } from './InfoTip';
import { NumberInput } from './NumberInput';
import type { DeathSaves as DeathSavesInfo } from '../api/types';
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
if (deathSaves.state === 'UP') return null;
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
}
// Three pips for one tally. For the DM each is a button: clicking a pip sets
// the tally to it, and clicking the last filled one takes it back off.
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
const noun = kind === 'success' ? 'successes' : 'failures';
return (
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
{[1, 2, 3].map((n) => {
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
return onSet ? (
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
) : (
<span key={n} className={className} />
);
})}
</span>
);
}
// What happens to a character at 0 HP: the death-save tallies, and the ways
// out of them. `canAct` is the character's own player or the DM; setting the
// tallies by hand and raising the dead are the DM's alone.
export function DeathSaves({
characterId,
name,
deathSaves,
canAct,
isDM,
onError,
}: {
characterId: string;
name: string;
deathSaves: DeathSavesInfo;
canAct: boolean;
isDM: boolean;
onError?: (err: unknown) => void;
}) {
const deathSave = useDeathSave(characterId);
const [roll, setRoll] = useState('');
const { state, successes, failures } = deathSaves;
if (state === 'UP') return null;
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
function handleRoll() {
const value = Number(roll);
if (!roll || !Number.isInteger(value)) return;
send({ action: 'roll', roll: value });
setRoll('');
}
return (
<div className={`death-saves is-${state.toLowerCase()}`}>
<div className="flex-row flex-wrap">
<LifeBadge deathSaves={deathSaves} />
{state === 'DYING' && (
<>
<span className="death-tally">
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
</span>
<span className="death-tally">
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
</span>
<InfoTip term="DEATH_SAVES" />
</>
)}
{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'Only the DM can bring them back.'}</span>}
</div>
{state === 'DYING' && canAct && (
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput
min={1}
max={20}
placeholder="d20"
aria-label={`Death save roll for ${name}`}
title="Type what the d20 showed (1 to 20)."
value={roll}
onChange={(e) => setRoll(e.target.value)}
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
style={{ width: 64 }}
/>
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
Death save
</button>
<button
className="btn btn-ghost"
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
onClick={() => send({ action: 'stabilize' })}
disabled={deathSave.isPending}
>
Stabilise
</button>
</div>
)}
{state === 'DEAD' && isDM && (
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
Revive at 1 HP
</button>
)}
</div>
);
}
+1
View File
@@ -8,6 +8,7 @@ export const STAT_HELP: Record<string, string> = {
AC: 'Armor Class — how hard you are to hit. 10 + your Dexterity modifier + any armor bonus.',
HP: 'Hit Points — damage you can take before falling unconscious. Max HP is set by your class hit die, Constitution modifier, and level.',
TEMP_HP: 'Temporary Hit Points — an extra buffer that absorbs damage first and disappears when it runs out (it does not stack with more temp HP).',
DEATH_SAVES: 'Death saves — at 0 HP you roll a d20 at the start of each of your turns. 10 or more is a success, less is a failure; a 1 counts as two failures and a 20 puts you back up with 1 HP. Three successes and you are stable; three failures and you die. Being hit while down is a failure (two if it was a critical hit). Any healing ends it.',
INITIATIVE: 'Initiative — added to a d20 roll at the start of a fight to decide turn order. Equal to your Dexterity modifier.',
PROFICIENCY_BONUS: 'Proficiency Bonus — added to attacks, saves, and skills you are trained in. Grows with level (+2 at level 1, up to +6 at level 20).',
PASSIVE_PERCEPTION: 'Passive Perception — your always-on alertness score, used instead of rolling when you are not actively searching. 10 + your Perception skill bonus.',
@@ -3,6 +3,7 @@ import { useQuickStats } from '../api/queries';
import { Spinner, ErrorBanner } from './Spinner';
import { fmtMod } from '../lib/format';
