Complete P2-P5: Perks, Feature Choices, Ancestry Traits, Caster Progression
- P2: Perks with changes[] arrays create Active Effects on drop/delete
- P3: Feature choice UI for Fighting Style (auto-grants Situational
Awareness + selected training perk, ignoring prerequisites)
- P4: Ancestry traits apply Active Effects (Dwarf Darksight/Tough working)
- P5: Caster progression accumulates mana from class progression table
Key patterns:
- Manual UUID construction: Compendium.${pack.collection}.Item.${entry._id}
- ignorePrereqs flag for specific choices bypassing all prerequisites
- Mode 5 (OVERRIDE) for boolean senses like darkvision
- Form data merging with direct DOM reading for reliable selection capture
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
parent
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PROTOTYPE_PLAN.json
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124
PROTOTYPE_PLAN.json
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@ -0,0 +1,124 @@
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{
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"prototype": {
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"name": "Class & Character Progression Prototype",
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"branch": "prototype/class-level-system",
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"description": "Proof-of-concept implementations for Active Effects automation across classes, perks, ancestries, and caster progression",
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"created": "2024-12-16",
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"status": "in_progress",
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"design_doc": "NoteDiscovery: gaming/vagabond-rpg/class-level-system-design.md"
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},
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"tasks": [
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{
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"id": "P1",
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"name": "Class Level-Up with Active Effects",
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"description": "Class features with changes[] arrays automatically create Active Effects on drop and level-up",
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"status": "complete",
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"commit": "a7862be",
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"files_changed": [
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"module/documents/item.mjs",
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"module/documents/actor.mjs",
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"module/applications/level-up-dialog.mjs",
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"module/sheets/base-actor-sheet.mjs",
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"packs/_source/classes/fighter.json"
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],
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"patterns_established": [
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"Features with changes[] become ActiveEffects via applyClassFeatures()",
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"updateClassFeatures() handles level-up incrementally",
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"Idempotency via checking existing effect flags",
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"dragDrop config in DEFAULT_OPTIONS (not manual listeners)",
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"ActiveEffect flags: vagabond.classFeature, className, featureName, featureLevel"
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],
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"tested": true,
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"notes": "Fighter Valor I/II/III reduces crit threshold cumulatively. Fixed duplicate item creation bug."
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},
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{
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"id": "P2",
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"name": "Perk Active Effects",
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"description": "Perks apply Active Effects when added to character, using same changes[] pattern as class features",
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"status": "complete",
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"dependencies": ["P1"],
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"implementation_plan": [
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"Add changes[] array to PerkData schema if not present",
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"Update VagabondItem._onCreate() to handle type === 'perk'",
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"Create test perk with mechanical effect (e.g., 'Tough' adds +5 HP)",
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"Verify effect applies on drop and removes on delete",
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"Update level-up dialog perk selection to show effect preview"
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],
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"files_to_modify": [
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"module/documents/item.mjs",
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"module/data/perk.mjs",
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"packs/_source/perks/ (create test perks)"
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],
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"acceptance_criteria": [
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"Dropping perk on character creates ActiveEffect",
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"Deleting perk removes its ActiveEffect",
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"Perk effects stack with class effects",
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"Level-up dialog perk selection works end-to-end"
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]
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},
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{
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"id": "P3",
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"name": "Feature Choices (Fighting Style)",
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"description": "Implement UI for features that require player choice, starting with Fighter's Fighting Style perk selection",
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"status": "complete",
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"dependencies": ["P2"],
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"files_changed": [
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"module/applications/level-up-dialog.mjs",
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"module/documents/item.mjs",
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"module/data/item/class.mjs",
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"templates/dialog/level-up.hbs"
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],
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"patterns_established": [
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"Class features schema includes requiresChoice, choiceType, choiceFilter fields",
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"_getFilteredPerksForChoice() filters perks by custom prerequisite text",
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"ignorePrereqs flag allows bypassing all prerequisites for specific choices",
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"Classes with choice features at level 1 show dialog on initial drop",
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"_applyFightingStyle() auto-grants Situational Awareness + selected training perk",
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"UUID must be constructed manually: Compendium.${pack.collection}.Item.${entry._id}"
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],
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"tested": true,
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"notes": "Fighting Style grants Situational Awareness AND one Melee/Ranged Training perk (ignoring prereqs). Fixed UUID null issue by constructing UUID from pack collection and entry ID."
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},
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{
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"id": "P4",
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"name": "Ancestry Traits as Active Effects",
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"description": "Ancestry traits with mechanical effects apply as Active Effects when ancestry is added to character",
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"status": "complete",
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"dependencies": ["P1"],
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"files_changed": [
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"module/documents/item.mjs",
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"module/data/item/ancestry.mjs",
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"packs/_source/ancestries/dwarf.json"
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],
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"patterns_established": [
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"Ancestry traits use same changes[] pattern as class features",
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"applyAncestryTraits() creates effects with vagabond.ancestryTrait flag",
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"_removeAncestryEffects() cleans up on ancestry deletion/replacement",
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"Mode 5 (OVERRIDE) for boolean senses like darkvision"
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],
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"tested": true,
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"notes": "Dwarf Darksight (+darkvision) and Tough (+3 HP bonus) traits verified working"
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},
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{
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"id": "P5",
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"name": "Caster Class Progression",
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"description": "Verify mana and castingMax from class progression apply correctly for caster classes",
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"status": "complete",
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"dependencies": ["P1"],
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"files_changed": ["module/sheets/base-actor-sheet.mjs"],
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"patterns_established": [
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"_applyClassProgression() accumulates mana from progression entries",
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"Mana.value set to max only on initial grant (when value === 0)",
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"Form submission cleanup via #cleanNumericFields() prevents empty string validation errors"
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],
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"tested": true,
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"notes": "Wizard Level 1 = 4 mana, Level 2 = 8 mana. Fixed validation error for empty numeric inputs."
