Commit Graph

2 Commits

Author SHA1 Message Date
Cal Corum
8afcf8c07b Implement class feature automation system
- Add _onCreate/_preDelete lifecycle methods to VagabondItem for automatic
  feature application and cleanup when classes are added/removed
- Add updateActor hook to apply new features when character level increases
- Implement applyClassFeatures() with idempotency to prevent duplicate effects
- Add _applyClassProgression() for mana/castingMax from class progression
- Add _applyTrainedSkills() to mark class skills as trained
- Fix getCastingMaxAtLevel() to sum values instead of taking maximum
- Add comprehensive test suite (10 tests) covering unit and integration tests

Effects are tagged with vagabond flags for easy filtering and management.
Methods calculate progression values directly for robustness with embedded items.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 21:19:26 -06:00
Cal Corum
51f0472d99 Implement Phase 1: Complete data model system for actors and items
Actor Data Models:
- VagabondActorBase: Shared base class with biography field
- CharacterData: Full PC schema with stats, skills, saves, resources,
  custom crit thresholds, dynamic resources, item slots, wealth tracking
- NPCData: Monster stat block with HD, HP, TL, zone, morale, actions,
  abilities, immunities/weaknesses

Item Data Models:
- VagabondItemBase: Shared base with description field
- AncestryData: Being type, size, racial traits
- ClassData: Progression tables, features, mana/casting, trained skills
- SpellData: Dynamic mana cost calculation, delivery/duration types
- PerkData: Prerequisites system, stat/skill/spell requirements
- WeaponData: Damage, grip, properties, attack types, crit thresholds
- ArmorData: Armor value, type, dodge penalty
- EquipmentData: Quantity, slots, consumables
- FeatureData: Class features with Active Effect changes

Active Effects Integration:
- Helper module for creating and managing Active Effects
- Effect key mapping for stats, saves, skills, crit thresholds
- Utilities for applying/removing item effects

Derived Value Calculations (CharacterData):
- Max HP = Might × Level
- Speed by Dexterity lookup
- Item Slots = 8 + Might - Fatigue
- Save difficulties from stat pairs
- Skill difficulties (trained doubles stat contribution)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-12 15:22:09 -06:00