- Add skillTraining schema: supports fixed grants and player choices
e.g., [{ type: "fixed", skills: ["arcana"], count: 1 },
{ type: "choice", skills: ["detect", "influence"], count: 3 }]
- Add weaponTraining schema: ["melee", "ranged"] or []
- Correct all class features, progressions, and descriptions from source
- Fix mana progressions (accumulating values, not flat)
- Replace fabricated D&D-style features with actual Vagabond features
- Add official flavor text from rulebook
- Mark all classes as reviewed: true
- Add reviewed: false to ancestry and perk JSONs for upcoming review
- Add castingMax formula TODO to PROJECT_ROADMAP.json (task 2.15)
Classes corrected: Alchemist, Barbarian, Bard, Dancer, Druid, Fighter,
Gunslinger, Hunter, Luminary, Magus, Merchant, Pugilist, Revelator,
Rogue, Sorcerer, Vanguard, Witch, Wizard
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
199 lines
6.4 KiB
JavaScript
199 lines
6.4 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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// Weapon proficiencies granted by this class
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// e.g., ["melee"], ["melee", "ranged"], or [] for none
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weaponTraining: new fields.ArrayField(
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new fields.StringField({ choices: ["melee", "ranged"] }),
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{ initial: [] }
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),
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// Skills trained by this class - supports fixed grants and player choices
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// Each entry is either: {type: "fixed", skills: ["craft"]} or {type: "choice", skills: ["detect", "sneak"], count: 2}
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// Empty skills array for "choice" means any skill
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skillTraining: new fields.ArrayField(
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new fields.SchemaField({
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type: new fields.StringField({
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required: true,
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choices: ["fixed", "choice"],
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initial: "fixed",
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}),
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skills: new fields.ArrayField(new fields.StringField(), { initial: [] }),
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count: new fields.NumberField({ integer: true, initial: 1 }),
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}),
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{ initial: [] }
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),
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// Legacy field - kept for backwards compatibility, prefer skillTraining
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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.weaponTraining = this.weaponTraining;
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data.skillTraining = this.skillTraining;
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data.trainedSkills = this.trainedSkills; // Legacy
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return data;
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}
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}
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