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}
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],
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"merge_criteria": [
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"All tasks complete and tested",
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"No console errors in normal workflows",
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"Design doc updated with new patterns",
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"Compendiums rebuilt with test content"
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]
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}
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@ -13,7 +13,7 @@
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*/
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*/
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// Debug logging for level-up workflow - set to false to disable
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// Debug logging for level-up workflow - set to false to disable
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const DEBUG_LEVELUP = true;
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const DEBUG_LEVELUP = false;
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const debugLog = (...args) => {
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const debugLog = (...args) => {
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if (DEBUG_LEVELUP) console.log("[LevelUpDialog]", ...args);
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if (DEBUG_LEVELUP) console.log("[LevelUpDialog]", ...args);
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};
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};
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@ -186,6 +186,23 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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debugLog(`Loaded ${context.availablePerks?.length || 0} available perks`);
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debugLog(`Loaded ${context.availablePerks?.length || 0} available perks`);
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}
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}
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// Load filtered perks for each choice feature
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for (const choiceFeature of choiceFeatures) {
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if (choiceFeature.choiceType === "perk" && choiceFeature.choiceFilter) {
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debugLog(`Loading filtered perks for "${choiceFeature.name}"...`);
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// Fighting Style ignores all prerequisites per the feature rules
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const ignorePrereqs = choiceFeature.name === "Fighting Style";
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choiceFeature.filteredPerks = await this._getFilteredPerksForChoice(
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choiceFeature.choiceFilter,
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ignorePrereqs
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);
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debugLog(
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`Loaded ${choiceFeature.filteredPerks?.length || 0} filtered perks for "${choiceFeature.name}"`,
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choiceFeature.filteredPerks?.map((p) => ({ name: p.name, uuid: p.uuid, id: p.id }))
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);
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}
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}
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return context;
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return context;
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}
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}
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@ -223,7 +240,7 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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uuid: perk.uuid,
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uuid: perk.uuid,
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name: perk.name,
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name: perk.name,
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description: perk.system.description,
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description: perk.system.description,
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prerequisites: perk.system.prerequisites || [],
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prerequisites: perk.system.prerequisites || {},
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prerequisitesMet: met,
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prerequisitesMet: met,
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missing: prereqResult?.missing || [],
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missing: prereqResult?.missing || [],
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});
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});
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@ -240,6 +257,79 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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return perks;
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return perks;
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}
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}
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/**
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* Get perks filtered for a specific choice feature.
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* Filters by the choiceFilter.prerequisite array (matches against perk's custom prerequisite text).
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*
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* @param {Object} choiceFilter - The filter from the feature (e.g., { prerequisite: ["Melee Training", "Ranged Training"] })
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* @param {boolean} ignorePrereqs - If true, mark all filtered perks as available (for features like Fighting Style)
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* @returns {Promise<Object[]>} Filtered perk data
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* @private
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*/
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async _getFilteredPerksForChoice(choiceFilter, ignorePrereqs = false) {
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const pack = game.packs.get("vagabond.perks");
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if (!pack) return [];
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const index = await pack.getIndex();
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const perks = [];
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const filterValues = choiceFilter?.prerequisite || [];
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debugLog("Filtering perks for choice", { filterValues, ignorePrereqs });
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for (const entry of index) {
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const perk = await pack.getDocument(entry._id);
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if (!perk) continue;
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// Build the UUID from pack and entry info (more reliable than perk.uuid)
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const perkUuid = `Compendium.${pack.collection}.Item.${entry._id}`;
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// Check if perk matches the filter (by custom prerequisite text)
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const customPrereq = perk.system.prerequisites?.custom || "";
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const matchesFilter = filterValues.length === 0 || filterValues.includes(customPrereq);
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if (!matchesFilter) {
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debugLog(`Perk "${perk.name}" filtered out (custom: "${customPrereq}")`);
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continue;
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}
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// Check prerequisites (optionally ignoring all for features like Fighting Style)
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let met = true;
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let missing = [];
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if (ignorePrereqs) {
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// Feature allows ignoring prerequisites - all filtered perks are selectable
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met = true;
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missing = [];
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} else {
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const prereqResult = perk.checkPrerequisites?.(this.actor);
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met = prereqResult?.met ?? true;
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missing = prereqResult?.missing || [];
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}
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// Check if actor already has this perk
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const alreadyHas = this.actor.items.some((i) => i.type === "perk" && i.name === perk.name);
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if (!alreadyHas) {
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perks.push({
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id: entry._id,
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uuid: perkUuid,
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name: perk.name,
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description: perk.system.description,
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prerequisites: perk.system.prerequisites || {},
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prerequisitesMet: met,
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missing,
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customPrereq,
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});
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debugLog(`Perk "${perk.name}" added to choice list (met: ${met}, uuid: ${perkUuid})`);
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}
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}
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// Sort alphabetically (all should be selectable for Fighting Style)
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perks.sort((a, b) => a.name.localeCompare(b.name));
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return perks;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/* Event Handlers */
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/* Event Handlers */
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -263,14 +353,38 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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});
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});
