vagabond-rpg-foundryvtt/packs/_source/classes/fighter.json
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

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{
"_id": "vagabondClsFighter",
"_key": "!items!vagabondClsFighter",
"name": "Fighter",
"type": "class",
"img": "icons/svg/sword.svg",
"system": {
"description": "<p>Fighters are versatile combatants who excel in any battlefield role. Whether wielding sword or bow, their martial prowess and tactical awareness make them formidable opponents.</p>",
"keyStat": "might",
"actionStyle": "attack",
"zone": "frontline",
"trainedSkills": ["brawl", "finesse", "detect", "leadership", "sneak"],
"startingPack": "<p>Gladiator, Knight, Warrior, or Watchman</p>",
"isCaster": false,
"progression": [
{
"level": 1,
"mana": 0,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Fighting Style", "Valor I"]
},
{ "level": 2, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Momentum"] },
{ "level": 3, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Perk"] },
{ "level": 4, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Valor II"] },
{ "level": 5, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Perk"] },
{
"level": 6,
"mana": 0,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Muster for Battle"]
},
{ "level": 7, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Perk"] },
{ "level": 8, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Valor III"] },
{ "level": 9, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Perk"] },
{ "level": 10, "mana": 0, "castingMax": 0, "spellsKnown": 0, "features": ["Harrying"] }
],
"features": [
{
"name": "Fighting Style",
"level": 1,
"description": "<p>You gain the <strong>Situational Awareness Perk</strong> and another Perk with the Melee or Ranged Training Prerequisite. You can ignore Stat prerequisites for this Perk.</p>",
"passive": true,
"requiresChoice": true,
"choiceType": "perk",
"choiceFilter": { "prerequisite": ["Melee Training", "Ranged Training"] },
"changes": []
},
{
"name": "Valor I",
"level": 1,
"description": "<p>The roll required for you to Crit on Attack Checks, and Saves to Dodge or Block Attacks is reduced by 1.</p>",
"passive": true,
"changes": [
{ "key": "system.attacks.melee.critThreshold", "mode": 2, "value": "-1", "priority": 10 },
{ "key": "system.attacks.ranged.critThreshold", "mode": 2, "value": "-1", "priority": 10 }
]
},
{
"name": "Valor II",
"level": 4,
"description": "<p>Your Valor improves. The crit threshold reduction increases to -2 total.</p>",
"passive": true,
"changes": [
{ "key": "system.attacks.melee.critThreshold", "mode": 2, "value": "-1", "priority": 10 },
{ "key": "system.attacks.ranged.critThreshold", "mode": 2, "value": "-1", "priority": 10 }
]
},
{
"name": "Valor III",
"level": 8,
"description": "<p>Your Valor reaches its peak. The crit threshold reduction increases to -3 total.</p>",
"passive": true,
"changes": [
{ "key": "system.attacks.melee.critThreshold", "mode": 2, "value": "-1", "priority": 10 },
{ "key": "system.attacks.ranged.critThreshold", "mode": 2, "value": "-1", "priority": 10 }
]
},
{
"name": "Momentum",
"level": 2,
"description": "<p>If you pass a Save against an attack, the next attack you make before the end of your next Turn is Favored.</p>",
"passive": true,
"changes": []
},
{
"name": "Muster for Battle",
"level": 6,
"description": "<p>You have two Actions on your first Turn of Combat.</p>",
"passive": true,
"changes": []
},
{
"name": "Harrying",
"level": 10,
"description": "<p>You can attack twice with the Attack Action, rather than just once.</p>",
"passive": true,
"changes": []
}
],
"customResource": {}
}
}