From game-dev-commands
Builds and maintains Foundry VTT game systems for v13+, covering Actor/Item types, dice mechanics, combat, character sheets, and data migration.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-dev-commands:foundry-vtt-system-devThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Build game systems for Foundry Virtual Tabletop (v13+). Systems define the core rules — Actor/Item types, dice mechanics, combat, character sheets — while modules extend them. This skill covers the full system lifecycle from manifest to publication.
boilerplate/actor.mjsboilerplate/config.mjsboilerplate/data/_module.mjsboilerplate/data/character-data.mjsboilerplate/data/npc-data.mjsboilerplate/data/spell-data.mjsboilerplate/data/weapon-data.mjsboilerplate/documents/_module.mjsboilerplate/item.mjsboilerplate/main.mjsboilerplate/migration.mjsboilerplate/settings.mjsboilerplate/sheets/_module.mjsboilerplate/sheets/character-sheet.mjsboilerplate/styles/my-system.lessboilerplate/styles/v2/apps.lessboilerplate/styles/v2/character.lessboilerplate/styles/v2/chat.lessboilerplate/styles/v2/items.lessboilerplate/styles/v2/sheets.lessBuild game systems for Foundry Virtual Tabletop (v13+). Systems define the core rules — Actor/Item types, dice mechanics, combat, character sheets — while modules extend them. This skill covers the full system lifecycle from manifest to publication.
my-system/
├── system.json ← manifest (required)
├── template.json ← type definitions (required)
├── scripts/
│ ├── main.mjs ← ES module entry point
│ ├── actor.mjs ← custom Actor class
│ ├── item.mjs ← custom Item class
│ ├── data/
│ │ ├── character-data.mjs
│ │ └── npc-data.mjs
│ └── sheets/
│ └── character-sheet.mjs
├── templates/
│ └── actor/
│ └── character-sheet.hbs
├── styles/
│ └── my-system.css
├── packs/ ← compendium data
└── lang/
└── en.json ← localization strings
Use boilerplate/system.json and boilerplate/main.mjs as starting points.
Every system needs a valid system.json. System-specific fields beyond what modules use:
{
"id": "my-system",
"title": "My System",
"description": "A custom game system for Foundry VTT.",
"version": "1.0.0",
"compatibility": {
"minimum": "13",
"verified": "13"
},
"documentTypes": {
"Actor": { "character": {}, "npc": {} },
"Item": { "weapon": {}, "spell": {} }
},
"authors": [{ "name": "Your Name" }],
"esmodules": ["scripts/main.mjs"],
"styles": ["styles/my-system.css"],
"languages": [{ "lang": "en", "name": "English", "path": "lang/en.json" }],
"background": "systems/my-system/assets/setup-bg.png",
"gridDistance": 5,
"gridUnits": "ft",
"primaryTokenAttribute": "health",
"secondaryTokenAttribute": "power"
}
| Field | Purpose |
|---|---|
id | Unique lowercase identifier — must match folder name |
compatibility | minimum (won't load below), verified (tested on) |
documentTypes | Declares Actor/Item subtypes — keys must match CONFIG.*.dataModels |
background | Background image for the system selection screen |
gridDistance / gridUnits | Default grid configuration (e.g., 5 ft) |
primaryTokenAttribute | Resource displayed in bar1 on tokens (maps to system.health) |
secondaryTokenAttribute | Resource displayed in bar2 on tokens (maps to system.power) |
esmodules | ES module entry points — always prefer over legacy scripts |
Define Actor and Item types with shared template inheritance:
{
"Actor": {
"types": ["character", "npc"],
"templates": {
"base": {
"health": { "value": 10, "max": 10 },
"biography": ""
}
},
"character": {
"templates": ["base"],
"abilities": { "str": { "value": 10 }, "dex": { "value": 10 } }
},
"npc": {
"templates": ["base"],
"cr": 0
}
},
"Item": {
"types": ["weapon", "spell"],
"templates": {
"base": { "description": "" }
},
"weapon": {
"templates": ["base"],
"damage": "1d6",
"quantity": 1
},
"spell": {
"templates": ["base"],
"level": 0,
"school": "evocation"
}
}
}
Types reference templates via the templates array. Data from referenced templates is merged into the type. In v13, template.json remains the primary way systems define types and default data. Use TypeDataModel alongside it for schema validation, derived data, and lifecycle hooks — the data schema comes from defineSchema() while template.json declares the types.