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}
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}
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// Handle feature choice changes
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// Handle feature choice changes - use 'input' event as well as 'change' for better capture
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const choiceSelects = this.element.querySelectorAll("[data-feature-choice]");
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const choiceSelects = this.element.querySelectorAll("[data-feature-choice]");
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debugLog(`Found ${choiceSelects.length} feature choice select elements`);
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debugLog(`Found ${choiceSelects.length} feature choice select elements`);
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for (const select of choiceSelects) {
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for (const select of choiceSelects) {
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select.addEventListener("change", (event) => {
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// Log initial state
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debugLog(`Select initial state for "${select.dataset.featureChoice}":`, {
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value: select.value,
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selectedIndex: select.selectedIndex,
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optionsCount: select.options.length,
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});
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// Track both change and input events
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const handleSelection = (event) => {
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const featureName = event.currentTarget.dataset.featureChoice;
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const featureName = event.currentTarget.dataset.featureChoice;
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this.choices.featureChoices[featureName] = event.currentTarget.value;
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const newValue = event.currentTarget.value;
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debugLog(`Feature choice changed: "${featureName}" = ${event.currentTarget.value}`);
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const selectedIndex = event.currentTarget.selectedIndex;
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const selectedText = event.currentTarget.options[selectedIndex]?.textContent;
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this.choices.featureChoices[featureName] = newValue;
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debugLog(
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`Feature choice ${event.type}: "${featureName}" = "${newValue}" (index: ${selectedIndex}, text: "${selectedText}")`
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);
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};
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select.addEventListener("change", handleSelection);
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select.addEventListener("input", handleSelection);
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// Also track focus/blur to see if something is resetting
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select.addEventListener("blur", (event) => {
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debugLog(
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`Select blur for "${event.currentTarget.dataset.featureChoice}": value="${event.currentTarget.value}"`
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);
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});
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});
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}
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}
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}
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}
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@ -320,6 +434,40 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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const data = foundry.utils.expandObject(formData.object);
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const data = foundry.utils.expandObject(formData.object);
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debugLog("Expanded form data:", data);
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debugLog("Expanded form data:", data);
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// Also read feature choice selects directly from the form (backup method)
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const featureChoiceSelects = form.querySelectorAll("[data-feature-choice]");
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const directChoices = {};
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let missingRequiredChoice = false;
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for (const select of featureChoiceSelects) {
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const featureName = select.dataset.featureChoice;
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const selectedValue = select.value;
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const selectedIndex = select.selectedIndex;
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const selectedOption = select.options[selectedIndex];
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debugLog(`Direct select read: "${featureName}"`, {
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value: selectedValue,
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selectedIndex,
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selectedOptionText: selectedOption?.textContent,
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optionsCount: select.options.length,
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});
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directChoices[featureName] = selectedValue;
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// Check if this is a required choice with no selection
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if (!selectedValue) {
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missingRequiredChoice = true;
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}
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}
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// Warn if no choice was made
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if (missingRequiredChoice) {
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ui.notifications.warn("Please select a perk for Feature Choices before confirming.");
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return; // Don't proceed with level up
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}
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data.directFeatureChoices = directChoices;
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// Apply the level up
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// Apply the level up
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await dialog._applyLevelUp(data);
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await dialog._applyLevelUp(data);
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}
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}
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@ -332,11 +480,23 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
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* @private
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* @private
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*/
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*/
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async _applyLevelUp(formData) {
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async _applyLevelUp(formData) {
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// Merge all sources of feature choices (direct DOM read takes priority)
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const featureChoicesFromForm = formData.featureChoice || {};
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const directFeatureChoices = formData.directFeatureChoices || {};
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const mergedFeatureChoices = {
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...this.choices.featureChoices,
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...featureChoicesFromForm,
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...directFeatureChoices, // Direct DOM read is most reliable
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};
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debugLog("_applyLevelUp called", {
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debugLog("_applyLevelUp called", {
|
||||||
actorName: this.actor.name,
|
actorName: this.actor.name,
|
||||||
oldLevel: this.oldLevel,
|
oldLevel: this.oldLevel,
|
||||||
newLevel: this.newLevel,
|
newLevel: this.newLevel,
|
||||||
choices: this.choices,
|
choices: this.choices,
|
||||||
|
featureChoicesFromForm,
|
||||||
|
directFeatureChoices,
|
||||||
|
mergedFeatureChoices,
|
||||||
});
|
});
|
||||||
|
|
||||||
// 1. Update class features for all classes
|
// 1. Update class features for all classes
|
||||||
@ -376,12 +536,26 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. Handle feature choices
|
// 3. Handle feature choices (using merged form data + event-tracked choices)
|
||||||
debugLog(`Processing feature choices:`, this.choices.featureChoices);
|
debugLog(`Processing feature choices:`, mergedFeatureChoices);
|
||||||
for (const [featureName, choice] of Object.entries(this.choices.featureChoices)) {
|
for (const [featureName, choice] of Object.entries(mergedFeatureChoices)) {
|
||||||
debugLog(`Feature choice for "${featureName}": ${choice}`);
|
debugLog(`Feature choice for "${featureName}": ${choice}`);
|
||||||
// Feature choices can be complex - for now just log
|
|
||||||
// TODO: Implement specific handling for choice features (e.g., add selected perk)
|
// Handle Fighting Style specifically
|
||||||
|
if (featureName === "Fighting Style") {
|
||||||
|
await this._applyFightingStyle(choice);
|
||||||
|
} else if (choice) {
|
||||||
|
// Generic perk choice handling - add the selected perk
|
||||||
|
try {
|
||||||
|
const perkDoc = await fromUuid(choice);
|
||||||
|
if (perkDoc) {
|
||||||
|
debugLog(`Adding choice perk: "${perkDoc.name}"`);
|
||||||
|
await this.actor.createEmbeddedDocuments("Item", [perkDoc.toObject()]);
|
||||||
|
}
|
||||||
|
} catch (err) {
|
||||||
|
console.error(`Failed to add choice perk ${choice}:`, err);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Log final actor state
|
// Log final actor state
|
||||||
@ -398,6 +572,61 @@ export default class LevelUpDialog extends HandlebarsApplicationMixin(Applicatio
|
|||||||
ui.notifications.info(`${this.actor.name} advanced to level ${this.newLevel}!`);
|
ui.notifications.info(`${this.actor.name} advanced to level ${this.newLevel}!`);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply the Fighting Style feature.
|
||||||
|
* Grants Situational Awareness perk AND the selected training perk.
