gvorbeck / codex-quest

Character creator for BFRPG
https://codex.quest
Creative Commons Attribution Share Alike 4.0 International
7 stars 5 forks source link

more ergonamic equipment #394

Open kmerfeld opened 2 months ago

kmerfeld commented 2 months ago

Right now a player's equipment is inconvenient to work with.

Adding equipment is hidden away in the settings menu, but it should probably be more visible

I wish when in the equipment menu if I searched "cutlass", it would filter down to just the "swords" category, and auto-expand the category. I wish I could edit the default cutlass right there, instead of filling in each category by hand

I also wish I could edit existing equipment from the main page. If my sword gets cursed, I have to make a new sword, then delete the current one

It all works, but its too fiddly. I don't need my weapons split by axes/swords/polearms, I just need my hitting-stuff

gvorbeck commented 2 months ago

Hey there, Thanks for creating this issue and sharing your thoughts. Let me address your points.

Adding equipment is hidden away in the settings menu, but it should probably be more visible

How would you suggest that? It used to be a button on the character sheet, but there were becoming so many buttons on the character sheet that it was becoming unwieldy and so they were moved to the Settings drawer. I don't want to move all the buttons back onto the character sheet, but I'd be open to other ways to help. My first idea is to add an "Edit" button next to the "Equipment" title on the character sheet that, when clicked, opens the settings drawer.

I wish when in the equipment menu if I searched "cutlass", it would filter down to just the "swords" category, and auto-expand the category.

This only works in very specific situations. Right now, if you search "cutlass" it does filter down to just the "swords" category, but it isn't expanded. If a user were to enter a search string that matched several categories (like just the letter "c") that would mean a lot of expanded categories that would be really inconvenient to scroll through and negatively impact page performance. I appreciate the desire for less clicking, though.

I wish I could edit the default cutlass right there, instead of filling in each category by hand

I probably wouldn't do this, but perhaps a "copy" button that would somehow open the custom equipment form with the fields pre-populated with the original item's contents? It would be a decent amount of work, but it's theoretically possible.

I also wish I could edit existing equipment from the main page. If my sword gets cursed, I have to make a new sword, then delete the current one

You're right. This is a pain. I can definitely see myself adding an "edit" button to items to allow edits to items in a character's inventory.

I don't need my weapons split by axes/swords/polearms, I just need my hitting-stuff

I keep things grouped by the categories in the BFRPG's Equipment Emporium, that's where the categories come from. I try to keep as much of the verbiage from the game as possible in order to make game content match this site's content.

There's a few really good points in here that I could see myself implementing (bolded). Some short term, some long term. Right now, my development schedule is much slower due to my personal life, but I'll keep this issue open for when I have time to add new stuff to the site.

Cheers!

kmerfeld commented 2 months ago

Thanks for looking at this, Its all nitpicks, but it slows things down. I think the "Edit" button next to equiptment, and being able to edit existing items would be the fastest and most useful.

Maybe there could be a "favorite/equipted/active items" category that I can "star" items to populate? Its minor, but leads to thinking about where I put that ax instead of thinking about axing this ork

gvorbeck commented 3 weeks ago

So, I haven't forgotten about this. In fact I did some experimentation while building Codex.Quest's sister site Glyph.Quest (a Knave 2e character builder/manager).

I added an edit button, that when clicked, loads the item in the Add/Edit form and allows the user to edit that item directly and save it. Kinda what you'd like for Codex.Quest, I assume? If so, I can work on implementing this code on C.Q

https://github.com/user-attachments/assets/205b1e3d-7c8e-42c7-8e22-519d2d414b21

kmerfeld commented 3 weeks ago

Yes that edit functionality is great. found a small bug though, If you click the pencil to edit one item, then edit a different item, it doesn't refresh the "prefilled" fields, so you can overwrite an item by editing one (the one you want to clone), editing another (the one to overwrite), then confirming,

The select checkbox is also a little wonky, its not clear what it will do (2 clicks delete the item?)

But this looks very useful!

gvorbeck commented 3 weeks ago

If you click the pencil to edit one item, then edit a different item, it doesn't refresh the "prefilled" fields

Wow, thanks, good find.

The select checkbox is also a little wonky, its not clear what it will do (2 clicks delete the item?)

Yeah Knave has a "wound" functionality where your items double as secondary HP. When you get a "wound" you lose an item. Once you are full of wounds, you die. healing (unchecking) reopens a item slot but the item is gone.

gvorbeck commented 3 weeks ago

I will work on implementing something similar for codex.quest

gvorbeck commented 2 weeks ago

I'm working on this a little each day using what I've learned working on glyph.quest

None of this is live yet, but I'm almost done. Every item will have an "edit" button that auto opens the drawer with the form fields filled with the item in context. then saving will just update the item. many many fewer clicks:

https://github.com/user-attachments/assets/21f96306-5d08-4a66-ada5-b1eed1bff6fe

kmerfeld commented 2 weeks ago

That looks wonderful!