Add player character management feature
Persistent player character templates (name, AC, HP, color, icon) with full CRUD, bestiary-style search to add PCs to encounters with pre-filled stats, and color/icon visual distinction in combatant rows. Also stops the stat block panel from auto-opening when adding a creature. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -101,6 +101,7 @@ Speckit manages **what** to build (specs as living documents). RPI manages **how
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- `specs/002-turn-tracking/` — rounds, turn order, advance/retreat, top bar
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- `specs/003-combatant-state/` — HP, AC, conditions, concentration, initiative
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- `specs/004-bestiary/` — search index, stat blocks, source management, panel UX
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- `specs/005-player-characters/` — persistent player character templates (CRUD), search & add to encounters, color/icon visual distinction, `PlayerCharacterStore` port
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## Constitution (key principles)
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@@ -111,3 +112,10 @@ The constitution (`.specify/memory/constitution.md`) governs all feature work:
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3. **Clarification-First** — Ask before making non-trivial assumptions.
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4. **MVP Baseline** — Say "MVP baseline does not include X", never permanent bans.
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5. **Spec-driven features** — Features are described in living specs; evolve existing specs via `/integrate-issue`, create new ones via `/speckit.specify`. Bug fixes and tooling changes do not require specs.
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## Active Technologies
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- TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Vite 6, Tailwind CSS v4, Lucide Reac (005-player-characters)
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- localStorage (new key `"initiative:player-characters"`) (005-player-characters)
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## Recent Changes
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- 005-player-characters: Added TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Vite 6, Tailwind CSS v4, Lucide Reac
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