These D&D 2024 weapon mastery conditions are edition-gated: they only
appear in the condition picker when 5.5e rules are selected. Applied
conditions still render correctly regardless of edition setting.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Edit and add-condition buttons now take no space when not hovered,
eliminating the gap between name and condition icons. They slide in
smoothly on hover with a 150ms transition.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Init/AC/MaxHP inputs are hidden on phones — users set these values
directly in the combatant row after adding. Fixes uneven spacing
between action bar elements by using consistent gap-3.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
On desktop the panel has room alongside the combatant list, but on
mobile it covers the screen and disrupts the add-combatant flow.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Input base font 16px on mobile to prevent iOS Safari auto-zoom
- Safe area insets for notched phones (top/bottom bars)
- viewport-fit=cover to enable safe area env() values
- Action bar flex-wrap for custom stat field overflow
- Slightly increased row padding on mobile (py-3 sm:py-2)
- Removed redundant font-size classes from Input usages
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Remove max-width constraint and horizontal padding on small screens
so content goes edge-to-edge. Turn navigation and action bar lose
rounded corners on mobile and dock flush to top/bottom edges.
Desktop layout (sm: and up) is unchanged.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Reduce grid gap and initiative column width on small screens,
restoring full layout at the sm breakpoint.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Introduce a settings modal (opened from the kebab menu) with a rules
edition selector for condition tooltip descriptions and a theme picker
replacing the inline cycle button. About half the conditions have
meaningful mechanical differences between editions.
- Add description5e field to ConditionDefinition with 5e (2014) text
- Add RulesEditionProvider context with localStorage persistence
- Create SettingsModal with Conditions and Theme sections
- Wire condition tooltips to edition-aware descriptions
- Fix 6 inaccurate 5.5e condition descriptions
- Update spec 003 with stories CC-3, CC-8 and FR-095–FR-102
Closes#12
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Widen initiative grid column from 3rem to 3.5rem and use w-full
on the editing input so it fits within the rounded background
container without overflowing.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Refine AC shield to use filled shape with border color instead of
stroke outline. Add subtle muted background to initiative container.
Apply optical vertical centering to round badge text (-3px) and
AC shield number (-2px). Unify round badge corners to rounded-md.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Place AC between initiative and name to group static reference
stats on the left, leaving HP as the sole dynamic element on
the right. Dim the shield outline to 40% opacity so it recedes
visually, and nudge the number up 2px toward the visual center.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Group current HP, temp HP, and max HP into a single bordered
pill container with a subtle slash separator. Removes the
scattered layout with separate elements and gaps. Temp HP +N
only renders when present (no invisible spacer).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Temp HP absorbs damage before current HP, cannot be healed, and
does not stack (higher value wins). Displayed as cyan +N after
current HP with a Shield button in the HP adjustment popover.
Column space is reserved across all rows only when any combatant
has temp HP. Concentration pulse fires on any damage, including
damage fully absorbed by temp HP.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Render condition picker via React portal with fixed positioning so it
is no longer clipped by the overflow-y-auto combatant list container.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Name click now opens/collapses the stat block panel; a hover-visible
pencil icon next to the name handles renaming. Removes the standalone
book icon for a cleaner, more intuitive combatant row.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Right-click or long-press the d20 button (per-combatant or Roll All)
to open a context menu with Advantage and Disadvantage options.
Normal left-click behavior is unchanged.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Follow OS color scheme by default, with a three-way toggle
(System / Light / Dark) in the kebab menu. Light theme uses warm,
neutral tones with soft card-to-background contrast. Semantic colors
(damage, healing, conditions) keep their hue across themes.
Closes#10
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Use Book/BookOpen icons to indicate stat block open state
- Bump combatant icons (bestiary + PC) from 14px to 16px
- Use text-foreground for bestiary icon visibility
- Auto-update stat block panel to active combatant's creature on turn advance
- Update bestiary spec edge case to reflect new behavior
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Give all combatant rows a consistent border-l-2 + border on all sides
(transparent when inactive) so toggling active/concentration states
never changes the row's box size. Show purple left border when a
combatant is both active and concentrating.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Cap the editable name input at max-w-48 so it doesn't stretch the
full column width and push icons/conditions onto separate lines.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Shift the dark theme from neutral gray to a richer blue-tinted palette
inspired by CharBuilder-style TTRPG apps. Deeper navy background, steel-blue
card surfaces, and visible blue borders create more depth and visual layering.
- Update design tokens: background, card, border, input, muted colors
- Add card-glow utility (radial gradient + blue box-shadow) for card surfaces
- Add panel-glow utility (top-down gradient) for tall panels like stat blocks
- Apply glow and rounded-lg to all card surfaces, dropdowns, dialogs, toasts
- Give outline buttons a subtle fill instead of transparent background
- Active combatant row now uses full border with glow instead of left accent
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tailwind v4's static extractor missed classes adjacent to ${} in template
literals (e.g. `pb-8${...}`), causing missing styles in production builds.