import { HpBar } from './HpBar';
import { DeathSaves } from './DeathSaves';
export function QuickStatsFab({ characterId }: { characterId: string }) {
const [open, setOpen] = useState(false);
@@ -52,6 +53,8 @@ export function QuickStatsDrawer({ characterId, onClose }: { characterId: string
</div>
</div>
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
{data.spellcasting && (
<div className="card mt-md">
+49
View File
@@ -869,6 +869,55 @@ table.data-table tbody tr:hover {
line-height: 1;
}
/* At 0 HP: the death-save tallies and what can be done about them. */
.death-saves {
margin-top: 0.6rem;
padding: 0.6rem 0.75rem;
border: 1px solid var(--danger);
border-radius: 6px;
background: var(--danger-soft);
}
.death-saves.is-stable {
border-color: var(--border);
background: var(--bg-inset);
}
.death-tally {
display: inline-flex;
align-items: center;
gap: 0.4rem;
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.06em;
color: var(--text-muted);
}
.death-pips {
display: inline-flex;
gap: 0.25rem;
}
.death-pip {
width: 0.9rem;
height: 0.9rem;
padding: 0;
border-radius: 50%;
border: 2px solid var(--text-dim);
background: transparent;
}
button.death-pip {
cursor: pointer;
}
.death-pip.is-success {
border-color: var(--success-strong);
}
.death-pip.is-failure {
border-color: var(--danger-strong);
}
.death-pip.is-success.is-filled {
background: var(--success-strong);
}
.death-pip.is-failure.is-filled {
background: var(--danger-strong);
}
.combatant-details {
margin-top: 0.75rem;
padding-top: 0.75rem;
+2 -1
View File
@@ -41,6 +41,7 @@ import { useAuth } from '../auth/AuthContext';
import { useCampaignSocket } from '../hooks/useCampaignSocket';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { LifeBadge } from '../components/DeathSaves';
import { usePagination, Pagination } from '../components/Paginated';
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, spellLevelLabel, spellRequirementLabel } from '../lib/format';
import { speciesIcon } from '../lib/speciesIcons';
@@ -102,7 +103,7 @@ function CharacterRow({ character, isDM, onDelete }: { character: CharacterSumma
<div className="flex-row">
{!inProgress && (
<div style={{ textAlign: 'right', fontSize: '0.85rem', color: 'var(--text-muted)' }}>
HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
<LifeBadge deathSaves={character.deathSaves} /> HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
</div>
)}
<Link to={inProgress ? `/characters/${character.id}/build` : `/characters/${character.id}`} className="btn">
+12 -1
View File
@@ -33,6 +33,7 @@ import { useCampaignSocket } from '../hooks/useCampaignSocket';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { HpBar } from '../components/HpBar';
import { DeathSaves } from '../components/DeathSaves';
import { QuickStatsFab } from '../components/QuickStatsDrawer';
import { InfoTip } from '../components/InfoTip';
import { usePagination, Pagination } from '../components/Paginated';
@@ -304,7 +305,9 @@ export function CharacterSheetPage() {
const amount = Number(hpDelta);
if (!amount) return;
const next = character!.currentHp + sign * amount;
patchCharacter.mutate({ currentHp: next });
setFormError(null);
// Healing is refused for a character who has died.
patchCharacter.mutate({ currentHp: next }, { onError: (err) => setFormError(extractErrorMessage(err)) });
setHpDelta('');
}
@@ -458,6 +461,14 @@ export function CharacterSheetPage() {
</div>
<HpBar current={character.currentHp} max={sheet.hp.max} temp={character.tempHp} />
<DeathSaves
characterId={characterId}
name={character.name}
deathSaves={character.deathSaves}
canAct={canEdit}
isDM={isDM}
onError={(err) => setFormError(extractErrorMessage(err))}
/>
{canEdit && (
<div className="flex-row mt-sm flex-wrap">
+20 -3
View File
@@ -27,6 +27,7 @@ import { useAuth } from '../auth/AuthContext';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { HpBar } from '../components/HpBar';
import { DeathSaves } from '../components/DeathSaves';
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import type {
@@ -99,14 +100,17 @@ function CombatantCard({
onPatch,
canRollInitiative,
onRemove,
onError,
}: {
participant: EncounterParticipant;
isDM: boolean;
isActive: boolean;
onPatch: (data: Partial<EncounterParticipant>) => void;
// The DM for anyone; a player for their own character.