Systems run through the same hooks as modules, but the init hook is where you register core system components:
const SYSTEM_ID = "my-system";
Hooks.once("init", () => {
// Register data models for each type
Object.assign(CONFIG.Actor.dataModels, {
character: CharacterData,
npc: NpcData
});
Object.assign(CONFIG.Item.dataModels, {
weapon: WeaponData,
spell: SpellData
});
// Register custom document classes
CONFIG.Actor.documentClass = MySystemActor;
CONFIG.Item.documentClass = MySystemItem;
// Set initiative formula
CONFIG.Combat.initiative = {
formula: "1d20 + @abilities.dex.mod",
decimals: 2
};
// Disable legacy Active Effect transfer
CONFIG.ActiveEffect.legacyTransferral = false;
// Unregister core sheets and register system sheets
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet(SYSTEM_ID, CharacterSheet, {
makeDefault: true,
types: ["character"]
});
// Register settings
game.settings.register(SYSTEM_ID, "schemaVersion", {
scope: "world",
config: false,
type: Number,
default: 0
});
});
Shared API — see the foundry-vtt-module-dev skill for Hooks lifecycle (init/setup/ready), Settings API, and Localization.
foundry.*)Nearly every core API moved into the foundry.* namespace in v13. Legacy globals work as deprecation shims (with console warnings) but new code should use the namespaced paths. Critical for system development:
| Legacy / global | v13 namespaced path |
|---|---|
TypeDataModel, DataModel, Document | foundry.abstract.* |
fields.NumberField, fields.SchemaField, etc. | foundry.data.fields.* |
ApplicationV2, HandlebarsApplicationMixin, DialogV2 | foundry.applications.api.* |
ActorSheetV2, ItemSheetV2 | foundry.applications.sheets.* |
Roll, DiceTerm, Die, RollTerm | foundry.dice.*, foundry.dice.terms.* |
Canvas, CanvasLayer, PlaceableObject | foundry.canvas.* |
Actors, Items (sidebar collections) | foundry.documents.collections.* |
loadTemplates, renderTemplate | foundry.applications.handlebars.* |
| (new in v13) | foundry.applications.fields.* — form input creation: createFormGroup, createSelectInput, createNumberInput, etc. |
| (new in v13) | foundry.applications.ux.* — Tabs, ContextMenu, DragDrop, FormDataExtended, SearchFilter, TextEditor |
mergeObject, isNewerVersion, debounce | foundry.utils.* (38+ helpers) |
Hooks (still global) | foundry.helpers.Hooks (alias) |
For the full table, see the foundry-vtt-module-dev skill's "v13 Namespace" section. The same migration applies — write new files against namespaced paths, update old files when you touch them.
Patterns every shipping system uses, extracted from the foundryvtt/dnd5e reference implementation. Adopt these before your codebase grows past ~10 source files:
my-system.mjs declared in system.json; each subdirectory exports a _module.mjs re-exporting its public API. The entry imports namespaces (import * as dataModels from "./data/_module.mjs").globalThis.<systemId> API surface — expose your system API on one global so modules and macros have a stable contract (game.mySystem.documents.MySystemActor).flags.hotReload in system.json — declare which file types Foundry should live-reload (CSS, hbs, JSON). Cuts UI iteration time dramatically.htmlFields and filePathFields per documentType — required for proper sanitization, ProseMirror enrichment, asset migration, and search indexing.flags.<systemId>.needsMigrationVersion + compatibleMigrationVersion in system.json, gated by Hooks.once("ready") + game.user.isGM.config.mjs — all static system data (abilities, damage types, schools) in one file, assigned to CONFIG.MY_SYSTEM in init. One source of truth.init (CONFIG mutations, sheets, settings) → i18nInit (translate CONFIG labels) → setup (enrichers, packs) → ready (migrations, GM-only side effects).packFolders in system.json.@foundryvtt/foundryvtt-cli for LevelDB pack compilation.The updated boilerplate/system.json and boilerplate/main.mjs demonstrate the namespace, hotReload, htmlFields, packFolders, migration flags, and staged-hook patterns end-to-end.
