Citadel Generators · Legacy archive
Feature Requests - v1
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Feature Requests - v1
#1Not seeing something you'd like? Suggest it here!
Current Requests:
A generator element variable should support alt text to display in case the cited generator does not exist any more, or the generator is kept from being processed due to a depth-limit. (e.g. Item #3)
Top/Generator-level variables (single definition, usable by all items).
External content grab/API scraping. (Ex. http://rolz.org/about?p=api )
Generator folders (organization)
Option to use a textbox (easy to copy) instead of html to render the results. (Ex. http://strolen.com/random_generators/NPC_Characteristics )
Ability to specify the depth limit for recursion on a variable-level basis.
Multidraw generation of variables. (1d6 Goons, 5 Cards, etc.)
Content filters:
Unique - Forces each result in a multiset to be unique
Persistent Generator output storage. (Members only)
Quick Generator output -> draft submission
Budget randomizers -- Each item has a "cost", and the generator takes a "budget", generating items that total up to less than the budget.
"Deck of cards" randomizer -- Choose without replacement until "shuffled" (very similar to the "unique" content filter).
O.R.E. dice rolls (as variables). Very hypothetical
Optional header/footer areas that display before and after the random content.
Full editor capability for the Description/Summary area.
Clone button for items inside a generator.
Admin access for editing other user's generators.
Wiki-style generators.
Collapsible content inside an item
Lightweight edit mode
Implemented Features:
Squarebracket link support so we can include [ 30_Secrets ] in the entry.
Image tags support
Hyperlink support
Create generator from list. Preferably with separators, so items can be multiline.
Inline dice rolls (ex. "You see kobolds..")
"Widget" generator option (makes generator not visible in main listings, but available for use/selection in variables).
Delete/Deactivate generator option.
View generator configuration (show items & template variables for a generator, instead of having to clone it).
An option to mark a variable as requiring regeneration every reference (currently, every reference to a variable in an item has the same value).
"Description" area renamed to "Summary".
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Re: Feature Requests - v1
#2Squarebracket link support so we can include [ 30_Secrets ] in the entry. -
Re: Feature Requests - v1
#3Image tags support and hyperlink support in result.
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Re: Feature Requests - v1
#4Inline Die roller per like chat or even better - rolz.
We could create a basic character generator easily enough that way!
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Re: Feature Requests - v1
#5Folders for Generators. And Delete Generator
I already have a lot made :)
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Re: Feature Requests - v1
#6I noticed. :P I need to hire you as a tester for projects I build; you're by-far the most prolific bug-finder I've met. -
Re: Feature Requests - v1
#7Limited sets, multiple draws. For example,
Set = {a,b,c,d...z}
Select(3)
Get 3 unique entries from the list.
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Re: Feature Requests - v1
#8Ability to supply input to a generator to impact result creation.
For use with character generation, or other refinements for lists -
Re: Feature Requests - v1
#9Multidraw generation
{Number_Draws#Generator_Name}
Ideally, with Number_Draw accepting inline-die rollers, so you could do
{1d6#Goons}
Where the result would be 1-6 draws from the Goon generator.
#'s generator results would always be put on successive lines, perhaps with an option to disable that behaviour?
{1d6#Goons}
Combine with Unique result request
{5#Cards|Unique}
Yields a poker hand.
(1d6#Assassins|Unique}
Yields a small group of assassins
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Re: Feature Requests - v1
#10For multidraws, I can see it being handy to make it inline inside the item template, but for average-user usability, I think it'd be better to make that a variable-level setting. Likewise for options (which is a randomizer type already sitting around for v2). Thoughts? Counter-points? -
Re: Feature Requests - v1
#11Interesting Discussion today.
1. Persistent Generator output storage available to site members/subscribers
2. Quick Generator output -> draft submission :)
3. Input option to allow for different levels of detail. Eg. recursive NPC history with other NPC's cited in the output.
LIVE EVENT GENERATOR
1. Saved {IMPORTANT_NPC}
IMPORTANT_NPC
1. {LIFE EVENT GENERATOR}
PC BACKGROUND GENERATOR
{LIFE_EVENT_GENERATOR|Depth=2}
Of course, there would be a default value for Depth and a max value to prevent performance issues, or accidentally producing a detailed history of an entire nation.}
4. A generator element variable should support alt text to display in case the cited generator does not exist any more, or the generator is kept from being processed due to a depth-limit. (e.g. Item #3)
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Re: Feature Requests - v1
#121, 2, & 4 are easy enough, though 2 would need some hooks into the main Citadel codebase.
3 needs more detail; I see part of what you're aiming for, but I need more examples. -
Re: Feature Requests - v1
#13#3. When running the generator, I can specify how deep I want recursion to run. I want more detail for a PC than I would for an NPC for example.
A PC we would say, want fine details for his parents and his grand parents. Great grandparents would be names only.
An NPC, his parents and only names of his great grand parents.
Simplest example:
Person Generator
1. {RANDOM_NAME} MOTHER = {PERSON_GENERATOR} FATHER = {PERSON_GENERATOR}
Recursion level 0:
John Foolstine
Mother =
Father =
Recursion level 1:
John Foolstine
Mother = Genny Fin
Mother =
Father =
Father = Phil Morkus
Mother =
Father =
Recursion Level 2
John Foolstine
Mother = Genny Fin
Mother = Sandra Stone
Mother =
Father =
Father = Billy Holiday
Mother =
Father =
Father = Phil Morkus
Mother = Karen Stills
Mother =
Father =
Father = Karl Jones
Mother =
Father =
This exposes the need for Conditionals as well. It would be nice that if no alt text was supplied, the text with it would also not display.
Thoughts?
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Re: Feature Requests - v1
#14#2. Yep, but it also might drive registration as well.
