Implement complete inventory system with equipment database
Features: - HP Control component with damage/heal/direct modes (mobile-optimized) - Conditions system with PF2e condition database - Equipment database with 5,482 items from PF2e (weapons, armor, equipment) - AddItemModal with search, category filters, and pagination - Bulk tracking with encumbered/overburdened status display - Item management (add, remove, toggle equipped) Backend: - Equipment module with search/filter endpoints - Prisma migration for equipment detail fields - Equipment seed script importing from JSON data files - Extended Equipment model (damage, hands, AC, etc.) Frontend: - New components: HpControl, AddConditionModal, AddItemModal - Improved character sheet with tabbed interface - API methods for equipment search and item management Documentation: - CLAUDE.md with project philosophy and architecture decisions Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -482,18 +482,41 @@ model Equipment {
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id String @id @default(uuid())
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name String @unique
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traits String[]
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itemCategory String
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itemCategory String // "Weapons", "Armor", "Consumables", "Shields", etc.
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itemSubcategory String?
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bulk String?
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bulk String? // "L" for light, "1", "2", etc.
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url String?
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summary String?
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activation String?
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hands String?
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damage String?
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range String?
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weaponCategory String?
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price Int? // In CP
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level Int?
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price Int? // In CP
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// Weapon-specific fields
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hands String?
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damage String? // "1d8 S", "1d6 P", etc.
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damageType String? // "S", "P", "B" (Slashing, Piercing, Bludgeoning)
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range String?
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reload String?
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weaponCategory String? // "Simple", "Martial", "Advanced", "Ammunition"
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weaponGroup String? // "Sword", "Axe", "Bow", etc.
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// Armor-specific fields
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ac Int?
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dexCap Int?
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checkPenalty Int?
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speedPenalty Int?
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strength Int? // Strength requirement
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armorCategory String? // "Unarmored", "Light", "Medium", "Heavy"
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armorGroup String? // "Leather", "Chain", "Plate", etc.
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// Shield-specific fields
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shieldHp Int?
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shieldHardness Int?
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shieldBt Int? // Broken Threshold
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// Consumable/Equipment-specific fields
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activation String? // "Cast A Spell", "[one-action]", etc.
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duration String?
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usage String?
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characterItems CharacterItem[]
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}
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