feat: Add armor and shields to equipment picker
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Import armor_shields.yml and merge it with weapons in the '+ Add Equipment' picker. Armor/shield entries are formatted with DEF/MDEF/Init fields. Adds armor and shield filter categories alongside existing weapon categories. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -48,7 +48,7 @@ armor_shields:
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category: armor
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description: No Quality.
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- name: Bronze Plate (E)
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- name: Bronze Plate ✦
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cost: 200
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defense: "11"
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magic_defense: "INS size"
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@@ -56,7 +56,7 @@ armor_shields:
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category: armor
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description: No Quality.
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- name: Runic Plate (E)
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- name: Runic Plate ✦
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cost: 250
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defense: "11"
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magic_defense: "INS size +1"
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@@ -64,7 +64,7 @@ armor_shields:
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category: armor
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description: No Quality.
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- name: Steel Plate (E)
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- name: Steel Plate ✦
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cost: 300
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defense: "12"
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magic_defense: "INS size"
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@@ -80,7 +80,7 @@ armor_shields:
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category: shield
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description: No Quality.
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- name: Runic Shield (E)
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- name: Runic Shield ✦
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cost: 150
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defense: "+2"
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magic_defense: "+2"
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@@ -2,6 +2,7 @@ import React, { useState, useEffect, useCallback, useRef } from "react";
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import "./fabula-ultima-sheet.css";
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import spellsFile from "../data/spells.yml";
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import weaponsFile from "../data/weapons.yml";
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import armorShieldsFile from "../data/armor_shields.yml";
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const STATUSES = ["Slow", "Enraged", "Dazed", "Weak", "Poisoned", "Shaken"];
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const FEELINGS = [
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@@ -1165,13 +1166,31 @@ export default function CharacterSheet() {
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{weaponPickerOpen && (() => {
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const allWeapons = (weaponsFile as WeaponsFile).weapons;
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const categories = ["all", ...Array.from(new Set(allWeapons.map(w => w.category))).sort()];
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const visible = weaponCategory === "all" ? allWeapons : allWeapons.filter(w => w.category === weaponCategory);
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const allArmorShields = (armorShieldsFile as ArmorShieldsFile).armor_shields;
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type PickerItem =
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| { kind: "weapon"; data: WeaponTemplate }
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| { kind: "armor"; data: ArmorShieldTemplate };
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const allItems: PickerItem[] = [
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...allWeapons.map(w => ({ kind: "weapon" as const, data: w })),
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...allArmorShields.map(a => ({ kind: "armor" as const, data: a })),
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];
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const categories = ["all", ...Array.from(new Set(allItems.map(i => i.data.category))).sort()];
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const visible = weaponCategory === "all" ? allItems : allItems.filter(i => i.data.category === weaponCategory);
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const formatLine = (item: PickerItem) => {
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if (item.kind === "weapon") {
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const w = item.data;
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return `• ${w.name}: Acc ${w.accuracy}, Dmg ${w.damage}${w.description ? ` | ${w.description}` : ""}${w.cost > 0 ? ` (${w.cost}z)` : ""}`;
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} else {
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const a = item.data;
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const init = a.initiative ?? a.initative ?? 0;
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return `• ${a.name}: DEF ${a.defense}, MDEF ${a.magic_defense}, Init ${init}${a.description ? ` | ${a.description}` : ""}${a.cost > 0 ? ` (${a.cost}z)` : ""}`;
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}
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};
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return (
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<div className="spell-picker-overlay" onClick={() => setWeaponPickerOpen(false)}>
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<div className="spell-picker-modal" onClick={e => e.stopPropagation()}>
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<div className="spell-picker-header">
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<span>Choose a weapon</span>
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<span>Choose equipment</span>
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<button className="spell-picker-close" onClick={() => setWeaponPickerOpen(false)}>✕</button>
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</div>
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<div style={{ display: "flex", gap: 6, flexWrap: "wrap", padding: "8px 14px", borderBottom: "1px solid var(--border)" }}>
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@@ -1187,18 +1206,18 @@ export default function CharacterSheet() {
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))}
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</div>
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<ul className="spell-picker-list">
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{visible.map((w, i) => (
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{visible.map((item, i) => (
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<li
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key={i}
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className="spell-picker-item"
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onClick={() => {
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const line = `• ${w.name}: Acc ${w.accuracy}, Dmg ${w.damage}${w.description ? ` | ${w.description}` : ""}${w.cost > 0 ? ` (${w.cost}z)` : ""}`;
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const line = formatLine(item);
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f("backpack", fields.backpack ? fields.backpack + "\n" + line : line);
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setWeaponPickerOpen(false);
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}}
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>
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<span className="spell-picker-name">{w.name}</span>
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<span className="spell-picker-class">{w.category}</span>
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<span className="spell-picker-name">{item.data.name}</span>
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<span className="spell-picker-class">{item.data.category}</span>
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</li>
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))}
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</ul>
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15
src/globals.d.ts
vendored
15
src/globals.d.ts
vendored
@@ -18,6 +18,21 @@ interface WeaponsFile {
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weapons: WeaponTemplate[];
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}
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interface ArmorShieldTemplate {
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name: string;
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cost: number;
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defense: string;
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magic_defense: string;
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initiative?: number;
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initative?: number; // typo present in source YAML
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category: string;
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description?: string;
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}
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interface ArmorShieldsFile {
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armor_shields: ArmorShieldTemplate[];
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}
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interface SpellTemplate {
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name: string;
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cost: string;
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