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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Vagabond RPG Foundry VTT System - Development Context
Project Overview
This is a complete Foundry VTT v13 system implementation for Vagabond RPG (Pulp Fantasy TTRPG).
Key Architecture Decisions
Data Models (Foundry v13 style)
- Use TypeDataModel classes in
module/data/for Actor and Item schemas - Character stats: Might, Dexterity, Awareness, Reason, Presence, Luck (range 2-7)
- Derived values calculated in
prepareData(): HP, Speed, Save difficulties, Skill difficulties
Roll System
- Base formula: d20 >= (20 - Stat) for untrained, d20 >= (20 - Stat*2) for trained
- Favor: +d6 bonus die
- Hinder: -d6 penalty die
- Crit: Natural 20 by default, but threshold can be modified per-skill by Active Effects
- Exploding dice: d6! notation for certain abilities
Spell Casting
- Dynamic mana cost = base + delivery cost + duration cost + extra damage dice
- Delivery types: Touch(0), Remote(0), Imbue(0), Cube(1), Aura(2), Cone(2), Glyph(2), Line(2), Sphere(2)
- Duration: Instant (free), Focus (ongoing), Continual (permanent)
- Cast dialog must calculate and display total mana cost before casting
Class System
- Classes are Items with progression tables
- When dragged to character, creates Active Effects for current level
- On level up, update Active Effects to grant new features
- Supports future multiclassing by allowing multiple class items
Crit Threshold System
- Each skill/action has a
critThresholdfield (default 20) - Active Effects from classes/perks can modify:
system.skills.melee.critThreshold - Fighter's Valor reduces crit by 1/2/3 at levels 1/4/8
- Gunslinger's Deadeye dynamically reduces on consecutive hits
Resources
- HP: max = Might * Level
- Mana: class-dependent, max from class progression
- Luck: equals Luck stat, refreshes on rest
- Fatigue: 0-5, death at 5, each reduces item slots by 1
- Studied Dice: some classes grant these
- Custom resources can be added dynamically
File Naming Conventions
- Main system entry:
vagabond.mjs - Document classes:
VagabondActor.mjs,VagabondItem.mjs - Sheet classes:
VagabondCharacterSheet.mjs,VagabondNPCSheet.mjs - Data models:
CharacterData.mjs,NPCData.mjs,SpellData.mjs, etc. - Templates:
character-sheet.hbs,npc-sheet.hbs,spell-item.hbs
Testing Commands
# Start local Foundry
docker compose up -d
# Watch SCSS
npm run watch
# View logs
docker compose logs -f foundry
Reference Data Location
Game rules and content are documented in NoteDiscovery under gaming/vagabond-rpg/:
core-mechanics.md- Stats, checks, dice, HPcombat.md- Actions, movement, defending, zonescharacter-creation.md- Ancestries, classes, levelingmagic-system.md- Casting, mana, delivery, durationspells-full-text.md- All 55+ spells with full descriptionsperks-full-list.md- All 90+ perks with prerequisitesclasses-full-text.md- All 18 classes with progression tablesbestiary.md- Creature categories, TL reference
Original PDF at: /mnt/NV2/Development/claude-home/gaming/Vagabond_RPG_-_Pulp_Fantasy_Core_Rulebook_Interactive_PDF.pdf
Character sheet reference: /mnt/NV2/Development/claude-home/gaming/Vagabond_-_Hero_Record_Interactive_PDF.pdf
Project Roadmap
See PROJECT_ROADMAP.json for complete task breakdown with dependencies.
Style Guidelines
- Parchment color scheme with high contrast (WCAG AA compliant)
- Match official Hero Record layout where possible
- Use CSS custom properties for theming
- SCSS with BEM naming convention