Commit Graph

7 Commits

Author SHA1 Message Date
Cal Corum
bf2cd92e93 Add Status item system and separate attack/damage rolls
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 14:36:57 -06:00
Cal Corum
06e0dc01c0 Complete P2-P5: Perks, Feature Choices, Ancestry Traits, Caster Progression
- 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

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:23:44 -06:00
Cal Corum
a7862bedd5 Implement class level-up system with Active Effects
- 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

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 12:14:08 -06:00
Cal Corum
8b9daa1f36 Add light/dark theme system with CSS variables, fix ProseMirror editors
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-15 15:36:16 -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