For the full rationale, dnd5e references, and concrete templates, read references/production-patterns.md.
System-specific fields that don't exist on module.json:
| Field | Type | Purpose |
|---|---|---|
background | string | Background image for the system setup screen |
gridDistance | number | Default grid distance (e.g., 5) |
gridUnits | string | Default grid units (e.g., "ft", "m", "sq") |
primaryTokenAttribute | string | Token bar1 attribute path (e.g., "health") |
secondaryTokenAttribute | string | Token bar2 attribute path (e.g., "power") |
documentTypes | object | Declares custom Actor/Item subtypes (v13+) |
The primaryTokenAttribute and secondaryTokenAttribute reference keys in actor.system. The attribute must lead to an object with value and max keys (e.g., system.health.value / system.health.max).
For full details, read references/system-manifest.md.
template.json defines the types your system supports. Each type can reference shared templates:
Actor.types — array of Actor type strings (e.g., ["character", "npc"])Actor.templates — object of shared data templates referenced by typesItem.types — array of Item type stringsItem.templates — object of shared data templates for itemsTypes inherit template data by listing template names in their templates array. The data is merged — type-specific fields override template fields.
In v13, use TypeDataModel + documentTypes in system.json alongside template.json. The template.json declares the types; TypeDataModel defines the schema with validation and derived data.
For full details, read references/system-manifest.md.
Systems replace the default Actor and Item classes with custom subclasses:
// In init hook
CONFIG.Actor.documentClass = MySystemActor;
CONFIG.Item.documentClass = MySystemItem;
Override getRollData() to expose system data for roll formulas (@abilities.str.mod):
class MySystemActor extends Actor {
getRollData() {
const data = super.getRollData();
// Add shorthand for abilities
data.abilities = this.system.abilities;
data.level = this.system.level;
return data;
}
}
Add starter items when an Actor is created:
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
const items = this.items.map(i => i.toObject());
items.push({ name: "Unarmed Strike", type: "weapon", system: { damage: "1" } });
this.updateSource({ items });
}
Implement system-specific roll logic:
class MySystemItem extends Item {
async roll() {
const rollData = this.getRollData();
const roll = new Roll(this.system.formula, rollData);
await roll.evaluate();
await roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: `${this.name} — ${this.type}`
});
}
}
Each Actor/Item type needs a TypeDataModel class that defines its data schema:
class CharacterData extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
level: new fields.NumberField({ required: true, integer: true, min: 1, max: 20, initial: 1 }),
abilities: new fields.SchemaField({
str: new fields.NumberField({ required: true, integer: true, min: 1, max: 20, initial: 10 }),
dex: new fields.NumberField({ required: true, integer: true, min: 1, max: 20, initial: 10 })
}),
health: new fields.SchemaField({
value: new fields.NumberField({ required: true, integer: true, min: 0, initial: 10 }),
max: new fields.NumberField({ required: true, integer: true, min: 0, initial: 10 })
}),
biography: new fields.HTMLField({ initial: "" })
};
}
}
Register in init with Object.assign(CONFIG.Actor.dataModels, { character: CharacterData }).