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Re: Feature Requests - v1
#15Ah. You want to have a finer level of depth control for recursive item definitions, instead of it generating all the way to the built-in depth cutoff. Specifically, you want to specify the depth limit for recursion on a variable-level basis.
That's...actually not that hard, thanks to how I coded it. -
Re: Feature Requests - v1
#16Exactly. -
Re: Feature Requests - v1
#17Might use this, unless we thing we need something more advanced. In which case, I might fork it off (why re-invent the wheel?):
https://github.com/borntyping/python-dice -
Re: Feature Requests - v1
#18Its a good start, but i want it all :)
Rolz has an accessible api - could we use it? It would seem to be okay
http://rolz.org/about?p=api
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Re: Feature Requests - v1
#19My concern is that relying on someone else's API will slow things down. I'd be much more comfortable using a local setup that has the option to reference an external API rather than relying on it. -
Re: Feature Requests - v1
#20Ok, lets fork that library and extend it ourselves. -
Re: Feature Requests - v1
#21Half-baked thought: Variable groups.
For when you need a random group of variables that are all related. Example: Fire, Fiery, Flaming, Burn, Scorch.
This would pretty much necessitate a new type of generator randomizer, for collecting items together. -
Re: Feature Requests - v1
#22Addition ones -
Persistent variables that can be read and set by generators, allowing you to move through them and accumulate text tags, values, etc.
Ideally choice of scope - generation, session, user.
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Re: Feature Requests - v1
#23BTW - allowing links in the description would be really nice :P -
Re: Feature Requests - v1
#24After we have inline dice, could we also add inline lists?
{"S","T","R","Ch","Th"}{"a","e","i","o","u"}{"S","T","R","Ch","Th"}
This would make making language/name generators quite easy.
You can also use these for making 'special' dice, eg.
{"1","2","3","4","5","CRITICAL"} or {"-2","-1","0","0","0","1","2"}
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Re: Feature Requests - v1
#25Generating to a budget
Lines could have variables attached to them, in this case a Cost
Weapons
Sword {Gold=-10}
Dagger {Gold=-2}
Axe {Gold=-7}
{Weapons|Budget(Gold=15)}
Would roll against the Weapons table until it used all of its 'budget'. Ideally as the budget decreases, items too high to fit in the budget would be dropped from the selection space.
So the possible outcomes would be:
Sword,Dagger, Dagger, 1 Gold
Axe,Axe, 1 Gold
Axe,Dagger,Dagger,Dagger,Dagger
Dagger,Dagger,Dagger,Dagger,Dagger,Dagger,Dagger, 1 Gold
This would be useful for LOTS of stuff - character generators, treasure sets.
Could be combined with the Unique setting to avoid duplicated items.
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Re: Feature Requests - v1
#26 -
Re: Feature Requests - v1
#27 -
Re: Feature Requests - v1
#28Mind splurge.
I am blown away by the direction this is going. Awesome! -
Re: Feature Requests - v1
#29Tested undelimited:
http://readpostplay.com/g/68
Works a treat! :)
I was able to create this one in about 5 minutes:
http://readpostplay.com/g/69
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Re: Feature Requests - v1
#30Having just looked at your article, please note that delimiters /can/ be more than one character long. string.split() doesn't really care if it's more than one character. :P
I've attached an example file to demonstrate this. The delimiter used is "~~~". -
Re: Feature Requests - v1
#31Noted, though I rarely use *'s in submissions :)
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Re: Feature Requests - v1
#32An actual delete generator option is now available. Use it wisely, not recoverable, etc. etc.
Also, it won't clean up references in other generators. They'll just start generating with a "generator does not exist" message instead.
Edit
Inline dice rolls are also now available.
Dice roll (3d6): Dice roll (3d6t): Dice roll (3d6 + 3): [3d6 + 3]
You can see this in action here. Notation information can be found here. -
Re: Feature Requests - v1
#33Squarebracket support is now available. It allows everything that the main site squarebrackets do, except for links dependent on the current submission (which obviously doesn't make sense within the context of a generator).
Also, variables now have a "regenerate" option, to force them to regenerate every time they're used within an item. This is off by default. -
Re: Feature Requests - v1
#34wow, churning them out. Don't worry. I've got more.
:)
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Re: Feature Requests - v1
#35Description area hyperlinks don't see to work as nicely as I'd like, and [] support is not in that area.
See http://readpostplay.com/g/71 -
Re: Feature Requests - v1
#36Also, main site translates spaces in text to _ when creating the link.
So [30 Bullets] translates to http://strolen.com/viewing/30_Bullets
In generators, [30 Bullets] gets converted to http://strolen.com/viewing/30%20Bullets
So to get them to work right now, you need to do [30_Bullets]
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Re: Feature Requests - v1
#37Can the inline Dice not print [] around the results?
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Re: Feature Requests - v1
#38Reroll function works nicely.
Inline dice work nice as well, apart from the squarebracket output.
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Re: Feature Requests - v1
#39Description renamed to Summary. Contents displayed when generators listed - as with submissions.
Add Optional Header and Footer sections which render with the results.
Header: You See
item #1 {some result}
item #2 {some other result}
Footer: In the room
Reduces the need for additional *wrapper* generators.
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Re: Feature Requests - v1
#40Access Specific Line of Generator
{Generator_name(index)}
Just return index_number without random. Child generators still render randomly as expected.
This allows use of a generator as a lookup table for millions of reasons. Ideally the index could be the result of a variable call, so you could do something like
AbilityScore=StatGeneratorNumber
Line#1 Strength {AbilityScore} Damage Bonus {Strength_Bonus_Lookup({AbilityScore})}
Strength 17 Damage Bonus +2
Again with the eye towards producing full-featured character generators.