[FC] Fantasy Companion Loot Generator

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Kristian Serrano
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[FC] Fantasy Companion Loot Generator

#1 Postby Kristian Serrano » Thu Apr 26, 2012 5:13 pm

A month or so ago, I decided I wanted to brush up on my JavaScript and learn jQuery while also dabbling with CSS3. As an experiment, I created a Loot Generator based on the tables in the Fantasy Companion. It's also mobile friendly.

Enjoy, and let me know what you think of it! :1cool:
Last edited by Kristian Serrano on Wed Mar 13, 2013 5:49 am, edited 1 time in total.

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#2 Postby SavageGamerGirl » Thu Apr 26, 2012 5:15 pm

Oh that is very nice! Thanks!
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#3 Postby Kristian Serrano » Fri Apr 27, 2012 1:03 pm

Thanks! If you find any errors or have any requests, send them my way. I'll see what I can do.

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#4 Postby GreenTongue » Sat Apr 28, 2012 8:09 am

Who doesn't like LOOT!!!!

Very nice for spawning those "Why?" ideas.
=

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#5 Postby Kristian Serrano » Sat Apr 28, 2012 8:25 am

GreenTongue wrote:Who doesn't like LOOT!!!!

Very nice for spawning those "Why?" ideas.
=
I've had so many ideas just from the combinations of powers and bonuses generated. The number of stories one can come up with for these items is endless.
Last edited by Kristian Serrano on Mon Apr 30, 2012 10:01 am, edited 1 time in total.

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#6 Postby Ketjak » Mon Apr 30, 2012 9:17 am

Nice work making it mobile-friendly; thanks and bookmarked!

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#7 Postby sablemage » Mon Apr 30, 2012 1:09 pm

Ooh! Shiny!

Thanks for this, good stuff.

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#8 Postby Kristian Serrano » Mon Apr 30, 2012 2:12 pm

Thanks again. Designing two stylesheets for this project was a little bit of a challenge. I kept having to make sure whatever additions I made to the screen stylesheet were added to the mobile version. I also had to make sure to exclude those elements from the print CSS.

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#9 Postby Kristian Serrano » Tue May 01, 2012 10:24 am

I was thinking of adding some options that would allow you to choose the type of magic item to generate.

For example, if you wanted to generate a random intelligent weapon, you could check off the options for Intelligent, Melee Weapon, and Ranged Weapon.

Thoughts?

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#10 Postby SavageGamerGirl » Tue May 01, 2012 10:46 am

If it's not too much work for you, that would be awesome!
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#11 Postby Kristian Serrano » Tue May 01, 2012 11:54 am

SavageGamerGirl wrote:If it's not too much work for you, that would be awesome!
It should mostly just be some bits to flip on and off, and depending on whether any are set, including those choices in possible results.

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#12 Postby Kristian Serrano » Tue May 08, 2012 9:31 am

In an effort to teach myself more about PHP, I decided I'm going to convert this project to an app that uses PHP for server-side scripting. I also plan to add one more feature left out of the scope of the original version: Cursed Relics! That's right. When the PHP version is finished, you'll be able to include Cursed Relics in your possible results.

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#13 Postby 77IM » Tue May 15, 2012 11:17 pm

This is incredible! Nice work!

I find it extremely humorous that using PHP causes you to introduce cursed relics. ;}

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#14 Postby Cursed » Wed May 16, 2012 12:38 am

PHP! Got to be extra careful! http://www.bbspot.com/news/2000/6/php_suspend.html :D

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#15 Postby Kristian Serrano » Wed May 16, 2012 9:21 am

77IM wrote:This is incredible! Nice work!

Thank you for the kind words!
77IM wrote:I find it extremely humorous that using PHP causes you to introduce cursed relics. ;}

I could have included it in the JavaScript version, but that would have been a curse in and of itself. Lately, I've been busy with simply converting the scripted tables. I think I might stop midway and use what I've converted so far to build and test functionality, then return to finishing and including the remaining tables.
Cursed wrote:PHP! Got to be extra careful! http://www.bbspot.com/news/2000/6/php_suspend.html :D
I was just talking about that article with someone the other day. It's a classic. :)

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#16 Postby Kristian Serrano » Mon Jun 11, 2012 9:23 pm

Well, I finally finished the conversion to PHP and introduced quite a few UI changes, mostly related to options for the type of item to generate.
http://www.immaterialplane.com/apps/loot/

During the process, I also found a slew of scripting errors pertaining to the logic used. For example, the placement of the script that builds the Attributes for Intelligent Relics caused them to not be saved to the array appropriately, resulting in consistently low die sizes. Now you should be seeing much higher Smarts and Spirit dice.

I haven't created the script for cursed relics yet, and probably won't for some time. Instead, I plan to work on a component that will allow you to save items you've generated to the 'reliquary' with an option to make them public for users to search and browse by type, bonuses, powers, etc.

I might also create an option to submit items that might reflect errors in the script into a 'dump' for review.

I'll be honest, I'm not too keen on the new UI. The consolidated options section is way too long for my taste, but it beats multiple clips/taps to change a binary value that should only require one click.

Please kick the tires as hard as you can and post results here. As I've said in the past, this is a learning exercise for me, so the more mistakes discovered or improvements I can make, the more I learn. :)

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#17 Postby Thunderforge » Tue Jun 12, 2012 12:38 pm

Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.
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#18 Postby Kristian Serrano » Tue Jun 12, 2012 12:41 pm

Thunderforge wrote:Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.
That's an interesting idea. It wouldn't be too difficult with a couple of text fields, and that portion of the generation is actually done in javascript on the client side (determines if there's any treasure to generate before calling the rest of the scripts).

I'll add it to my to-do list.

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#19 Postby Kristian Serrano » Thu Jun 14, 2012 8:44 pm

Thunderforge wrote:Any chance we can make custom treasure sizes outside of the base four? Basically, I'd just like to be able to write in the formula for the amount of gold and the percentage that there will be a magic item.

Done! hit the drop down, select "Custom..." and enter your desired parameters. :)

Feel free to suggest improvements to that particular section of the UI if you have any.

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#20 Postby tigerguy786 » Thu Jun 14, 2012 9:53 pm

How about an item generator? I realize that's probably a big task, but it would be handy.
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