Updated README.md and added CLAUDE.md
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# TTRPG Initiative Tracker (v0.2.1)
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# TTRPG Initiative Tracker (v0.2.4)
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* **Character Management:**
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* Add and manage characters (player characters) within each campaign.
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* Set default Max HP and default Initiative Modifier for each campaign character.
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* The character list is collapsible to save screen space.
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* **Encounter Management:**
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* Create multiple encounters per campaign.
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* Add characters from the campaign roster (with auto-rolled initiative based on their modifier and HP pre-filled from campaign defaults) or add custom monsters.
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* "Add All Campaign Characters" button for quickly populating encounters with initiative rolls.
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* DM controls to start, pause/resume, advance turns, and end encounters.
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* Visual feedback for rolled initiative when adding individual participants.
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* Participants can be added mid-combat while the encounter is paused; the turn order recalculates on resume.
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* **HP Tracking:**
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* Apply damage or healing to any participant during combat directly from the DM view.
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* When a participant reaches 0 HP they are automatically marked inactive and shown with a skull (☠️) icon.
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* Healing a dead participant above 0 HP revives them and reactivates them in the turn order.
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* **Death Save Tracking:**
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* When a player character reaches 0 HP, three death save checkboxes appear in the DM view.
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* Marking the third death save triggers a dissolve animation on the player display, then removes the participant from the encounter.
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* **Conditions:**
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* Apply any of the 15 standard D&D conditions to a participant: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious.
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* Active conditions are shown as emoji badges on both the DM view and the player display.
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* Conditions can be toggled directly from the badge or from an expandable condition picker per participant.
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* **Player Display:**
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* A clean interface showing the current initiative order, participant HP (monster HP totals are hidden, only the bar is shown), and current turn.
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* NPCs (monster-type) are visually distinct from hostile monsters.
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* Displays custom campaign background if set.
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* Shows a "Game Session Paused" message when no encounter is active or if the current encounter is paused by the DM.
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* Player display is opened in a separate window via a button in the DM's header.
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* A clean interface showing the current initiative order, round number, participant HP, and current turn.
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* HP bars use color-coded thresholds: green (above half), yellow (quarter to half), red (below quarter), dark red (dead).
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* Monster and NPC HP totals are hidden; only the color-coded bar is shown.
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* Active conditions are displayed as emoji badges on each participant's card.
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* Inactive participants (and dead ones) are greyed out with a grayscale filter.
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* The current participant's card auto-scrolls into view when the turn advances.
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* NPCs are visually distinct from hostile monsters, which are distinct from player characters.
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* Displays a custom campaign background image if one is set.
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* Shows a "Game Session Paused" message when no encounter is active, or "(Combat Paused)" when the DM pauses a running encounter.
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* Player display is opened in a separate window via the "Open Player Window" button in the DM's header.
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* **Real-time Updates:** Uses Firebase Firestore for real-time synchronization between DM actions and the player display.
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* **Initiative Tie-Breaking:** DMs can drag-and-drop participants with tied initiative scores (before an encounter starts or while paused) to set a manual order.
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* **Responsive Design:** Styled with Tailwind CSS.
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* **Confirmation Modals:** Implemented for destructive actions like deleting campaigns, characters, encounters, or ending combat.
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* **Confirmation Modals:** Used for destructive actions like deleting campaigns, characters, encounters, or ending combat.
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## Tech Stack
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@@ -70,16 +88,23 @@ The TTRPG Initiative Tracker is designed for Dungeon Masters to manage combat en
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* Once participants are added and initiative is set, click "Start Encounter". This also automatically makes the encounter live on the Player Display.
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* Use the "Pause" button to temporarily halt combat. While paused, you can adjust HP and re-order tied initiatives. Click "Resume" to continue.
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* Use the "Next Turn" button (disabled when paused) to advance through the initiative order. The current combatant will be highlighted.
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* Apply damage or healing to participants directly in the Admin View.
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* Apply damage or healing to participants directly in the Admin View. Participants at 0 HP are automatically deactivated and marked with a skull icon. Healing them above 0 HP revives them.
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* For player characters at 0 HP, track death saving throws using the three checkboxes that appear. Marking the third failure triggers a death animation on the player display and removes the participant.
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* Apply or remove D&D conditions (Blinded, Charmed, Poisoned, etc.) using the ✨ button next to each participant. Active conditions appear as emoji badges on both the DM view and the player display.
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* Mark participants as inactive (e.g., if knocked out) using the toggle next to their name.
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* Click "End Encounter" (with confirmation) when combat is over. This also deactivates it from the Player Display.
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2. **Player Display Window:**
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* This window (opened by the DM via `/?playerView=true` URL) shows a simplified, header-less view of the active encounter.
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* It displays the initiative order, current turn, round number, and participant HP (monster/NPC HP values are hidden, only the bar is shown).
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* NPCs are styled with a muted gray background, distinct from hostile monsters (custom reddish-brown) and player characters (blueish).
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* If a custom background URL was set for the campaign, it will be displayed.
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* If no encounter is active on the Player Display, or if the current encounter is paused by the DM, it will show an appropriate message ("Game Session Paused" or "Combat Paused").
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* This window (opened by the DM via the "Open Player Window" button, or accessed directly at `/display` or `/?playerView=true`) shows a simplified, header-less view of the active encounter.
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* It displays the initiative order, current turn, round number, and participant HP bars. Monster/NPC HP totals are hidden; only the color-coded bar is shown. Player character HP is shown numerically.
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* HP bars are color-coded: green (above 50%), yellow (25–50%), red (below 25%), dark red (dead/0 HP).
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* Active conditions are shown as emoji badges on each participant's card.
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* The current participant's card automatically scrolls into view when the turn advances.
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* NPCs are styled with a muted gray background, distinct from hostile monsters (reddish-brown) and player characters (dark blue/indigo).
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* Dead and inactive participants are greyed out with a grayscale filter.
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* When a player character's third death save is marked, a dissolve animation plays on the display before the participant is removed.
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* If a custom background URL was set for the campaign, it will be displayed with a semi-transparent overlay behind the participant cards.
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* If no encounter is active on the Player Display, it shows "Game Session Paused". If the current encounter is paused by the DM, it shows "(Combat Paused)".
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This flow allows the DM to prepare and run encounters efficiently while providing a clear, real-time view for the players.
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