- 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>
174 lines
5.4 KiB
JavaScript
174 lines
5.4 KiB
JavaScript
/**
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* Class Item Data Model
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*
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* Defines the data schema for character classes in Vagabond RPG.
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* Classes are designed as draggable items that can be added to characters.
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*
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* Each class provides:
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* - Key stat recommendation
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* - Action style (casting skill for casters)
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* - Preferred combat zone
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* - Training grants (skills trained)
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* - Starting equipment pack
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* - Progression table (level 1-10)
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*
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* @extends VagabondItemBase
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*/
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import VagabondItemBase from "./base-item.mjs";
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export default class ClassData extends VagabondItemBase {
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/**
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* Define the schema for class items.
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*
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* @returns {Object} The schema definition
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*/
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static defineSchema() {
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const fields = foundry.data.fields;
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const baseSchema = super.defineSchema();
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return {
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...baseSchema,
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// Key stat recommendation for this class
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keyStat: new fields.StringField({
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required: true,
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initial: "might",
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}),
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// Action style / casting skill (for casters)
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// e.g., "arcana" for Wizard, "mysticism" for Druid, "influence" for Sorcerer
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actionStyle: new fields.StringField({
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required: false,
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blank: true,
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}),
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// Preferred combat zone
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zone: new fields.StringField({
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required: true,
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initial: "frontline",
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choices: ["frontline", "midline", "backline"],
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}),
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// Skills trained by this class (array of skill IDs)
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trainedSkills: new fields.ArrayField(new fields.StringField(), { initial: [] }),
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// Starting equipment pack description
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startingPack: new fields.HTMLField({ required: false, blank: true }),
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// Is this a spellcasting class?
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isCaster: new fields.BooleanField({ initial: false }),
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// Progression table - level-by-level benefits
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progression: new fields.ArrayField(
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new fields.SchemaField({
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level: new fields.NumberField({ integer: true, min: 1, max: 10 }),
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mana: new fields.NumberField({ integer: true, initial: 0 }),
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castingMax: new fields.NumberField({ integer: true, initial: 0 }),
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spellsKnown: new fields.NumberField({ integer: true, initial: 0 }),
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features: new fields.ArrayField(new fields.StringField(), { initial: [] }),
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}),
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{ initial: [] }
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),
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// Class features - detailed definitions
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features: new fields.ArrayField(
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new fields.SchemaField({
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name: new fields.StringField({ required: true }),
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level: new fields.NumberField({ integer: true, min: 1, max: 10 }),
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description: new fields.HTMLField({ required: true }),
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passive: new fields.BooleanField({ initial: true }),
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// Active Effect changes this feature applies
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changes: new fields.ArrayField(
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new fields.SchemaField({
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key: new fields.StringField({ required: true }),
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mode: new fields.NumberField({ integer: true, initial: 2 }),
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value: new fields.StringField({ required: true }),
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}),
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{ initial: [] }
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),
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// Choice features - features that require player selection
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requiresChoice: new fields.BooleanField({ initial: false }),
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choiceType: new fields.StringField({ required: false, blank: true }), // "perk", "spell", etc.
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choiceFilter: new fields.ObjectField({ required: false }), // Filter criteria for choices
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}),
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{ initial: [] }
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),
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// Resource this class uses (if any) - e.g., "Studied Dice" for Alchemist
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customResource: new fields.SchemaField({
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name: new fields.StringField({ required: false }),
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max: new fields.StringField({ required: false }), // Can be a formula like "@level"
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}),
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};
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}
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/**
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* Get the features available at a given level.
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*
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* @param {number} level - Character level to check
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* @returns {Array} Array of features available at or before this level
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*/
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getFeaturesAtLevel(level) {
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return this.features.filter((f) => f.level <= level);
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}
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/**
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* Get the progression entry for a given level.
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*
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* @param {number} level - Character level to check
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* @returns {Object|null} Progression data for the level
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*/
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getProgressionAtLevel(level) {
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return this.progression.find((p) => p.level === level) || null;
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}
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/**
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* Get cumulative mana pool at a given level.
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*
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* @param {number} level - Character level
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* @returns {number} Total mana pool
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*/
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getManaAtLevel(level) {
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let totalMana = 0;
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for (const prog of this.progression) {
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if (prog.level <= level) {
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totalMana += prog.mana || 0;
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}
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}
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return totalMana;
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}
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/**
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* Get cumulative casting max at a given level.
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* Casting max increases are cumulative across levels.
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*
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* @param {number} level - Character level
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* @returns {number} Casting max (max mana per spell)
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*/
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getCastingMaxAtLevel(level) {
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let castingMax = 0;
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for (const prog of this.progression) {
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if (prog.level <= level) {
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castingMax += prog.castingMax || 0;
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}
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}
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return castingMax;
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}
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/**
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* Get chat card data for displaying class information.
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*
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* @returns {Object} Chat card data
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*/
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getChatData() {
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const data = super.getChatData();
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data.keyStat = this.keyStat;
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data.zone = this.zone;
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data.isCaster = this.isCaster;
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data.trainedSkills = this.trainedSkills;
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return data;
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}
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}
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