Update README to reflect current feature set
Documents conditions list (now 22), combat log at /logs, hide player HP toggle, inactive monster hiding, fullscreen button, and wake lock toggle. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -40,20 +40,25 @@ Have you tried it? Got feedback or questions? Discuss here: [https://discourse.d
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* When a player character reaches 0 HP, three death save checkboxes appear in the DM view.
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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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* 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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* **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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* Apply any of 22 conditions to a participant, including all standard D&D conditions plus several extras: Alchemist Fire 🔥, Bardic Inspiration 🎵, Blinded 🙈, Charmed 💘, Deafened 🔇, Exhaustion 😴, Frightened 😱, Grappled 🤜, Grazed 🩹, Incapacitated 💫, Invisible 👻, Paralyzed ⚡, Petrified 🗿, Poisoned 🤢, Prone ⬇️, Restrained 🕸️, Sapped 🔨, Shield 🛡️, Slowed 🐌, Stunned 💥, Unconscious 💤, Vexed 🎯.
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* Active conditions are shown as emoji badges on both the DM view and the player display.
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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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* 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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* **Player Display:**
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* A clean interface showing the current initiative order, round number, participant HP, and current turn.
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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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* 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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* Monster and NPC HP totals are hidden; only the color-coded bar is shown.
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* Player character HP can be hidden from the player display via a toggle in the DM's initiative controls ("Hide player HP"). When enabled, only the color-coded bar is shown for characters as well.
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* Active conditions are displayed as emoji badges on each participant's card.
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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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* Inactive participants (and dead ones) are greyed out with a grayscale filter.
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* Inactive monsters (e.g. pre-staged or summoned reserves) are hidden from the player display entirely; inactive player characters still appear greyed out.
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* The current participant's card auto-scrolls into view when the turn advances.
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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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* 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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* 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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* 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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* Player display is opened in a separate window via the "Open Player Window" button in the DM's header.
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* A **fullscreen button** (top-right corner) toggles the browser into fullscreen mode — ideal for a dedicated second monitor.
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* A **prevent sleep toggle** (moon/coffee icon, top-right corner) uses the browser Wake Lock API to keep the screen on while active.
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* **Combat Action Log:** A running log of combat events (HP changes, turn advances, encounter starts/ends, etc.) is available at `/logs`. Entries are timestamped and tagged with the encounter name. The log can be cleared from that page.
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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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* **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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* **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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* **Responsive Design:** Styled with Tailwind CSS.
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@@ -90,21 +95,30 @@ The TTRPG Initiative Tracker is designed for Dungeon Masters to manage combat en
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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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* 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. Participants at 0 HP are automatically deactivated and marked with a skull icon. Healing them above 0 HP revives them.
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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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* 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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* Apply or remove 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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* Mark participants as inactive (e.g., if knocked out) using the toggle next to their name. Inactive monsters are hidden from the player display entirely, making this useful for pre-staging summoned reserves.
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* Toggle **Hide player HP** in the initiative controls to show or hide player character HP values on the player display.
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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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* 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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2. **Player Display Window:**
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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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* 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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* 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 unless the DM has enabled "Hide player HP".
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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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* 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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* 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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* 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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* 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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* Dead and inactive participants are greyed out with a grayscale filter. Inactive monsters are hidden entirely.
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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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* 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 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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* 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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* Use the **fullscreen button** (top-right) to go fullscreen — great for a dedicated second monitor. Press Escape or click again to exit.
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* Use the **prevent sleep toggle** (moon icon, top-right) to keep the screen awake using the browser Wake Lock API. The icon turns amber and switches to a coffee cup when active.
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3. **Combat Log (`/logs`):**
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* A dedicated page that records all significant combat events: encounter starts and ends, turn advances, HP changes, and death saves.
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* Each entry is timestamped and tagged with the encounter name for easy reference.
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* The log can be cleared in bulk from the page (with confirmation).
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* Accessible via the "Logs" link in the DM header or directly at `/logs`.
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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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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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