- Fix itemSlots.bonus being overwritten by prepareDerivedData (now adds
to AE value instead of replacing)
- Add _prepareClassFeatures() to extract and display class features from
class items on the abilities tab
- Change skills grid to vertical column flow (grid-auto-flow: column)
- Fix backpack.json effect _key to reference correct item ID
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Create npc-body.hbs as combined body template with all sections
- Simplify PARTS to header + body instead of individual sections
- Add flex layout and custom scrollbar CSS for sheet-body
- Preload npc-body.hbs template in vagabond.mjs
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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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Spell damage is now rolled separately via button click instead of
automatically, matching the attack roll behavior. Includes spell chat
card styling fixes for proper header layout and damage display.
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add always-visible crit threshold display with +/- adjustment buttons
- Store modifier relative to base threshold, clamped between 1 and 20
- Reset modifier when changing weapon/spell selection
- Use Math.clamp (not deprecated Math.clamped) for Foundry v13 compatibility
- Pass effective crit threshold to attackCheck() and skillCheck()
- Add SCSS styling for stepper control with hover states
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Status System:
- Add StatusData model with mechanical modifiers (damageDealt, healingReceived)
- Add status item sheet with modifier configuration
- Add status-bar.hbs for displaying status chips on actor sheets
- Status chips show tooltip on hover, can be removed via click
- Add 17 status items to compendium (Blinded, Burning, Charmed, etc.)
- Frightened applies -2 damage dealt, Sickened applies -2 healing received
Attack Roll Changes:
- Separate attack and damage into two discrete rolls
- Attack hit now shows "Roll Damage" button instead of auto-rolling
- Button click rolls damage and updates the chat message in-place
- Store weapon/attack data in message flags for later damage rolling
- Fix favor/hinder and modifier preset buttons in attack dialog
- Show individual damage dice results in chat card breakdown
Mechanical Integration:
- Add _applyStatusModifiers() to VagabondActor for aggregating status effects
- Update getRollData() to include statusModifiers for roll formulas
- Update damageRoll() to automatically apply damageDealt modifier
- Update applyHealing() to respect healingReceived modifier
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- 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
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- Add level-up dialog (ApplicationV2) showing features gained per level
- Class features with `changes` arrays auto-create Active Effects
- Valor I/II/III on Fighter reduces crit threshold cumulatively (-1/-2/-3)
- Perk selection UI in dialog (awaits perk compendium content)
- Fix duplicate item creation bug (was double drop handling)
- Configure proper dragDrop in ActorSheetV2 DEFAULT_OPTIONS
- Add ancestries and classes compendium packs with LevelDB format
- Docker compose PUID/PGID for proper file permissions
Key patterns established:
- Class progression stored in item.system.progression[]
- Features with changes[] become ActiveEffects on level-up
- applyClassFeatures() is idempotent (checks existing effects)
- updateClassFeatures() handles level changes incrementally
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Theme System:
- Add _theme-variables.scss with light (parchment) and dark color palettes
- Register theme options in system.json for Foundry v13 color scheme support
- Convert all SCSS color variables to CSS custom properties
- Update base, mixins, components, and sheet styles for theme support
- Add _applyThemeClass() to actor and item sheet classes
ProseMirror Editor Fix (v13 ApplicationV2):
- Replace {{editor}} helper with <prose-mirror> custom element
- Add TextEditor.enrichHTML() for rich text content preparation
- Update all 8 item templates (spell, weapon, armor, equipment, etc.)
- Fix toolbar hiding content by renaming wrapper to .editor-wrapper
- Style prose-mirror with sticky toolbar and proper flex layout
Roll Dialog & Chat Card Styling:
- Complete roll dialog styling with favor/hinder toggles, info panels
- Complete chat card styling with roll results, damage display, animations
- Mark tasks 5.7 and 5.8 complete in roadmap
- Add task 5.11 for deferred resizable editor feature
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Phase 4 (Item Sheets) complete:
- Created VagabondItemSheet base class using ApplicationV2 + HandlebarsApplicationMixin
- Implemented templates for all 8 item types: weapon, armor, equipment, ancestry, class, spell, perk, feature
- Added Details and Effects tabs to all item sheets
- Effects tab provides full CRUD for Active Effects (create, edit, toggle, delete)
- Added ~150 localization strings for item fields and UI elements
- Comprehensive SCSS styling matching parchment theme
Key features:
- Type-specific templates with appropriate fields for each item type
- Array field management for traits, progression tables, features
- Wider dropdowns for ancestry Being Type and Size fields
- Effect controls remain clickable when effect is disabled
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Movement types (Climb, Cling, Fly, Phase, Swim) now use boolean
toggles instead of separate speed values, matching RAW where all
special movement uses base speed.