Override on TypeDataModel to compute derived values (modifiers, max HP, AC). Use helper methods per type to stay organized:
class CharacterData extends foundry.abstract.TypeDataModel {
prepareDerivedData() {
this._prepareAbilities();
this._prepareHealth();
}
_prepareAbilities() {
for (const [key, score] of Object.entries(this.abilities)) {
this.abilities[key] = { score, mod: Math.floor((score - 10) / 2) };
}
}
_prepareHealth() {
const conMod = this.abilities.con?.mod ?? 0;
this.health.max = 10 + this.level + conMod;
}
}
Never write to the database in prepareDerivedData() — it is purely in-memory computation.
System sheets use ActorSheetV2 / ItemSheetV2 with HandlebarsApplicationMixin:
const { HandlebarsApplicationMixin } = foundry.applications.api;
class CharacterSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
static PARTS = {
header: { template: "systems/my-system/templates/actor/header.hbs" },
body: { template: "systems/my-system/templates/actor/body.hbs" }
};
async _prepareContext(options) {
return { actor: this.document, system: this.document.system };
}
}
Shared API — see the foundry-vtt-module-dev skill for ApplicationV2, Active Effects, and Hooks lifecycle.
For full details, read references/actor-item-classes.md.
Extend foundry.dice.terms.Die for custom mechanics (e.g., exploding dice):
class ExplodingDie extends foundry.dice.terms.Die {
async _evaluate(options = {}) {
await super._evaluate(options);
for (const result of [...this.results]) {
if (result.result >= this.faces) {
const bonus = new foundry.dice.terms.Die({ number: 1, faces: this.faces });
await bonus._evaluate();
this.results.push(...bonus.results);
}
}
return this;
}
}
// Register in init
CONFIG.Dice.terms["x"] = ExplodingDie;
// Usage: "2x6" → 2d6, exploding on max
Extend foundry.dice.Roll for system-specific behavior:
class MySystemRoll extends foundry.dice.Roll {
static instantiateAST(ast) {
// Custom AST processing for system-specific terms
return CONFIG.Dice.parser.flattenTree(ast).map(node => {
const cls = foundry.dice.terms[node.class] ?? foundry.dice.terms.RollTerm;
return cls.fromParseNode(node);
});
}
}
// Register in init
CONFIG.Dice.rolls = [MySystemRoll];
For full details, read references/dice-system.md.
// In init hook
CONFIG.Combat.initiative = {
formula: "1d20 + @abilities.dex.mod + @abilities.wis.mod",
decimals: 2
};
The formula uses roll data from the combatant's actor. @abilities.dex.mod resolves via getRollData().
Override getInitiativeRoll() on a custom Combatant for per-actor formulas:
const original = Combatant.prototype.getInitiativeRoll;
Combatant.prototype.getInitiativeRoll = function (formula) {
if (this.actor?.type === "character") {
formula = "1d20 + @abilities.dex.mod";
} else if (this.actor?.type === "npc") {
formula = "1d10 + @abilities.dex.mod";
}
return original.call(this, formula);
};
For safer patching, use libWrapper:
libWrapper.register("my-system", "Combatant.prototype.getInitiativeRoll", function (wrapped, formula) {
if (this.actor?.type === "character") formula = "1d20 + @abilities.dex.mod";
return wrapped(formula);
}, "WRAPPER");
Shared API — see the foundry-vtt-module-dev skill for combat hooks (combatStart, combatTurn, combatRound) and Token HUD.
For full details, read references/combat-initiative.md.
Track the current schema version in settings and run migrations on world load:
const MIGRATIONS = [
{ version: 1, fn: migrateV1 },
{ version: 2, fn: migrateV2 }
];
Hooks.once("ready", async () => {
if (!game.user.isGM) return;
const current = game.settings.get("my-system", "schemaVersion") ?? 0;
const target = MIGRATIONS.at(-1).version;
if (current >= target) return;
for (const { version, fn } of MIGRATIONS) {
if (current < version) await fn();
}
await game.settings.set("my-system", "schemaVersion", target);
ui.notifications.info("my-system | Migration complete.");
});
Static method for transforming data between schema versions. Override _addDataFieldMigrations() for field renames, and migrateData() for value transformations:
class CharacterData extends foundry.abstract.TypeDataModel {
// Field renames — called automatically before migrateData
static _addDataFieldMigrations() {
this._addDataFieldMigration("system.oldField", "system.newField");
}
// Value transformations — conclude with return super.migrateData(data)
static migrateData(data) {
// Transform values if needed
return super.migrateData(data);
}
}
For full details, read references/data-migration.md.