|
||||||
|
*
|
||||||
|
* @param {string} selectedPerkUuid - UUID of the selected training perk
|
||||||
|
* @returns {Promise<void>}
|
||||||
|
* @private
|
||||||
|
*/
|
||||||
|
async _applyFightingStyle(selectedPerkUuid) {
|
||||||
|
debugLog("Applying Fighting Style feature");
|
||||||
|
|
||||||
|
const pack = game.packs.get("vagabond.perks");
|
||||||
|
if (!pack) {
|
||||||
|
debugWarn("Perks compendium not found, cannot apply Fighting Style");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 1. Auto-grant Situational Awareness
|
||||||
|
const index = await pack.getIndex();
|
||||||
|
const saEntry = index.find((e) => e.name === "Situational Awareness");
|
||||||
|
|
||||||
|
if (saEntry) {
|
||||||
|
const saPerk = await pack.getDocument(saEntry._id);
|
||||||
|
if (saPerk) {
|
||||||
|
// Check if actor already has it
|
||||||
|
const alreadyHas = this.actor.items.some(
|
||||||
|
(i) => i.type === "perk" && i.name === "Situational Awareness"
|
||||||
|
);
|
||||||
|
if (!alreadyHas) {
|
||||||
|
debugLog("Granting Situational Awareness perk");
|
||||||
|
await this.actor.createEmbeddedDocuments("Item", [saPerk.toObject()]);
|
||||||
|
} else {
|
||||||
|
debugLog("Actor already has Situational Awareness");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
debugWarn("Situational Awareness perk not found in compendium");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Add the selected training perk
|
||||||
|
if (selectedPerkUuid) {
|
||||||
|
try {
|
||||||
|
const perkDoc = await fromUuid(selectedPerkUuid);
|
||||||
|
if (perkDoc) {
|
||||||
|
debugLog(`Granting selected training perk: "${perkDoc.name}"`);
|
||||||
|
await this.actor.createEmbeddedDocuments("Item", [perkDoc.toObject()]);
|
||||||
|
}
|
||||||
|
} catch (err) {
|
||||||
|
console.error(`Failed to add training perk ${selectedPerkUuid}:`, err);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
debugWarn("No training perk selected for Fighting Style");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
/* Static Methods */
|
/* Static Methods */
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
|
|||||||
@ -43,6 +43,15 @@ export default class AncestryData extends VagabondItemBase {
|
|||||||
new fields.SchemaField({
|
new fields.SchemaField({
|
||||||
name: new fields.StringField({ required: true }),
|
name: new fields.StringField({ required: true }),
|
||||||
description: new fields.HTMLField({ required: true }),
|
description: new fields.HTMLField({ required: true }),
|
||||||
|
// Mechanical effects as Active Effect changes
|
||||||
|
changes: new fields.ArrayField(
|
||||||
|
new fields.SchemaField({
|
||||||
|
key: new fields.StringField({ required: true }),
|
||||||
|
mode: new fields.NumberField({ integer: true, initial: 2 }),
|
||||||
|
value: new fields.StringField({ required: true }),
|
||||||
|
}),
|
||||||
|
{ initial: [] }
|
||||||
|
),
|
||||||
}),
|
}),
|
||||||
{ initial: [] }
|
{ initial: [] }
|
||||||
),
|
),
|
||||||
|
|||||||
@ -86,6 +86,10 @@ export default class ClassData extends VagabondItemBase {
|
|||||||
}),
|
}),
|
||||||
{ initial: [] }
|
{ initial: [] }
|
||||||
),
|
),
|
||||||
|
// Choice features - features that require player selection
|
||||||
|
requiresChoice: new fields.BooleanField({ initial: false }),
|
||||||
|
choiceType: new fields.StringField({ required: false, blank: true }), // "perk", "spell", etc.
|
||||||
|
choiceFilter: new fields.ObjectField({ required: false }), // Filter criteria for choices
|
||||||
}),
|
}),
|
||||||
{ initial: [] }
|
{ initial: [] }
|
||||||
),
|
),
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
|
import LevelUpDialog from "../applications/level-up-dialog.mjs";
|
||||||
|
|
||||||
// Debug logging for level-up workflow - set to false to disable
|
// Debug logging for level-up workflow - set to false to disable
|
||||||
const DEBUG_LEVELUP = true;
|
const DEBUG_LEVELUP = false;
|
||||||
const debugLog = (...args) => {
|
const debugLog = (...args) => {
|
||||||
if (DEBUG_LEVELUP) console.log("[VagabondItem]", ...args);
|
if (DEBUG_LEVELUP) console.log("[VagabondItem]", ...args);
|
||||||
};
|
};
|
||||||
@ -53,7 +55,38 @@ export default class VagabondItem extends Item {
|
|||||||
// Apply class features when class is added to a character
|
// Apply class features when class is added to a character
|
||||||
// Check that actor still exists (may be deleted in tests)
|
// Check that actor still exists (may be deleted in tests)
|
||||||
if (this.type === "class" && this.parent?.type === "character" && this.actor?.id) {
|
if (this.type === "class" && this.parent?.type === "character" && this.actor?.id) {
|
||||||
debugLog("Class added to character - applying initial features...");
|
debugLog("Class added to character - checking for choice features...");
|
||||||
|
|
||||||
|
// Check if there are choice features at the actor's current level
|
||||||
|
const currentLevel = this.actor.system.level || 1;
|
||||||
|
const features = this.system.features || [];
|
||||||
|
|
||||||
|
debugLog(
|
||||||
|
"Features array:",
|
||||||
|
features.map((f) => ({
|
||||||
|
name: f.name,
|
||||||
|
level: f.level,
|
||||||
|
requiresChoice: f.requiresChoice,
|
||||||
|
hasRequiresChoice: "requiresChoice" in f,
|
||||||
|
}))
|
||||||
|
);
|
||||||
|
|
||||||
|
const choiceFeatures = features.filter(
|
||||||
|
(f) => f.level <= currentLevel && f.requiresChoice === true
|
||||||
|
);
|
||||||
|
|
||||||
|
if (choiceFeatures.length > 0) {
|
||||||
|
// Show level-up dialog for choice features
|
||||||
|
debugLog(`Found ${choiceFeatures.length} choice features, showing dialog...`);
|
||||||
|
try {
|
||||||
|
// Use oldLevel=0 to indicate this is initial class assignment
|
||||||
|
await LevelUpDialog.create(this.actor, currentLevel, 0);
|
||||||
|
} catch (err) {
|
||||||
|
console.error("Failed to show level-up dialog:", err);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// No choices needed, apply features directly
|
||||||
|
debugLog("No choice features - applying initial features directly...");
|
||||||
try {
|
try {
|
||||||
const effects = await this.applyClassFeatures();
|
const effects = await this.applyClassFeatures();
|
||||||
debugLog(`Applied ${effects.length} initial Active Effects`);
|
debugLog(`Applied ${effects.length} initial Active Effects`);
|
||||||
@ -65,8 +98,33 @@ export default class VagabondItem extends Item {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Apply perk effects when perk is added to a character
|
||||||
|
if (this.type === "perk" && this.parent?.type === "character" && this.actor?.id) {
|
||||||
|
debugLog("Perk added to character - applying effects...");
|
||||||
|
try {
|
||||||
|
const effects = await this.applyPerkEffects();
|
||||||
|
debugLog(`Applied ${effects.length} perk Active Effects`);
|
||||||
|
} catch (err) {
|
||||||
|
if (!err.message?.includes("does not exist")) throw err;
|
||||||
|
debugWarn("Actor was deleted during perk effect application");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply ancestry traits when ancestry is added to a character
|
||||||
|
if (this.type === "ancestry" && this.parent?.type === "character" && this.actor?.id) {
|
||||||
|
debugLog("Ancestry added to character - applying traits...");
|
||||||
|
try {
|
||||||
|
const effects = await this.applyAncestryTraits();
|
||||||
|
debugLog(`Applied ${effects.length} ancestry trait Active Effects`);
|
||||||
|
} catch (err) {
|
||||||
|
if (!err.message?.includes("does not exist")) throw err;
|
||||||
|
debugWarn("Actor was deleted during ancestry trait application");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Handle item deletion. For class items, remove associated Active Effects.
