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Showing content with the highest reputation on 06/13/19 in all areas

  1. So Warfox and I have been working on this ever since my previous post here. Many additional features and bug fixes were added to the DnD initiative tracker, and we've added an entire new module (also for DnD) to track loot drops. We're up to a whopping 7 class files: Main.java initiativeDnD: DnD.java GUI.java Mob.java lootTableDnD: Loot.java GUI.java Popup.java As for what's changed, we now have a snazzy main menu where you can choose your module: Starting with the Initiative module, it still looks fairly similar, but now with an added toolbar at the top. You can change the text size and style under the window menu, and under File you have the option to save current encounters, and load older ones. This allows DMs to even set up encounters ahead of time, and load them up once the players reach them. Then you have the new module, which is the loot tracker which has 2 different GUIs depending on the ruleset you choose: Under the File menu, you have the option to open a .csv database which is your loot table. If you press About, then you will get this popup explaining the module: And when you use the module to get a piece of loot, you will see a popup like this: And the absolute best part of all is that if any of those fields were to be empty, such as an item that has no description or a weightless item such as a potion, then that field will be automatically omitted from the popup like so:
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  2. In my DnD group we've always tracked initiative on a white board, and it's always been a pain in the ass. We'd write down the names of everyone in the encounter, take note of their initiative scores, rewrite the whole list in order, and then we'd do all damage calculation by hand. It took way too long, and was always very anticlimactic. We'd be rushing through a cave to some epic music and, at the peak of excitement, the DM shouts "You're greeted by 5 viscous ancient dragons!!" and then we'd have to pause for 5-10 minutes while we fumble around with our white board, and even then the encounter itself would be a bit clumsy as we haphazardly try to figure out damage and whose turn it was. No more! Now there's a tool which will do all of that for you! (though soon after finishing this program I found out there are dozens of free mobile apps that do the same thing...) This tool is Object Oriented, and it keeps track of Mob objects in a linked list. Here is a screenshot: Clicking the bottom 3 buttons creates popup dialogues that you can use to enter the information. Here is the code: Main.java: GUI.java Mob.java There are some small limitations: There is no healing button. What you can do instead is just enter a negative number for damage. I could have easily added a healing button with only a few lines of code overall, but I felt that it would clutter the UI a bit for something that is virtually identical to the damage button. The program does not distinguish between NPCs and players. The only downside of this is that if a player "dies" then it doesn't prompt them to do their death saves. Hopefully your DM can pay enough attention to notice when the player is skipped in the order and just ask them to do it themselves though.
    1 point
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