Commit Graph

12 Commits

Author SHA1 Message Date
Cal Corum
607c65cffc Add missing Handlebars join helper for item sheet templates
Class and perk item sheets use {{join arr ", "}} to display array fields
but the helper was never registered.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:46:20 -06:00
Cal Corum
5ddd33c41c Implement complete item sheet system with Effects tab
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-15 02:30:18 -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
f6948dc7d6 Implement NPC morale check system
Add morale roll system for NPCs with group support and automatic triggers:
- rollMorale() method for individual NPC morale checks (2d6 vs morale score)
- rollGroupMorale() static method uses lowest morale in selected tokens
- promptMoraleCheck() posts GM-whispered chat with clickable roll button
- Auto-prompt when NPC HP drops to half or below
- Chat button click handler for morale prompts
- Morale Check macro for quick group rolls
- Comprehensive test suite for morale functionality

Morale fails when 2d6 > morale score, setting moraleStatus.broken = true.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 00:03:07 -06:00
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.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 21:19:26 -06:00
Cal Corum
6247004b58 Implement spell casting system with rulebook-accurate mana costs
- 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>
2025-12-13 20:22:20 -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
517b7045c7 Add Phase 2 core system logic: document classes, dice rolling, and fixes
Implements Phase 2 foundational components:
- VagabondActor document class with item management, resource tracking,
  damage/healing, rest mechanics, and combat helpers
- VagabondItem document class with chat card generation and item usage
- Comprehensive dice rolling module (d20 checks, skill/attack/save rolls,
  damage with crit doubling, countdown dice, morale checks)
- Quench tests for all dice rolling functions

Fixes Foundry VTT v13 compatibility issues:
- Add documentTypes to system.json declaring valid Actor/Item types
- Fix StringField validation errors by using nullable/null pattern
  instead of blank string choices for optional fields
- Update actor tests to use embedded documents for slot calculations

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 10:21:48 -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)

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