This website lets users produce procedurally-generated content for tabletop role-playing games.
It's built using SvelteKit.
Procedural heraldry generator. DEPRECATED
License: Apache License 2.0
Add the three stains as new tinctures. They should be rare compared to the other tinctures.
They are:
Pull the random number seeding out of everywhere it's being done now.
Add the seeding to the makearms
command as an option, defaulting to the current time. This should follow the pattern of other Iron Arachne projects.
Add the two furs as tinctures. This will necessitate the addition of pattern fill logic.
Holy crap bad contrast, Batman.
Declarations of the various components should go into their own files for clarity, instead of being in the main heraldry.go file.
Add a new string array attribute to charges called Tags
.
Each charge should have a set of tags (keywords) that will be used later for including and excluding charges from a generation.
This issue only covers the addition of the attribute and inclusion of a few tags per charge. Actually making use of them is outside the scope of this issue.
Add the ability to generate a second group of charges. This second group:
Add the ability to generate a marshaled device. This is either divided per pale or quarterly.
Per this, from Wikipedia:
One of the most important conventions of heraldry is the so-called "rule of tincture". To provide for contrast and visibility, metals should never be placed on metals, and colours should never be placed on colours. This rule does not apply to charges which cross a division of the field, which is partly metal and partly colour; nor, strictly speaking, does it prevent a field from consisting of two metals or two colours, although this is unusual. Furs are considered amphibious, and neither metal nor colour; but in practice ermine and erminois are usually treated as metals, while ermines and pean are treated as colours.
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