Attack skills now have trained/untrained status like regular skills:
- Untrained: difficulty = 20 - stat
- Trained: difficulty = 20 - (stat × 2)
Includes UI toggle button, data model fields, and matching styling.
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Quick reference for attribute keys, types, and patterns when creating
Active Effects for characters and NPCs. Includes flag-based favor/hinder
system and example patterns for common class features.
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Schema & Documentation:
- Extended EFFECT_KEYS with 24 new mappings: senses (6), movement
capabilities (5), skill training (12), focus tracking
- Created docs/ACTIVE_EFFECTS_REFERENCE.md with comprehensive guide
for effect keys, modes, JSON format, and formula support
Ancestry Automation:
- Goblin: Darksight (darkvision), Nimble (+5 speed)
- Orc: Darksight (darkvision), Hulking (+2 item slots)
- Halfling: Nimble (+5 speed)
- Draken: Scale (+1 armor)
- Dwarf already had automation from earlier work
Class Automation:
- Wizard: Manifold Mind I/II (+1 focus.maxConcurrent each)
- Fighter Valor already automated (proof of concept)
- Gunslinger Deadeye deferred (dynamic, not static bonus)
Added Phase 11 to PROJECT_ROADMAP.json with 18 tasks (10 complete,
8 deferred for conditional flags/UI/state tracking).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>