|
* Handle item deletion. For class/perk/ancestry items, remove associated Active Effects.
|
||||||
*
|
*
|
||||||
* @override
|
* @override
|
||||||
*/
|
*/
|
||||||
@ -76,6 +134,16 @@ export default class VagabondItem extends Item {
|
|||||||
await this._removeClassEffects();
|
await this._removeClassEffects();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Remove perk effects before deletion
|
||||||
|
if (this.type === "perk" && this.parent?.type === "character") {
|
||||||
|
await this._removePerkEffects();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove ancestry trait effects before deletion
|
||||||
|
if (this.type === "ancestry" && this.parent?.type === "character") {
|
||||||
|
await this._removeAncestryEffects();
|
||||||
|
}
|
||||||
|
|
||||||
return super._preDelete(options, userId);
|
return super._preDelete(options, userId);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -475,58 +543,65 @@ export default class VagabondItem extends Item {
|
|||||||
return { met: true, missing: [] };
|
return { met: true, missing: [] };
|
||||||
}
|
}
|
||||||
|
|
||||||
const prereqs = this.system.prerequisites || [];
|
const prereqs = this.system.prerequisites;
|
||||||
|
if (!prereqs) {
|
||||||
|
return { met: true, missing: [] };
|
||||||
|
}
|
||||||
|
|
||||||
const missing = [];
|
const missing = [];
|
||||||
|
|
||||||
for (const prereq of prereqs) {
|
// Check stat requirements
|
||||||
let met = false;
|
if (prereqs.stats) {
|
||||||
|
for (const [stat, required] of Object.entries(prereqs.stats)) {
|
||||||
switch (prereq.type) {
|
if (required !== null && required > 0) {
|
||||||
case "stat": {
|
const actorStat = actor.system.stats?.[stat]?.value || 0;
|
||||||
// Check stat minimum
|
if (actorStat < required) {
|
||||||
const statValue = actor.system.stats?.[prereq.stat]?.value || 0;
|
const statLabel = stat.charAt(0).toUpperCase() + stat.slice(1);
|
||||||
met = statValue >= (prereq.value || 0);
|
missing.push({
|
||||||
break;
|
type: "stat",
|
||||||
|
stat,
|
||||||
|
value: required,
|
||||||
|
label: `${statLabel} ${required}`,
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
case "training": {
|
|
||||||
// Check if trained in skill
|
|
||||||
const skillData = actor.system.skills?.[prereq.skill];
|
|
||||||
met = skillData?.trained === true;
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
case "spell": {
|
|
||||||
// Check if actor knows the spell
|
|
||||||
const knownSpells = actor.getSpells?.() || [];
|
|
||||||
met = knownSpells.some((s) => s.name === prereq.spellName);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
case "perk": {
|
|
||||||
// Check if actor has the prerequisite perk
|
|
||||||
const perks = actor.getPerks?.() || [];
|
|
||||||
met = perks.some((p) => p.name === prereq.perkName);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
case "level":
|
|
||||||
// Check minimum level
|
|
||||||
met = (actor.system.level || 1) >= (prereq.value || 1);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "class": {
|
|
||||||
// Check if actor has the class
|
|
||||||
const classes = actor.getClasses?.() || [];
|
|
||||||
met = classes.some((c) => c.name === prereq.className);
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!met) {
|
// Check skill training requirements
|
||||||
missing.push(prereq);
|
if (prereqs.trainedSkills) {
|
||||||
|
for (const skillId of prereqs.trainedSkills) {
|
||||||
|
const skill = actor.system.skills?.[skillId];
|
||||||
|
if (!skill?.trained) {
|
||||||
|
missing.push({ type: "training", skill: skillId, label: `Trained in ${skillId}` });
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check spell requirements
|
||||||
|
if (prereqs.spells?.length > 0) {
|
||||||
|
const knownSpells = actor.items.filter((i) => i.type === "spell");
|
||||||
|
for (const spellName of prereqs.spells) {
|
||||||
|
if (!knownSpells.some((s) => s.name === spellName)) {
|
||||||
|
missing.push({ type: "spell", spellName, label: `Spell: ${spellName}` });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check perk requirements
|
||||||
|
if (prereqs.perks?.length > 0) {
|
||||||
|
const actorPerks = actor.items.filter((i) => i.type === "perk");
|
||||||
|
for (const perkName of prereqs.perks) {
|
||||||
|
if (!actorPerks.some((p) => p.name === perkName)) {
|
||||||
|
missing.push({ type: "perk", perkName, label: `Perk: ${perkName}` });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Custom requirements are always flagged as missing (need manual review)
|
||||||
|
if (prereqs.custom) {
|
||||||
|
missing.push({ type: "custom", label: prereqs.custom });
|
||||||
|
}
|
||||||
|
|
||||||
return {
|
return {
|
||||||
met: missing.length === 0,
|
met: missing.length === 0,
|
||||||
@ -788,6 +863,176 @@ export default class VagabondItem extends Item {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
/* Perk Helpers */
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply perk effects as Active Effects when perk is added to character.
|
||||||
|
* This method is idempotent - it won't create duplicate effects.