Add starter items when an Actor is created:
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
const starterItems = [
{ name: "Unarmed Strike", type: "weapon", system: { damage: "1" } },
{ name: "Basic Spell", type: "spell", system: { level: 0 } }
];
this.updateSource({ items: starterItems });
}
Set default token properties in _preCreate():
this.updateSource({
"prototypeToken.texture.src": this.parent.img,
"prototypeToken.name": this.parent.name,
"prototypeToken.displayName": CONST.TOKEN_DISPLAY_MODES.OWNER_HOVER,
"prototypeToken.displayBars": CONST.TOKEN_DISPLAY_MODES.OWNER,
"prototypeToken.bar1": { attribute: "health" },
"prototypeToken.bar2": { attribute: "power" },
"prototypeToken.disposition": CONST.TOKEN_DISPOSITIONS.FRIENDLY,
"prototypeToken.sight": { enabled: true, range: 60 }
});
Shared API — see the foundry-vtt-module-dev skill for DialogV2, Active Effects, and compendium import.
For full details, read references/character-creation.md.
Replace the core status effect array with system-specific conditions in init:
CONFIG.statusEffects = [
{
id: "my-system.prone",
name: "MY_SYSTEM.Conditions.Prone",
icon: "systems/my-system/icons/conditions/prone.svg",
changes: [{ key: "system.attributes.ac", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: "-2" }],
},
{
id: "my-system.dead",
name: "MY_SYSTEM.Conditions.Dead",
icon: "systems/my-system/icons/conditions/dead.svg",
overlay: true,
changes: [],
},
];
CONFIG.specialStatusEffects.DEFEATED = "my-system.dead";
Systems replace the entire CONFIG.statusEffects array (modules should push). Each entry can include changes to auto-apply Active Effect modifications when toggled.
Register a hotbarDrop hook in ready to let players drag items to the macro bar:
Hooks.once("ready", () => {
Hooks.on("hotbarDrop", (bar, data, slot) => {
if (data.type === "Item") {
createItemMacro(data, slot);
return false;
}
});
});
Return false to prevent default handling. The helper creates a script macro that calls item.roll() via UUID.
Register inline syntax patterns via CONFIG.TextEditor.enrichers in init:
CONFIG.TextEditor.enrichers.push({
pattern: /@Check\[([^\]]+)\](?:\{([^}]+)\})?/g,
enricher: async (match, options) => {
const [, ability, label] = match;
const anchor = document.createElement("a");
anchor.classList.add("inline-check");
anchor.dataset.action = "rollCheck";
anchor.dataset.ability = ability;
anchor.innerHTML = `<i class="fa-solid fa-dice-d20"></i> ${label ?? ability}`;
return anchor;
},
});
Now @Check[strength]{STR Save} in any enriched text becomes a clickable link. Handle clicks via data-action in your sheet's action handlers.
Override CONFIG.Token.objectClass to customize token rendering (e.g., custom resource bars):
CONFIG.Token.objectClass = MySystemToken;
Override CONFIG.Token.documentClass for custom token data handling. Set per-type prototype token defaults in _preCreate() — characters get actorLink: true and friendly disposition, NPCs get actorLink: false and hostile disposition.
Define system-specific journal page types (class descriptions, bestiary entries) using TypeDataModel:
CONFIG.JournalEntryPage.dataModels["class"] = ClassPageData;
DocumentSheetConfig.registerSheet(JournalEntryPage, "my-system", ClassPageSheet, {
types: ["class"],
makeDefault: true,
});
Declare custom page types in system.json under documentTypes.JournalEntryPage.
For full details on all five topics, read references/advanced-system-features.md.
