8 KiB
V2: Item Database + Derived Stats — Design Spec
Overview
Add a predefined item database from the Shadowdark core rules, auto-calculated derived stats (AC, attacks), manual override system, missing character fields, a multi-column detail layout, and gear slot visualization. Builds on the existing v1 app.
1. Predefined Item Database
game_items table
| Column | Type | Notes |
|---|---|---|
| id | INTEGER | Primary key, autoincrement |
| name | TEXT | Item name |
| type | TEXT | weapon / armor / gear |
| slot_count | INTEGER | Gear slots used (0 for coins, backpack, etc) |
| effects | TEXT | JSON — mechanical effects (see below) |
| properties | TEXT | JSON — display metadata (tags, notes) |
Seeded on first run from a static data file. Not editable by users — it's a reference list.
Effects JSON examples
Weapons:
{ "damage": "1d8", "melee": true, "stat": "STR" }
{ "damage": "1d4", "ranged": true, "stat": "DEX", "range": "near" }
{ "damage": "1d6", "melee": true, "stat": "STR", "finesse": true }
{ "damage": "1d10", "melee": true, "stat": "STR", "two_handed": true }
Armor:
{ "ac_base": 11, "ac_dex": true }
{ "ac_base": 15, "ac_dex": false }
{ "ac_bonus": 2 }
Gear: (no mechanical effects)
{}
Properties JSON examples
{ "tags": ["two-handed"], "note": "Disadvantage on stealth" }
{ "tags": ["finesse", "thrown"], "range": "close" }
Seed Data (~35 items)
Weapons (~15): Bastard sword, Club, Crossbow, Dagger, Greataxe, Greatsword, Javelin, Longbow, Longsword, Mace, Shortbow, Shortsword, Spear, Staff, Warhammer
Armor (~5): Leather armor, Chainmail, Plate mail, Shield, Mithral chainmail
Gear (~15): Arrows/bolts (20), Backpack, Caltrops, Climbing gear, Crowbar, Flask/bottle, Flint and steel, Grappling hook, Iron spikes (10), Lantern, Mirror, Oil flask, Rations, Rope (60ft), Thieves' tools, Torch
UI for Adding Gear
When clicking "+ Add" in the gear section:
- A searchable dropdown appears with all predefined items grouped by type (Weapons | Armor | Gear)
- Selecting an item auto-fills name, type, slot_count, and properties/effects
- A "Custom..." option at the bottom opens the existing manual form
- For predefined items, user can still edit the name (e.g. "Longsword" → "Longsword +1") and adjust properties before confirming
2. Auto-Calculated Derived Stats
AC Calculation
Priority chain:
- Unarmored: 10 + DEX modifier
- Armor equipped: armor's
ac_base+ DEX modifier (ifac_dex: true) or justac_base - Shield equipped: adds
ac_bonuson top of armor/unarmored - Only one armor item allowed — if a second armor is added, a confirmation dialog asks "Replace {current armor} with {new armor}?" Yes replaces (removes old from gear), No cancels
Calculated client-side from character stats + gear effects. Not stored in DB — derived on render.
Attack Lines
Auto-generated for each weapon in the character's gear:
- Melee weapons:
LONGSWORD: +{STR mod + bonus}, {damage die} - Ranged weapons:
SHORTBOW: +{DEX mod + bonus}, {damage die} - Finesse weapons: use higher of STR/DEX modifier
- Tags:
(2H)for two-handed,(F)for finesse - Format matches paper sheet:
SHORTSWORD: +0, 1d6
Talents with attack-related effects (like Backstab) appear as additional lines below weapon attacks, showing their description.
Calculated client-side. Not stored.
Future Dice Rolling Accommodation
Each attack line reserves space on the right side for a roll button. Not implemented now — just layout space. The attacks section heading will also have room for a general "roll" area.
3. Override System
character_overrides column
Add a overrides TEXT column (JSON) to the characters table. Default: '{}'.
Structure:
{
"ac": 18
}
When a field has an override:
- The override value is used instead of the auto-calculated value
- A small indicator icon appears next to the field
- Hovering/clicking the indicator shows the auto-calculated value
- Clicking "revert" removes the override and returns to auto-calculated
For v2, only AC is overridable. The system is extensible — more fields can be added later.
4. Missing Character Fields
Schema additions to characters table
| Column | Type | Notes |
|---|---|---|
| background | TEXT | Default '' |
| deity | TEXT | Default '' |
| languages | TEXT | Comma-separated, default '' |
| gp | INTEGER | Gold pieces, default 0 |
| sp | INTEGER | Silver pieces, default 0 |
| cp | INTEGER | Copper pieces, default 0 |
| gear_slots_max | INTEGER | Default 10 |
| overrides | TEXT | JSON overrides, default '{}' |
XP Threshold Display
Shadowdark XP thresholds: 10 XP per level (level 2 = 10, level 3 = 20, etc.). Derived from level * 10. Display as "XP: 6 / 10" on the card and detail view. Not a new DB field.
5. Multi-Column Detail Layout
Replace the current 700px single-column modal with a wider (max-width: 1100px) multi-column layout.
Desktop (1100px+) — 3 columns
Left column — Identity & Vitals:
- Name, title
- Class, ancestry, level
- Background, deity
- Alignment
- HP bar with +/- (current / max)
- AC display (with override indicator)
- XP (current / threshold)
Center column — Combat & Stats:
- Ability scores (3x2 StatBlock grid)
- Attacks section (auto-generated weapon lines + relevant talents)
- (Future: dice roll area)
Right column — Abilities & Notes:
- Talents/Spells list
- Languages
- Notes textarea
Full-width below columns:
- Gear/Inventory section — table with slot count, type, currency row
- Gear slot counter: "Slots: 7 / 10"
- "+ Add Gear" with predefined item dropdown
Tablet (768-1100px) — 2 columns
Left: identity + stats + attacks. Right: talents + notes. Gear full-width below.
Mobile (<768px)
Single column, stacked vertically (similar to current).
Still a Modal
Overlay modal, but wider. Click outside or X to close. All the same real-time sync behavior.
6. Gear Slot Visualization
Slot Counter
- Header of gear section: "Slots: 7 / 10" with visual indicator
- Color coding: green (normal), yellow (8-9 of max), red (at or over max)
gear_slots_maxstored on character, default 10, editable in detail view
Gear Table
Each gear row shows:
- Item name
- Type badge (weapon/armor/gear/spell)
- Slot count (or "—" for 0-slot items)
- Remove button
Currency displayed as a compact "GP / SP / CP" row with +/- or direct input, separate from gear slots.
7. Data Flow
- Predefined items are read-only reference data in
game_itemstable - When a predefined item is added to a character, a copy is made in
character_gearwith the item's data. The copy can be modified (renamed, bonus added, etc.) without affecting the reference. game_item_idnullable FK oncharacter_geartracks which predefined item it came from (if any). Custom items have null.- AC and attacks are calculated client-side from character state (stats + gear + talents + overrides). They are not stored in the database.
- The server broadcasts gear/stat changes; other clients recalculate derived values locally.
8. Schema Changes Summary
New table: game_items (id, name, type, slot_count, effects, properties)
Alter characters: add columns — background, deity, languages, gp, sp, cp, gear_slots_max, overrides
Alter character_gear: add column — game_item_id (nullable INTEGER, FK to game_items)
Out of Scope
- Dice rolling (layout accommodates it)
- Spell attacks / spell system
- Visual theme overhaul
- Authentication
- Drag-and-drop inventory management
- Item editing in the game_items reference table