|
||||||
|
*
|
||||||
|
* @returns {Promise<ActiveEffect[]>} Created effects
|
||||||
|
*/
|
||||||
|
async applyPerkEffects() {
|
||||||
|
debugLog(`applyPerkEffects called for perk "${this.name}"`, {
|
||||||
|
hasChanges: this.system.changes?.length > 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
if (this.type !== "perk" || !this.actor) {
|
||||||
|
debugWarn("applyPerkEffects: Not a perk or no actor");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
const changes = this.system.changes || [];
|
||||||
|
if (changes.length === 0) {
|
||||||
|
debugLog("Perk has no mechanical changes - skipping effect creation");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if effect already exists (idempotent)
|
||||||
|
const existingEffect = this.actor.effects.find((e) => e.origin === this.uuid);
|
||||||
|
if (existingEffect) {
|
||||||
|
debugLog("Perk effect already exists - skipping");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build Active Effect data
|
||||||
|
const effectData = {
|
||||||
|
name: this.name,
|
||||||
|
icon: this.img || "icons/svg/upgrade.svg",
|
||||||
|
origin: this.uuid,
|
||||||
|
changes: changes.map((change) => ({
|
||||||
|
key: change.key,
|
||||||
|
mode: change.mode ?? 2, // Default to ADD mode
|
||||||
|
value: String(change.value),
|
||||||
|
priority: change.priority ?? null,
|
||||||
|
})),
|
||||||
|
flags: {
|
||||||
|
vagabond: {
|
||||||
|
perkEffect: true,
|
||||||
|
perkName: this.name,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
debugLog("Creating perk Active Effect:", {
|
||||||
|
name: effectData.name,
|
||||||
|
changes: effectData.changes,
|
||||||
|
});
|
||||||
|
|
||||||
|
const createdEffects = await this.actor.createEmbeddedDocuments("ActiveEffect", [effectData]);
|
||||||
|
debugLog(`Created ${createdEffects.length} perk Active Effects`);
|
||||||
|
|
||||||
|
return createdEffects;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Remove all Active Effects originating from this perk.
|
||||||
|
*
|
||||||
|
* @private
|
||||||
|
* @returns {Promise<void>}
|
||||||
|
*/
|
||||||
|
async _removePerkEffects() {
|
||||||
|
if (!this.actor) return;
|
||||||
|
|
||||||
|
const perkEffects = this.actor.effects.filter((e) => e.origin === this.uuid);
|
||||||
|
if (perkEffects.length > 0) {
|
||||||
|
debugLog(`Removing ${perkEffects.length} perk effects for "${this.name}"`);
|
||||||
|
const ids = perkEffects.map((e) => e.id);
|
||||||
|
await this.actor.deleteEmbeddedDocuments("ActiveEffect", ids);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
/* Ancestry Helpers */
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply ancestry trait effects as Active Effects when ancestry is added to character.
|
||||||
|
* Each trait with a changes[] array creates a separate Active Effect.
|
||||||
|
* This method is idempotent - it won't create duplicate effects.
|
||||||
|
*
|
||||||
|
* @returns {Promise<ActiveEffect[]>} Created effects
|
||||||
|
*/
|
||||||
|
async applyAncestryTraits() {
|
||||||
|
debugLog(`applyAncestryTraits called for ancestry "${this.name}"`, {
|
||||||
|
traitsCount: this.system.traits?.length || 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
if (this.type !== "ancestry" || !this.actor) {
|
||||||
|
debugWarn("applyAncestryTraits: Not an ancestry or no actor");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
const traits = this.system.traits || [];
|
||||||
|
const traitsWithChanges = traits.filter((t) => t.changes?.length > 0);
|
||||||
|
|
||||||
|
if (traitsWithChanges.length === 0) {
|
||||||
|
debugLog("Ancestry has no traits with mechanical changes - skipping effect creation");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for existing effects (idempotent)
|
||||||
|
const existingEffects = this.actor.effects.filter((e) => e.origin === this.uuid);
|
||||||
|
const existingTraitNames = new Set(existingEffects.map((e) => e.flags?.vagabond?.traitName));
|
||||||
|
|
||||||
|
const newTraits = traitsWithChanges.filter((t) => !existingTraitNames.has(t.name));
|
||||||
|
if (newTraits.length === 0) {
|
||||||
|
debugLog("All ancestry traits already applied - skipping");
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build Active Effect data for each trait
|
||||||
|
const effectsData = newTraits.map((trait) => ({
|
||||||
|
name: `${this.name}: ${trait.name}`,
|
||||||
|
icon: this.img || "icons/svg/mystery-man.svg",
|
||||||
|
origin: this.uuid,
|
||||||
|
changes: trait.changes.map((change) => ({
|
||||||
|
key: change.key,
|
||||||
|
mode: change.mode ?? 2,
|
||||||
|
value: String(change.value),
|
||||||
|
priority: change.priority ?? null,
|
||||||
|
})),
|
||||||
|
flags: {
|
||||||
|
vagabond: {
|
||||||
|
ancestryTrait: true,
|
||||||
|
ancestryName: this.name,
|
||||||
|
traitName: trait.name,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}));
|
||||||
|
|
||||||
|
debugLog(
|
||||||
|
"Creating ancestry trait Active Effects:",
|
||||||
|
effectsData.map((e) => ({
|
||||||
|
name: e.name,
|
||||||
|
changes: e.changes,
|
||||||
|
}))
|
||||||
|
);
|
||||||
|
|
||||||
|
const createdEffects = await this.actor.createEmbeddedDocuments("ActiveEffect", effectsData);
|
||||||
|
debugLog(`Created ${createdEffects.length} ancestry trait Active Effects`);
|
||||||
|
|
||||||
|
return createdEffects;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Remove all Active Effects originating from this ancestry.
|
||||||
|
*
|
||||||
|
* @private
|
||||||
|
* @returns {Promise<void>}
|
||||||
|
*/
|
||||||
|
async _removeAncestryEffects() {
|
||||||
|
if (!this.actor) return;
|
||||||
|
|
||||||
|
const ancestryEffects = this.actor.effects.filter((e) => e.origin === this.uuid);
|
||||||
|
if (ancestryEffects.length > 0) {
|
||||||
|
debugLog(`Removing ${ancestryEffects.length} ancestry effects for "${this.name}"`);
|
||||||
|
const ids = ancestryEffects.map((e) => e.id);
|
||||||
|
await this.actor.deleteEmbeddedDocuments("ActiveEffect", ids);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Apply class progression stats (mana, casting max) to the actor.