Systems carry the bulk of CSS in any Foundry world — character sheets, item sheets, chat cards. The patterns below are extracted from the two largest production systems (foundryvtt/dnd5e and foundryvtt/pf2e) and codify what works at scale on v13.
Nine rules every shipping system follows:
system.json styles[]. Never list LESS/SCSS partials.DEFAULT_OPTIONS.classes: ["my-system", ...].@layer variables. Component CSS without a layer wins against Foundry's @layer applications automatically.--color-*/--font-* for skinning and namespace your own as --my-system-*.body.theme-light / body.theme-dark. No prefers-color-scheme, no [data-theme]..themed.theme-{light,dark} for popouts and per-application theme overrides. Always pair with body-class selectors.styles/v1/ for AppV1 fallbacks, styles/v2/ for current AppV2 styles..my-system.sheet.actor.character.// styles/my-system.less — entry, only @imports
@import "variables/base.less"; // wrapped in @layer variables
@import "variables/light.less"; // body.theme-light + .themed.theme-light
@import "variables/dark.less"; // body.theme-dark + .themed.theme-dark
@import "v2/sheets.less"; // UNLAYERED — wins over Foundry's base
@import "v2/character.less";
@import "v2/chat.less";
// Per-theme variables via mixin pattern
.mixin-theme-dark() {
--my-system-bg-card: #2a2018;
--my-system-text-primary: #e9d8a6;
}
@layer variables {
body.theme-dark .my-system,
.themed.theme-dark.my-system {
.mixin-theme-dark();
}
}
The boilerplate ships a complete starter: styles/my-system.less, variables/ (base + light + dark), v2/sheets.less, v2/chat.less. Compile with lessc styles/my-system.less styles/my-system.css --source-map or integrate via Vite (see the foundry-vtt-module-dev skill's references/build-pipeline.md).
For the full rationale — Foundry's cascade-layer mechanics, why component CSS stays unlayered, marker class via DEFAULT_OPTIONS.classes, dnd5e vs PF2e tooling tradeoffs, sheet/chat scoping patterns, token & HUD customization, and 12 pitfalls — read references/styling-and-themes.md.
These APIs are covered in the foundry-vtt-module-dev skill — read that skill for deep details:
| Topic | Module Dev Reference | System-Specific Notes |
|---|---|---|
| ApplicationV2 / Sheets | references/application-v2.md | Use HandlebarsApplicationMixin(ActorSheetV2) / HandlebarsApplicationMixin(ItemSheetV2) |
| TypeDataModel / defineSchema | references/document-model.md | Register via CONFIG.*.dataModels in init |
| Active Effects | references/document-model.md | Set CONFIG.ActiveEffect.legacyTransferral = false; use allApplicableEffects() |
| Hooks Lifecycle | references/hooks-and-settings.md | init → CONFIG registration, ready → migration |
| Settings API | references/hooks-and-settings.md | Use for schema version and system options |
| Localization | references/sockets-rolls-packs.md | Use MY_SYSTEM. prefix, include TYPES.Actor.* and TYPES.Item.* |
| Canvas Extensions | references/canvas-and-pixi.md | Custom layers for system-specific visuals |
| Sockets | references/sockets-rolls-packs.md | GM-authoritative pattern for player actions |
| Compendium Packs | references/sockets-rolls-packs.md | Declare packs in system.json |
| CSS / Styling | references/styling-and-themes.md | Marker classes via DEFAULT_OPTIONS.classes, @layer variables for tokens, body-class theming with .themed.theme-* for popouts |
| Basic Dice Rolls | references/sockets-rolls-packs.md | Roll, evaluate(), toMessage() |
| Combat Hooks | references/combat-and-tokens.md | combatStart, combatTurn, combatRound |
| Data Migration (modules) | references/migration-guide.md | Systems use migrateData() on TypeDataModel |
