vagabond-rpg-foundryvtt/module/data/item/class.mjs
Cal Corum e8370afcc3 Review and correct all 18 class compendium JSONs
- 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>
2025-12-16 16:24:59 -06:00

199 lines
6.4 KiB
JavaScript

/**
* Class Item Data Model
*
* Defines the data schema for character classes in Vagabond RPG.
* Classes are designed as draggable items that can be added to characters.
*
* Each class provides:
* - Key stat recommendation
* - Action style (casting skill for casters)
* - Preferred combat zone
* - Training grants (skills trained)
* - Starting equipment pack
* - Progression table (level 1-10)
*
* @extends VagabondItemBase
*/
import VagabondItemBase from "./base-item.mjs";
export default class ClassData extends VagabondItemBase {
/**
* Define the schema for class items.
*
* @returns {Object} The schema definition
*/
static defineSchema() {
const fields = foundry.data.fields;
const baseSchema = super.defineSchema();
return {
...baseSchema,
// Key stat recommendation for this class
keyStat: new fields.StringField({
required: true,
initial: "might",
}),
// Action style / casting skill (for casters)
// e.g., "arcana" for Wizard, "mysticism" for Druid, "influence" for Sorcerer
actionStyle: new fields.StringField({
required: false,
blank: true,
}),
// Preferred combat zone
zone: new fields.StringField({
required: true,
initial: "frontline",
choices: ["frontline", "midline", "backline"],
}),
// Weapon proficiencies granted by this class
// e.g., ["melee"], ["melee", "ranged"], or [] for none
weaponTraining: new fields.ArrayField(
new fields.StringField({ choices: ["melee", "ranged"] }),
{ initial: [] }
),
// Skills trained by this class - supports fixed grants and player choices
// Each entry is either: {type: "fixed", skills: ["craft"]} or {type: "choice", skills: ["detect", "sneak"], count: 2}
// Empty skills array for "choice" means any skill
skillTraining: new fields.ArrayField(
new fields.SchemaField({
type: new fields.StringField({
required: true,
choices: ["fixed", "choice"],
initial: "fixed",
}),
skills: new fields.ArrayField(new fields.StringField(), { initial: [] }),
count: new fields.NumberField({ integer: true, initial: 1 }),
}),
{ initial: [] }
),
// Legacy field - kept for backwards compatibility, prefer skillTraining
trainedSkills: new fields.ArrayField(new fields.StringField(), { initial: [] }),
// Starting equipment pack description
startingPack: new fields.HTMLField({ required: false, blank: true }),
// Is this a spellcasting class?
isCaster: new fields.BooleanField({ initial: false }),
// Progression table - level-by-level benefits
progression: new fields.ArrayField(
new fields.SchemaField({
level: new fields.NumberField({ integer: true, min: 1, max: 10 }),
mana: new fields.NumberField({ integer: true, initial: 0 }),
castingMax: new fields.NumberField({ integer: true, initial: 0 }),
spellsKnown: new fields.NumberField({ integer: true, initial: 0 }),
features: new fields.ArrayField(new fields.StringField(), { initial: [] }),
}),
{ initial: [] }
),
// Class features - detailed definitions
features: new fields.ArrayField(
new fields.SchemaField({
name: new fields.StringField({ required: true }),
level: new fields.NumberField({ integer: true, min: 1, max: 10 }),
description: new fields.HTMLField({ required: true }),
passive: new fields.BooleanField({ initial: true }),
// Active Effect changes this feature applies
changes: new fields.ArrayField(
new fields.SchemaField({
key: new fields.StringField({ required: true }),
mode: new fields.NumberField({ integer: true, initial: 2 }),
value: new fields.StringField({ required: true }),
}),
{ initial: [] }
),
// Choice features - features that require player selection
requiresChoice: new fields.BooleanField({ initial: false }),
choiceType: new fields.StringField({ required: false, blank: true }), // "perk", "spell", etc.
choiceFilter: new fields.ObjectField({ required: false }), // Filter criteria for choices
}),
{ initial: [] }
),
// Resource this class uses (if any) - e.g., "Studied Dice" for Alchemist
customResource: new fields.SchemaField({
name: new fields.StringField({ required: false }),
max: new fields.StringField({ required: false }), // Can be a formula like "@level"
}),
};
}
/**
* Get the features available at a given level.
*
* @param {number} level - Character level to check
* @returns {Array} Array of features available at or before this level
*/
getFeaturesAtLevel(level) {
return this.features.filter((f) => f.level <= level);
}
/**
* Get the progression entry for a given level.
*
* @param {number} level - Character level to check
* @returns {Object|null} Progression data for the level
*/
getProgressionAtLevel(level) {
return this.progression.find((p) => p.level === level) || null;
}
/**
* Get cumulative mana pool at a given level.
*
* @param {number} level - Character level
* @returns {number} Total mana pool
*/
getManaAtLevel(level) {
let totalMana = 0;
for (const prog of this.progression) {
if (prog.level <= level) {
totalMana += prog.mana || 0;
}
}
return totalMana;
}
/**
* Get cumulative casting max at a given level.
* Casting max increases are cumulative across levels.
*
* @param {number} level - Character level
* @returns {number} Casting max (max mana per spell)
*/
getCastingMaxAtLevel(level) {
let castingMax = 0;
for (const prog of this.progression) {
if (prog.level <= level) {
castingMax += prog.castingMax || 0;
}
}
return castingMax;
}
/**
* Get chat card data for displaying class information.
*
* @returns {Object} Chat card data
*/
getChatData() {
const data = super.getChatData();
data.keyStat = this.keyStat;
data.zone = this.zone;
data.isCaster = this.isCaster;
data.weaponTraining = this.weaponTraining;
data.skillTraining = this.skillTraining;
data.trainedSkills = this.trainedSkills; // Legacy
return data;
}
}