- Inventory: items linked to PCs with name, qty, ENC, category; effective FP = STR+CON minus total ENC carried; CRUD API + inline UI on Characters tab - Adventure scene engine: new tab with procedural CYOA choices (Fight, Sneak, Talk, Investigate, Flee) resolved via skill checks; scenes generated from any rollable table with automatic L2 cascade; scene state persisted in DB - Fix total HP formula: was CON+SIZ, now correctly ceil((CON+SIZ)/2) per RQ3 - Fix hit location HPs: were computed from wrong total HP, now correct - Add fatigue points (STR+CON) to derived stats - Add all seven skill category modifiers computed from characteristics (primary/secondary/negative influences per rulebook), shown in generator UI - Add base skill computation (computeBaseSkills) for use in scene engine - Add RQ3 Players Book to docs/ as reference
30 lines
1.6 KiB
Markdown
30 lines
1.6 KiB
Markdown
# RQ3 Story Tool — To-Do
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## High priority (mechanics gaps)
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- [ ] Call `resolveHeadInjury()` in the attack handler when a Head hit penetrates armor
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- [x] Resolve stuck-weapon follow-up after impale/slash special hits (`attemptWeaponRemoval`, `removeStuckWeaponFromSelf`, `removeStuckWeaponWithFirstAid`)
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## Medium priority (missing features)
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- [ ] Build strike-rank round scheduling UI (round counter, Next Round button, SR-ordered action display using `buildStrikeRankSchedule`)
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- [ ] Add API routes and UI for the experience/improvement system (`markWeaponExperienceChecked`, `updateWeaponSkillPercent`, `applyImprovement`)
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- [ ] Add Layer 3 (and possibly Layer 4) sub-tables to the Norse encounter tables so rolls can cascade deeper
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- [ ] Add a character location / destination tracker — where the PC currently is and where they are heading (used to contextualise encounters and travel events)
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- [x] Player character generator — stat rolls, derived stats, skills, weapons, hit locations; needed for combat and skill checks
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## Low priority (polish)
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- [ ] Wire up the export reminder modal (show on `beforeunload`, hook up Export Now / Leave Anyway / Cancel buttons)
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- [ ] Add `DELETE /api/spell-mappings/:id` endpoint and a spell mapping management UI
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- [ ] Add weapon and spell editing forms to NPC stat block view (currently only available for enemies)
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## Correctness fixes
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- [ ] Fix `rollOnTable` to roll the table's actual dice notation and match the range, instead of picking a flat random row index
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- [ ] Fix `state.dirty` being set to `true` on GET requests
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## Cleanup
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- [ ] Remove dead `state.reactionType` from frontend state
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