// The DM for anyone; a player for their own character. The same goes for
// that character's death saves.
canRollInitiative: boolean;
onRemove: () => void;
onError: (err: unknown) => void;
}) {
const [hpDelta, setHpDelta] = useState('');
// Details start open for the DM (who runs the scene from this screen) and
@@ -125,6 +129,8 @@ function CombatantCard({
const tracksHp = barOnly || maxHp > 0;
const pct = barOnly ? (p.hpPercent ?? 0) : tracksHp ? Math.max(0, Math.min(100, (currentHp / maxHp) * 100)) : 0;
const isDown = tracksHp && pct <= 0;
// A dying character still has something to do each turn, so its card stays lit.
const isDying = info?.deathSaves.state === 'DYING';
// Players get a monster's name and health bar only; the stat block is the DM's.
const monsterStats = monster && monster.ac !== undefined ? monster : null;
const hasDetails = Boolean(info || monsterStats || npc?.dmNotes);
@@ -143,7 +149,7 @@ function CombatantCard({
}
return (
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown ? ' is-down' : ''}`}>
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown && !isDying ? ' is-down' : ''}`}>
<div className="flex-between flex-wrap">
<div>
{isActive && <div className="turn-marker">▶ On turn</div>}
@@ -157,7 +163,7 @@ function CombatantCard({
<span className="combatant-name">{p.displayName}</span>
)}
{npc && <span className={`badge badge-${npc.disposition.toLowerCase()}`}>{npc.disposition}</span>}
{isDown && <span className="badge badge-hostile">Down</span>}
{isDown && !info && <span className="badge badge-hostile">Down</span>}
</div>
<div className="combatant-sub">{subline(p)}</div>
</div>
@@ -243,6 +249,16 @@ function CombatantCard({
</button>
</div>
)}
{info && p.character && (
<DeathSaves
characterId={p.character.id}
name={p.displayName}
deathSaves={info.deathSaves}
canAct={canRollInitiative}
isDM={isDM}
onError={onError}
/>
)}
</>
)}
@@ -668,6 +684,7 @@ export function EncounterPage() {
onPatch={(data) => patchParticipant.mutate({ participantId: p.id, ...data }, fail)}
canRollInitiative={isDM || (p.character != null && p.character.userId === user?.id)}
onRemove={() => removeParticipant.mutate(p.id, fail)}
onError={onError}
/>
);
+3 -1
View File
@@ -7,6 +7,7 @@ import { usePagination, Pagination } from '../components/Paginated';
import { InfoTip } from '../components/InfoTip';
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
import { HpBar } from '../components/HpBar';
import { LifeBadge } from '../components/DeathSaves';
import { speciesIcon } from '../lib/speciesIcons';
// A DM's one-screen view of every character's stats at a glance; a player
@@ -81,7 +82,8 @@ export function PartyOverviewPage() {
<span className="mono">
{c.currentHp}/{c.maxHp}
{c.tempHp > 0 && ` +${c.tempHp}`}
</span>
</span>{' '}
<LifeBadge deathSaves={c.deathSaves} />
<HpBar current={c.currentHp} max={c.maxHp} temp={c.tempHp} height={6} />
</div>
) : (
+4 -4
View File
@@ -1,19 +1,19 @@
{
"name": "dnd-campaign-manager",
"version": "1.4.0",
"version": "1.5.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "dnd-campaign-manager",
"version": "1.4.0",
"version": "1.5.0",
"workspaces": [
"backend",
"frontend"
]
},
"backend": {
"version": "1.4.0",
"version": "1.5.0",
"dependencies": {
"@prisma/client": "^5.20.0",
"bcrypt": "^5.1.1",
@@ -31,7 +31,7 @@
}
},
"frontend": {
"version": "1.4.0",
"version": "1.5.0",
"dependencies": {
"@tanstack/react-query": "^5.103.2",
"axios": "^1.20.0",
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "dnd-campaign-manager",
"version": "1.4.0",
"version": "1.5.0",
"private": true,
"description": "D&D 5e campaign manager — monorepo root",
"workspaces": [