- Add getTotalSlots() method to base-item.mjs as unified interface - Add slotsWhenEquipped field to weapon, armor, and equipment schemas - Implement getTotalSlots() in each item type respecting equipped state - Update actor slot calculation to use getTotalSlots() uniformly - Add _onUpdate hook to sync equipment effects with equipped state - Update backpack with slotsWhenEquipped: 0 and +2 slot bonus effect Backpack now correctly: - Costs 1 slot when unequipped, 0 when equipped - Grants +2 max item slots via Active Effect when equipped 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
183 lines
4.9 KiB
JavaScript
183 lines
4.9 KiB
JavaScript
/**
|
|
* Armor Item Data Model
|
|
*
|
|
* Defines the data schema for armor in Vagabond RPG.
|
|
*
|
|
* Armor Types:
|
|
* - Light: Basic protection, no dodge penalty
|
|
* - Heavy: Better protection, may have dodge penalty
|
|
* - Shield: Adds to armor, held in hand
|
|
*
|
|
* @extends VagabondItemBase
|
|
*/
|
|
import VagabondItemBase from "./base-item.mjs";
|
|
|
|
export default class ArmorData extends VagabondItemBase {
|
|
/**
|
|
* Define the schema for armor items.
|
|
*
|
|
* @returns {Object} The schema definition
|
|
*/
|
|
static defineSchema() {
|
|
const fields = foundry.data.fields;
|
|
const baseSchema = super.defineSchema();
|
|
|
|
return {
|
|
...baseSchema,
|
|
|
|
// Armor value provided
|
|
armorValue: new fields.NumberField({
|
|
required: true,
|
|
integer: true,
|
|
initial: 1,
|
|
min: 0,
|
|
}),
|
|
|
|
// Armor type (none, light, medium, heavy, shield)
|
|
armorType: new fields.StringField({
|
|
required: true,
|
|
initial: "light",
|
|
choices: ["none", "light", "medium", "heavy", "shield"],
|
|
}),
|
|
|
|
// Does this armor impose a dodge penalty? (auto-set based on type for heavy)
|
|
dodgePenalty: new fields.BooleanField({ initial: false }),
|
|
|
|
// Hinders dodge saves (heavy armor hinders, medium may partially)
|
|
hindersDodge: new fields.BooleanField({ initial: false }),
|
|
|
|
// Prevents certain abilities (Barbarian Rage requires light or no armor)
|
|
preventsRage: new fields.BooleanField({ initial: false }),
|
|
|
|
// Inventory slot cost
|
|
slots: new fields.NumberField({
|
|
integer: true,
|
|
initial: 1,
|
|
min: 0,
|
|
}),
|
|
|
|
// Slot cost when equipped (null means same as slots)
|
|
// Allows magic armor to reduce slot cost when worn
|
|
slotsWhenEquipped: new fields.NumberField({
|
|
integer: true,
|
|
initial: null,
|
|
nullable: true,
|
|
min: 0,
|
|
}),
|
|
|
|
// Monetary value (in copper)
|
|
value: new fields.NumberField({
|
|
integer: true,
|
|
initial: 0,
|
|
min: 0,
|
|
}),
|
|
|
|
// Is this armor equipped?
|
|
equipped: new fields.BooleanField({ initial: false }),
|
|
|
|
// Bonus effects (magical armor)
|
|
magicBonus: new fields.NumberField({
|
|
integer: true,
|
|
initial: 0,
|
|
}),
|
|
|
|
// Special properties or enchantments
|
|
properties: new fields.ArrayField(new fields.StringField(), { initial: [] }),
|
|
|
|
// Relic System - Powerful magic items with unique abilities
|
|
relic: new fields.SchemaField({
|
|
// Is this item a relic?
|
|
isRelic: new fields.BooleanField({ initial: false }),
|
|
|
|
// Relic tier (determines power level)
|
|
tier: new fields.NumberField({
|
|
integer: true,
|
|
initial: 1,
|
|
min: 1,
|
|
max: 5,
|
|
}),
|
|
|
|
// Unique ability name
|
|
abilityName: new fields.StringField({ required: false, blank: true }),
|
|
|
|
// Unique ability description
|
|
abilityDescription: new fields.HTMLField({ required: false, blank: true }),
|
|
|
|
// Activation cost (mana, luck, etc.)
|
|
activationCost: new fields.StringField({ required: false, blank: true }),
|
|
|
|
// Uses per day (0 = unlimited or passive)
|
|
usesPerDay: new fields.NumberField({ integer: true, initial: 0, min: 0 }),
|
|
|
|
// Current uses remaining
|
|
usesRemaining: new fields.NumberField({ integer: true, initial: 0, min: 0 }),
|
|
|
|
// Attunement required?
|
|
requiresAttunement: new fields.BooleanField({ initial: false }),
|
|
|
|
// Currently attuned?
|
|
attuned: new fields.BooleanField({ initial: false }),
|
|
|
|
// Lore/history of the relic
|
|
lore: new fields.HTMLField({ required: false, blank: true }),
|
|
}),
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Get the total armor value including magic bonus.
|
|
*
|
|
* @returns {number} Total armor value
|
|
*/
|
|
getTotalArmorValue() {
|
|
return this.armorValue + this.magicBonus;
|
|
}
|
|
|
|
/**
|
|
* Get the effective armor when equipped.
|
|
*
|
|
* @returns {number} Armor value if equipped, 0 otherwise
|
|
*/
|
|
getEquippedArmor() {
|
|
return this.equipped ? this.getTotalArmorValue() : 0;
|
|
}
|
|
|
|
/**
|
|
* Calculate the total inventory slot cost for this armor.
|
|
* Respects slotsWhenEquipped for magic armor that reduces slot cost when worn.
|
|
*
|
|
* @returns {number} Total slots used
|
|
*/
|
|
getTotalSlots() {
|
|
if (this.equipped && this.slotsWhenEquipped !== null) {
|
|
return this.slotsWhenEquipped;
|
|
}
|
|
return this.slots || 0;
|
|
}
|
|
|
|
/**
|
|
* Check if this armor imposes dodge penalty when equipped.
|
|
*
|
|
* @returns {boolean} True if equipped and has dodge penalty
|
|
*/
|
|
hasActiveDodgePenalty() {
|
|
return this.equipped && this.dodgePenalty;
|
|
}
|
|
|
|
/**
|
|
* Get chat card data for displaying armor information.
|
|
*
|
|
* @returns {Object} Chat card data
|
|
*/
|
|
getChatData() {
|
|
const data = super.getChatData();
|
|
|
|
data.armorValue = this.getTotalArmorValue();
|
|
data.armorType = this.armorType;
|
|
data.dodgePenalty = this.dodgePenalty;
|
|
data.properties = this.properties;
|
|
|
|
return data;
|
|
}
|
|
}
|