Equipment: slots, gear traits, archetype limits and stat bonuses, equip actions and schema
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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{
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"id": "equipment",
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"name": "Equipment",
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"version": "1.0.0",
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"author": "ct",
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"description": "Gear for any game with stats: slots as data (\"Kind\": \"equip_slot\": weapon, body, accessory — or outfit and jewellery in a novel), items become gear by two keys of their own JSON (\"Equip\": the equip type, \"Traits\": what they do while worn), optional \"Archetypes\" limits. Worn items feed the stats as a trait source, so battle attributes, checks and conditions follow at once. The item action action/equip uses the inventory's own target picker; scenario actions equip.put and equip.remove; condition equipped(who, item); the Equipment block of the character sheet.",
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"category": "gameplay",
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"sources": [
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"src/**/*.cs"
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],
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"test_sources": [
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"tests/*.cs"
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],
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"depends": ["stats_base>=1", "items_base>=1", "characters_base>=1", "ui_base>=1"]
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}
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