Migrated all dynamic classNames to cn() and added a check script to prevent
regressions.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Buttons should declare their own text color rather than relying on
inheritance, which breaks in contexts like native <dialog>. Remove
the text-foreground workaround from the dialog elements.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tailwind v4 preflight resets dialog margins and color inheritance.
Add m-auto to restore showModal() centering, and text-foreground
so ghost buttons inherit the correct color.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace 250ms click timer and double-click detection with immediate
single-click rename for all combatant types. Add a BookOpen icon before
the name on bestiary rows as the dedicated stat block trigger. Remove
auto-show stat block on turn advance. Update specs to match: consistent
collapse/expand terminology, book icon requirements, no row-click stat
block behavior.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds scripts/check-lint-ignores.mjs with four enforcement mechanisms:
ratcheting count cap (12 source / 3 test), banned rule prefixes,
required justification, and separate test thresholds. Wired into
pnpm check.
Converts player-management and create-player-modal from div-based
modals to native <dialog> with showModal()/close(), removing 8
biome-ignore comments. Remaining ignores are legitimate (Biome
false positives or stopPropagation wrappers with no fitting role).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
3 integration tests render the full <App /> and exercise multi-component
flows: add/remove combatant, turn tracking across two combatants, and
HP adjustment with unconscious state. Add aria-label to the clickable HP
button so tests query accessible names instead of CSS classes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds aria-label attributes to HP placeholder and source delete buttons
for both accessibility and testability.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Mark component props as Readonly<> across 15 component files and
simplify edit-player-character field access with optional chaining
and nullish coalescing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Install oxlint with tsgolint for TypeScript type information. Enable
rules for unnecessary type assertions, deprecated API usage, preferring
replaceAll over replace with global regex, and String.raw for escaped
backslashes. Fix all violations: remove redundant as-casts, replace
deprecated FormEvent with SubmitEvent, convert replace(/g) to
replaceAll, and use String.raw in escapeRegExp. Add oxlint to the
pnpm check gate alongside Biome.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Source rows disappear immediately when cleared instead of waiting
for the IndexedDB operation to complete. Real state syncs after.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Defer rendering of bestiary suggestions and player character matches
in ActionBar so the input stays responsive as the bestiary grows.
Keyboard navigation and selection logic still use the latest values.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Aligns terminology with standard UI conventions. Renames props,
state, handlers, aria-labels, test descriptions, and the test file.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move player character modal state (createPlayerOpen, managementOpen,
editingPlayer) into a self-contained component with an imperative ref
handle. Closing the create/edit modal now returns to management.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Previously the button silently did nothing for creatures whose bestiary
source wasn't loaded. Now it reports how many were skipped and why. Also
keeps the roll-all button visible (but disabled) when there's nothing
left to roll, and moves toasts to the bottom-left corner.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Source management now opens in the right side panel (like bulk import
and stat blocks) instead of rendering inline above the combatant list.
All three panel modes properly clear each other on activation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Clicking an already-selected color or icon in the create/edit form now
deselects it. PCs without a color use the default combatant styling;
PCs without an icon show no icon. Domain, application, persistence,
and display layers all updated to handle the optional fields.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The "Add as custom" button and Escape key were clearing the name input
along with the suggestions, preventing the custom fields (Init, AC,
MaxHP) from ever appearing. Now only the suggestions are dismissed,
keeping the typed name intact so the custom combatant form renders.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace raw <button> elements with Button variant="ghost" in stat-block
panel, toast, player modals. Add icon-sm size variant (h-6 w-6) for
compact contexts. Consolidate text button sizes into a single default
(h-8 px-3), removing the redundant sm variant. Add size prop to
ConfirmButton for consistent sizing.
Button now has three sizes: default (text), icon, icon-sm.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace one-off hover colors with hover-neutral/hover-destructive tokens
so all interactive elements respond consistently to theme changes. Fix
hover-neutral-bg token value (was identical to card surface, making hover
invisible on card backgrounds) to a semi-transparent primary tint. Switch
turn nav buttons to outline variant for visible hover feedback. Convert HP
popover damage/heal to plain buttons to avoid ghost variant hover conflict
with tailwind-merge.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Top bar stripped to turn navigation only (Prev, round badge, Clear, Next).
Roll All Initiative, Manage Sources, and Bulk Import moved to a new
overflow menu in the bottom bar. Player Characters also moved there.
Browse stat blocks is now an Eye/EyeOff toggle inside the search input
that switches between add mode and browse mode. Add button only appears
when entering a custom creature name. Roll All Initiative button shows
conditionally — only when bestiary creatures lack initiative values.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>