|
* Apply class progression stats (mana, casting max) to the actor.
|
||||||
*
|
*
|
||||||
|
|||||||
@ -616,9 +616,40 @@ export default class VagabondActorSheet extends HandlebarsApplicationMixin(Actor
|
|||||||
static async #onFormSubmit(event, form, formData) {
|
static async #onFormSubmit(event, form, formData) {
|
||||||
const sheet = this;
|
const sheet = this;
|
||||||
const updateData = foundry.utils.expandObject(formData.object);
|
const updateData = foundry.utils.expandObject(formData.object);
|
||||||
|
|
||||||
|
// Clean up numeric fields that may have empty string values
|
||||||
|
// This can happen when number inputs are cleared by the user
|
||||||
|
VagabondActorSheet.#cleanNumericFields(updateData);
|
||||||
|
|
||||||
await sheet.actor.update(updateData);
|
await sheet.actor.update(updateData);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Recursively clean numeric fields in update data.
|
||||||
|
* Empty strings are converted to 0 for numeric resource fields.
|
||||||
|
* @param {Object} obj - Object to clean
|
||||||
|
* @param {string} path - Current path for debugging
|
||||||
|
* @private
|
||||||
|
*/
|
||||||
|
static #cleanNumericFields(obj, path = "") {
|
||||||
|
if (!obj || typeof obj !== "object") return;
|
||||||
|
|
||||||
|
for (const [key, value] of Object.entries(obj)) {
|
||||||
|
const currentPath = path ? `${path}.${key}` : key;
|
||||||
|
|
||||||
|
if (typeof value === "object" && value !== null) {
|
||||||
|
// Recurse into nested objects
|
||||||
|
VagabondActorSheet.#cleanNumericFields(value, currentPath);
|
||||||
|
} else if (value === "" || value === null) {
|
||||||
|
// Check if this should be a numeric field based on common patterns
|
||||||
|
const numericKeys = ["value", "max", "bonus", "min", "base", "level", "castingMax"];
|
||||||
|
if (numericKeys.includes(key)) {
|
||||||
|
obj[key] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Handle skill roll action.
|
* Handle skill roll action.
|
||||||
* @param {PointerEvent} event
|
* @param {PointerEvent} event
|
||||||
|
|||||||
@ -11,15 +11,30 @@
|
|||||||
"traits": [
|
"traits": [
|
||||||
{
|
{
|
||||||
"name": "Darksight",
|
"name": "Darksight",
|
||||||
"description": "<p>You can see in darkness as if it were dim light.</p>"
|
"description": "<p>You can see in darkness as if it were dim light.</p>",
|
||||||
|
"changes": [
|
||||||
|
{
|
||||||
|
"key": "system.senses.darkvision",
|
||||||
|
"mode": 5,
|
||||||
|
"value": "true"
|
||||||
|
}
|
||||||
|
]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Sturdy",
|
"name": "Sturdy",
|
||||||
"description": "<p>You gain +1 to saves against Fear, Sickened, and Shove effects.</p>"
|
"description": "<p>You gain +1 to saves against Fear, Sickened, and Shove effects.</p>",
|
||||||
|
"changes": []
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Tough",
|
"name": "Tough",
|
||||||
"description": "<p>You gain +Level additional maximum HP.</p>"
|
"description": "<p>You gain +3 additional maximum HP.</p>",
|
||||||
|
"changes": [
|
||||||
|
{
|
||||||
|
"key": "system.resources.hp.bonus",
|
||||||
|
"mode": 2,
|
||||||
|
"value": "3"
|
||||||
|
}
|
||||||
|
]
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|||||||
44
packs/_source/perks/sharpshooter.json
Normal file
44
packs/_source/perks/sharpshooter.json
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
{
|
||||||
|
"_id": "vagabondPerkSharpshooter",
|
||||||
|
"name": "Sharpshooter",
|
||||||
|
"type": "perk",
|
||||||
|
"img": "icons/svg/target.svg",
|
||||||
|
"system": {
|
||||||
|
"description": "<p>You have trained extensively with ranged weapons. Your ranged attacks deal +1 damage.</p>",
|
||||||
|
"prerequisites": {
|
||||||
|
"stats": {
|
||||||
|
"might": null,
|
||||||
|
"dexterity": 4,
|
||||||
|
"awareness": null,
|
||||||
|
"reason": null,
|
||||||
|
"presence": null,
|
||||||
|
"luck": null
|
||||||
|
},
|
||||||
|
"trainedSkills": ["ranged"],
|
||||||
|
"spells": [],
|
||||||
|
"perks": [],
|
||||||
|
"custom": "Ranged Training"
|
||||||
|
},
|
||||||
|
"changes": [
|
||||||
|
{
|
||||||
|
"key": "system.attacks.ranged.damageBonus",
|
||||||
|
"mode": 2,
|
||||||
|
"value": "1"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"passive": true,
|
||||||
|
"uses": {
|
||||||
|
"value": 0,
|
||||||
|
"max": 0,
|
||||||
|
"per": ""
|
||||||
|
},
|
||||||
|
"luckCost": 0,
|
||||||
|
"grantsLuck": 0,
|
||||||
|
"isRitual": false,
|
||||||
|
"ritualDuration": 0,
|
||||||
|
"ritualComponents": "",
|
||||||
|
"tags": ["combat", "ranged", "training"]
|
||||||
|
},
|
||||||
|
"effects": [],
|
||||||
|
"_key": "!items!vagabondPerkSharpshooter"
|
||||||
|
}
|
||||||
38
packs/_source/perks/situational-awareness.json
Normal file
38
packs/_source/perks/situational-awareness.json
Normal file
@ -0,0 +1,38 @@
|
|||||||
|
{
|
||||||
|
"_id": "vagabondPerkSituationalAwareness",
|
||||||
|
"name": "Situational Awareness",
|
||||||
|
"type": "perk",
|
||||||
|
