Commit Graph

9 Commits

Author SHA1 Message Date
Cal Corum
694b11f423 Implement movement capability system with boolean toggles
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>
2025-12-15 00:16:44 -06:00
Cal Corum
15fd9f684f Style Magic and Biography tabs, update senses system
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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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 22:36:11 -06:00
Cal Corum
10963403e9 Style abilities tab with ancestry, features, perks, and effects
- 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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 21:56:49 -06:00
Cal Corum
7489b60281 Style inventory tab with item lists and header
- 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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 21:19:00 -06:00
Cal Corum
8e097c9b2d Implement character sheet foundation with ApplicationV2
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 16:43:28 -06:00
Cal Corum
27a5f481aa Implement attack and save roll systems with difficulty fix
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>
2025-12-13 19:52:28 -06:00
Cal Corum
463a130c18 Implement skill check system with roll dialogs and debug tools
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 17:31:15 -06:00
Cal Corum
44dbd00e1b Add development tooling: ESLint, Prettier, Husky, and Quench tests
Set up complete development environment with:
- ESLint with Foundry VTT globals (game, CONFIG, Actor, etc.)
- Prettier for consistent code formatting
- Husky + lint-staged for pre-commit hooks
- Quench test framework structure with sanity checks

Documentation:
- DEVELOPMENT.md with tooling decisions and rationale
- README.md updated with development setup instructions

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-12 14:47:14 -06:00
Cal Corum
37300ccf90 Initial project setup for Vagabond RPG Foundry VTT system
- System manifest (system.json) for Foundry v13
- Project structure with module/, templates/, styles/, lang/, packs/
- Docker Compose for local Foundry development environment
- SCSS architecture with parchment theme and accessibility colors
- Base system entry point with CONFIG and Handlebars helpers
- English localization file with all game terms
- Project roadmap with 98 tasks across 11 phases

Phase 0 (Foundation) complete. Ready for Phase 1 (Data Models).

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-12 14:32:15 -06:00