fmasa
Repos
53
Followers
6
Following
3

Unofficial Android companion app for 4th edition of Warhammer Fantasy Roleplay

1
0

:star: :wrench: Automatic registration and configuration of services for Nette DI

17
3

Unison file sync for Docker machine on Windows.

14
1

Support for custom Doctrine annotations in yaml

0
0

Mechanism for nullable embeddables in Doctrine 2.5+

5
1

Events

Created at 6 days ago
opened issue
Revise keyboard IME actions in forms

Right now there are always default IME actions in forms, but in most forms we could use Next (go to next text input) action on all text inputs but last (which would submit the form).

Created at 6 days ago
issue comment
Multilanguage Support

Hi, there are two options IMO.

"Official" translation in app

Pros
  • great from translation coverage perspective (we can make sure that all texts have translations before release)
Cons
  • This would require native speaker for each of the supported languages available to update the translations before the release.

Translations import

Pros
  • Fairly simple to implement from my side, everything Is already spe
Cons
  • new/changed texts would break existing translations

Right now I'm not sure I want to support the first option. The second one I'm not sure.

Do you have a particular language in mind?

Created at 1 week ago

Fix issues reported by ktlint

Run ktlint in CI

Merge pull request #20 from fmasa/ktlint

Ktlint

Add Career compendium item to model

Extract CheckboxList to common form inputs

Add Career UI to Compendium

Add Career compendium import

Add Compendium Career support to Character

Created at 3 weeks ago
opened issue
Better Careers

Right now the Career is just a simple string (text field) of Character, but we could do so much more.

  • Let users import Careers from Compendium
  • Make Careers optional (this will allow use of Characters for Creatures)
  • Let Players spend XP to advance their career (Skills, Talents, Characteristics, Career levels)
Created at 3 weeks ago

Add Compendium Career support to Character

Created at 3 weeks ago

Add Compendium Career support to Character

Created at 3 weeks ago
pull request opened
Career compendium

Adds basic compendium for Careers + import from the Core rulebook.

This should be worked upon later before tagging a release.

Created at 3 weeks ago
create branch
fmasa create branch feat/career-compendium
Created at 3 weeks ago
Created at 3 weeks ago
delete branch
fmasa delete branch npc-fab
Created at 4 weeks ago
delete branch
fmasa delete branch traits
Created at 4 weeks ago
delete branch
fmasa delete branch fix-wounds
Created at 4 weeks ago
delete branch
fmasa delete branch talent-effects
Created at 4 weeks ago
delete branch
fmasa delete branch fix-hardy
Created at 4 weeks ago
delete branch
fmasa delete branch feat/drop-uint
Created at 4 weeks ago
delete branch
fmasa delete branch fix/combat-autoclose
Created at 4 weeks ago
delete branch
fmasa delete branch combat-improvements
Created at 4 weeks ago
delete branch
fmasa delete branch encounter-removal
Created at 4 weeks ago
delete branch
fmasa delete branch ktlint
Created at 4 weeks ago
opened issue
Use russhwolf/multiplatform-settings instead of custom implementation

The app currently saves some preferences to local data (sound, dark mode settings, etc). We may be able to drop our custom code in favor of https://github.com/russhwolf/multiplatform-settings.

Created at 4 weeks ago
Created at 4 weeks ago
issue comment
Well-being

No problem, I need to re-read this section every few weeks when I forget, since it's so poorly written :grinning:


Anyway, I really like the rest of the feature and I think that this will be great addition!

Created at 4 weeks ago
issue comment
Well-being

The only case IMO when Character cannot heal one Wound is when they have an Amputation that wasn't resolved by Surgery yet (Surgery, page 181).

Created at 4 weeks ago
issue comment
Well-being

Rule for healing Critical Wounds says "Critical Wounds do not count as healed until all conditions they inflict are removed." So what i ment is something like when i add a Critical Wound to a Player, Theyr max Wounds would be lockt. Like 15/16 and canot be 16/16 until a Critical Wound would be removed.

I don't think it's related to Wounds at all (calling one concept Wounds and different concept Critical Wounds is confusing, though).

To me this is a mere statement that the Critical Wound in question does not count as healed until the target gets rid of the effects. I think this is only related to death (having more Critical Wounds than TB, Rulebook page 173).

See Rulebook page 181:

Critical Wounds do not count as healed until all conditions they inflict are removed, and all non-permanent negative modifiers are resolved. When you are Critically Wounded, you may still heal your Wounds using the normal rules.

Created at 4 weeks ago
issue comment
Well-being

Would be nice if Critical Wounds somehow lock the max Wounds until the Injuries are removed.

Could you elaborate on how that might work? Also, do you mean special rules for Amputation or is there a rule I'm not aware of?

Created at 4 weeks ago
closed issue
Fix ktlint issues

ktlint wasn't run in CI for a while and several code style issues slipped through.

What needs to be done:

  • Fix code style issues (this can be done automatically)
  • Add ktlint to CI
Created at 1 month ago

Fix issues reported by ktlint

Run ktlint in CI

Merge pull request #20 from fmasa/ktlint

Ktlint

Created at 1 month ago
pull request closed
Ktlint

Closes https://github.com/fmasa/wfrp-master/issues/18

Introduces Ktlint action to CI and fixes all current code-style issues.

Created at 1 month ago
pull request opened
Ktlint

Closes https://github.com/fmasa/wfrp-master/issues/18

Introduces Ktlint action to CI and fixes all current code-style issues.

Created at 1 month ago