"img": "icons/svg/eye.svg",
|
||||||
|
"system": {
|
||||||
|
"description": "<p>You are always alert to danger. You cannot be Surprised, and you have Favor on Initiative rolls.</p>",
|
||||||
|
"prerequisites": {
|
||||||
|
"stats": {
|
||||||
|
"might": null,
|
||||||
|
"dexterity": null,
|
||||||
|
"awareness": 4,
|
||||||
|
"reason": null,
|
||||||
|
"presence": null,
|
||||||
|
"luck": null
|
||||||
|
},
|
||||||
|
"trainedSkills": [],
|
||||||
|
"spells": [],
|
||||||
|
"perks": [],
|
||||||
|
"custom": ""
|
||||||
|
},
|
||||||
|
"changes": [],
|
||||||
|
"passive": true,
|
||||||
|
"uses": {
|
||||||
|
"value": 0,
|
||||||
|
"max": 0,
|
||||||
|
"per": ""
|
||||||
|
},
|
||||||
|
"luckCost": 0,
|
||||||
|
"grantsLuck": 0,
|
||||||
|
"isRitual": false,
|
||||||
|
"ritualDuration": 0,
|
||||||
|
"ritualComponents": "",
|
||||||
|
"tags": ["combat", "awareness"]
|
||||||
|
},
|
||||||
|
"effects": [],
|
||||||
|
"_key": "!items!vagabondPerkSituationalAwareness"
|
||||||
|
}
|
||||||
44
packs/_source/perks/tough.json
Normal file
44
packs/_source/perks/tough.json
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
{
|
||||||
|
"_id": "vagabondPerkTough",
|
||||||
|
"name": "Tough",
|
||||||
|
"type": "perk",
|
||||||
|
"img": "icons/svg/shield.svg",
|
||||||
|
"system": {
|
||||||
|
"description": "<p>Your body is hardened through training or natural resilience. You gain +5 maximum HP.</p>",
|
||||||
|
"prerequisites": {
|
||||||
|
"stats": {
|
||||||
|
"might": 4,
|
||||||
|
"dexterity": null,
|
||||||
|
"awareness": null,
|
||||||
|
"reason": null,
|
||||||
|
"presence": null,
|
||||||
|
"luck": null
|
||||||
|
},
|
||||||
|
"trainedSkills": [],
|
||||||
|
"spells": [],
|
||||||
|
"perks": [],
|
||||||
|
"custom": ""
|
||||||
|
},
|
||||||
|
"changes": [
|
||||||
|
{
|
||||||
|
"key": "system.resources.hp.bonus",
|
||||||
|
"mode": 2,
|
||||||
|
"value": "5"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"passive": true,
|
||||||
|
"uses": {
|
||||||
|
"value": 0,
|
||||||
|
"max": 0,
|
||||||
|
"per": ""
|
||||||
|
},
|
||||||
|
"luckCost": 0,
|
||||||
|
"grantsLuck": 0,
|
||||||
|
"isRitual": false,
|
||||||
|
"ritualDuration": 0,
|
||||||
|
"ritualComponents": "",
|
||||||
|
"tags": ["combat", "defensive"]
|
||||||
|
},
|
||||||
|
"effects": [],
|
||||||
|
"_key": "!items!vagabondPerkTough"
|
||||||
|
}
|
||||||
44
packs/_source/perks/weapon-mastery.json
Normal file
44
packs/_source/perks/weapon-mastery.json
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
{
|
||||||
|
"_id": "vagabondPerkWeaponMastery",
|
||||||
|
"name": "Weapon Mastery",
|
||||||
|
"type": "perk",
|
||||||
|
"img": "icons/svg/sword.svg",
|
||||||
|
"system": {
|
||||||
|
"description": "<p>You have trained extensively with melee weapons. Your melee attacks deal +1 damage.</p>",
|
||||||
|
"prerequisites": {
|
||||||
|
"stats": {
|
||||||
|
"might": 4,
|
||||||
|
"dexterity": null,
|
||||||
|
"awareness": null,
|
||||||
|
"reason": null,
|
||||||
|
"presence": null,
|
||||||
|
"luck": null
|
||||||
|
},
|
||||||
|
"trainedSkills": ["melee"],
|
||||||
|
"spells": [],
|
||||||
|
"perks": [],
|
||||||
|
"custom": "Melee Training"
|
||||||
|
},
|
||||||
|
"changes": [
|
||||||
|
{
|
||||||
|
"key": "system.attacks.melee.damageBonus",
|
||||||
|
"mode": 2,
|
||||||
|
"value": "1"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"passive": true,
|
||||||
|
"uses": {
|
||||||
|
"value": 0,
|
||||||
|
"max": 0,
|
||||||
|
"per": ""
|
||||||
|
},
|
||||||
|
"luckCost": 0,
|
||||||
|
"grantsLuck": 0,
|
||||||
|
"isRitual": false,
|
||||||
|
"ritualDuration": 0,
|
||||||
|
"ritualComponents": "",
|
||||||
|
"tags": ["combat", "melee", "training"]
|
||||||
|
},
|
||||||
|
"effects": [],
|
||||||
|
"_key": "!items!vagabondPerkWeaponMastery"
|
||||||
|
}
|
||||||
@ -44,13 +44,13 @@
|
|||||||
</label>
|
</label>
|
||||||
<div class="feature-description">{{{description}}}</div>
|
<div class="feature-description">{{{description}}}</div>
|
||||||
|
|
||||||
{{!-- For perk choices --}}
|
{{!-- For perk choices with filtered list --}}
|
||||||
{{#if (eq choiceType "perk")}}
|
{{#if (eq choiceType "perk")}}
|
||||||
<select data-feature-choice="{{name}}" class="perk-choice-select">
|
<select name="featureChoice.{{name}}" data-feature-choice="{{name}}" class="perk-choice-select">
|
||||||
<option value="">-- Select a Perk --</option>
|
<option value="">-- Select a Perk --</option>
|
||||||
{{#each ../availablePerks}}
|
{{#each filteredPerks}}
|
||||||
<option value="{{uuid}}" {{#unless prerequisitesMet}}disabled{{/unless}}>
|
<option value="{{this.uuid}}" {{#unless this.prerequisitesMet}}disabled{{/unless}}>
|
||||||
{{name}}{{#unless prerequisitesMet}} (Prerequisites not met){{/unless}}
|
{{this.name}}{{#unless this.prerequisitesMet}} (Prerequisites not met){{/unless}}
|
||||||
</option>
|
</option>
|
||||||
{{/each}}
|
{{/each}}
|
||||||
</select>
|
</select>
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user