Changes:
- Update NPC and Character data models with movement schema
- Add movement section to NPC stats template (grid layout)
- Add movement section to character biography template
- Add localization strings with tooltip hints for each type
- Style movement grid to match senses section pattern
- Add rollable # Appearing label for NPC sheets
- Fix NPC sheet scrollbar visibility
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Magic tab:
- Mana display matching inventory header format
- Focus status panel with active spell tracking
- Spell list with damage/effect badges and cast buttons
- Spellcasting reference guide with delivery/duration costs
Biography tab:
- Character details section with Size and Being Type dropdowns
- Senses as 3-column grid of boolean checkboxes
- Biography and Notes textareas with proper styling
- Languages section hidden (not yet implemented)
Senses system overhaul:
- Changed from mixed boolean/number to all boolean toggles
- Renamed darksight to darkvision
- Added: allsight, echolocation, seismicsense, telepathy
- Removed: tremorsense (not in system)
- Updated both character and NPC data models
- Updated NPC sheet template and hasSenses logic
Also updated PROJECT_ROADMAP.json with styling progress notes.
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- Add ancestry block with header (image, name, type, size) and traits list
- Style features and perks lists with grid layout for image/info/description
- Add active effects display for temporary and passive effects
- Fix perk prerequisites display using getPrerequisiteString() method
- Add responsive layout for narrow containers
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- Add inline header with item slots and currency inputs (gold/silver/copper)
- Style item sections (weapons, armor, equipment) with proper list layout
- Constrain item thumbnails to 32x32px
- Add colored stat badges for damage (red) and armor (blue)
- Style equip toggle and delete buttons with hover states
- Add responsive layout for narrow containers
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Add actor sheet implementation using Foundry VTT v13 ApplicationV2 API:
- Base actor sheet class with tab navigation, drag-drop, scroll preservation
- Character sheet with header, main tab (stats, saves, skills, attacks)
- NPC sheet structure (templates only, styling pending)
- Resource bars with fill effect and backdrop pills for legibility
- Responsive layout using CSS Container Queries
- Fix for ApplicationV2 tab switching (cleanup stale parts)
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- Add SpellCastDialog with delivery/duration/damage configuration
- Fix mana cost calculation to match rulebook formula:
- Effect-only or 1d6 damage-only = 0 mana
- Both damage AND effect = 1 mana base
- +1 per extra damage die beyond first
- +delivery cost (Touch/Remote/Imbue=0, Cube=1, Area=2)
- Duration has no initial cost (Focus requires maintenance)
- Add "Include Effect" toggle for damage vs effect choice
- Create spell cast chat card template
- Add 20+ i18n strings for spell casting UI
- Create comprehensive Quench tests for mana calculation
- Add Cast Spell macro for testing
- Update CLAUDE.md with NoteDiscovery access instructions
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Phase 2 Tasks 2.6 & 2.7: Complete roll dialog system
- Add AttackRollDialog with weapon selection, grip toggle, attack type display
- Add SaveRollDialog with save type selection, defense options (block/dodge)
- Fix Handlebars template context resolution bug ({{this.difficulty}} pattern)
- Calculate difficulty once in dialog, pass to roll function via options
- Add difficulty/critThreshold pass-through tests for skill checks
- Fix attack check tests: use embedded items, correct damageType to "slashing"
- Add i18n strings for saves, attacks, defense types
- Add chat card and dialog styles for all roll types
- Export all roll dialogs and create system macros
Key technical fix: Handlebars was resolving {{difficulty}} through context
chain to actor.system.skills.X.difficulty (schema default 20) instead of
root template data. Using {{this.difficulty}} explicitly references root.
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Phase 2.5: Skill Check System Implementation
Features:
- ApplicationV2-based roll dialogs with HandlebarsApplicationMixin
- Base VagabondRollDialog class for shared dialog functionality
- SkillCheckDialog for skill checks with auto-calculated difficulty
- Favor/Hinder system using Active Effects flags (simplified from schema)
- FavorHinderDebug panel for testing flags without actor sheets
- Auto-created development macros (Favor/Hinder Debug, Skill Check)
- Custom chat cards for skill roll results
Technical Changes:
- Removed favorHinder from character schema (now uses flags)
- Updated getNetFavorHinder() to use flag-based approach
- Returns { net, favorSources, hinderSources } for transparency
- Universal form styling fixes for Foundry dark theme compatibility
- Added Macro to ESLint globals
Flag Convention:
- flags.vagabond.favor.skills.<skillId>
- flags.vagabond.hinder.skills.<skillId>
- flags.vagabond.favor.attacks
- flags.vagabond.hinder.attacks
- flags.vagabond.favor.saves.<saveType>
- flags.vagabond.hinder.saves.<saveType>
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