CONFIG.Actor.documentClass and CONFIG.Item.documentClass in init. Without this, the default Actor/Item class is used and system-specific methods (getRollData, roll) are lost.CONFIG.Actor.dataModels and CONFIG.Item.dataModels must be populated for each type declared in documentTypes. Mismatched keys cause silent failures.template.json still needs the type declarations but the data schema comes from defineSchema(). The two must agree on field paths.@abilities.str.mod won't resolve if getRollData() doesn't return the right structure. The returned object is what @ references resolve against._preCreate(), use this.updateSource() to modify creation data. Using update() tries to write to the DB before the document exists.CONFIG.Dice.terms["x"] = MyTerm in init is required. Without registration, Roll.parse() can't recognize the custom operator.CONFIG.Combat.initiative.formula uses actor roll data. If the referenced fields don't exist in getRollData(), initiative rolls fail silently or produce NaN.return super.migrateData(data) at the end. Skipping this breaks Foundry's own migration pipeline.system.json id must match the folder name exactly. Foundry uses the folder name to locate the system.prepareDerivedData(), migrateData(), and lifecycle hooks. Use both together.this.getRollData() (which includes parent actor data) not just this.system. Otherwise @abilities.str won't resolve.documentTypes, but systems own the core types. A system's types are the primary game types; module types are extensions.static PARTS = { template: CONFIG.mySystem.templates.foo } fails because CONFIG is undefined during class static initialization. Use string literals for template paths, or resolve CONFIG values in _prepareContext() or static get PARTS().| File | Purpose |
|---|---|
boilerplate/system.json | Valid v13 manifest with hotReload, htmlFields/filePathFields per documentType, packFolders, migration version flags |
boilerplate/template.json | Actor/Item type definitions with template inheritance |
boilerplate/main.mjs | Entry point — barrel imports, globalThis API, staged init/i18nInit/setup/ready hooks |
boilerplate/config.mjs | Single source of truth for system constants (MY_SYSTEM) |
boilerplate/settings.mjs | registerSystemSettings() — all game.settings.register calls in one place |
boilerplate/migration.mjs | migrateWorld() with version-gated migration registry |
boilerplate/actor.mjs | Custom Actor class with getRollData and _preCreate |
boilerplate/item.mjs | Custom Item class with roll() and getRollData |
boilerplate/data/_module.mjs | Barrel re-exporting every TypeDataModel class |
boilerplate/data/character-data.mjs | TypeDataModel for character type with prepareDerivedData |
boilerplate/data/npc-data.mjs | TypeDataModel for NPC type with simplified schema |
boilerplate/data/weapon-data.mjs | TypeDataModel for weapon type with damage, quantity, weight |
boilerplate/data/spell-data.mjs | TypeDataModel for spell type with level, school, formula |
boilerplate/documents/_module.mjs | Barrel re-exporting MySystemActor and MySystemItem |
boilerplate/sheets/_module.mjs | Barrel re-exporting CharacterSheet |
boilerplate/sheets/character-sheet.mjs | ActorSheetV2 for character type with actions |
boilerplate/templates/actor/character-sheet.hbs | Handlebars template with abilities, inventory, and effects |
boilerplate/styles/my-system.less | LESS entry — imports all partials, no rules |
boilerplate/styles/variables/base.less | Theme-agnostic :root tokens (spacing scale, sheet dims, namespaced colors) |
boilerplate/styles/variables/light.less | Light theme mixin + body.theme-light / .themed.theme-light selectors |
boilerplate/styles/variables/dark.less | Dark theme mixin + body.theme-dark / .themed.theme-dark selectors |
boilerplate/styles/v2/sheets.less | Shared sheet chrome — header, tabs, inputs, buttons (unlayered) |
boilerplate/styles/v2/typography.less | Font loading and typographic scale |
boilerplate/styles/v2/character.less | Character sheet specific (ability block, health bar with prefers-reduced-motion) |
boilerplate/styles/v2/items.less | Item sheet patterns chained by item type (.weapon, .spell) |
boilerplate/styles/v2/apps.less | Dialogs, configs, popout themed override pattern |
boilerplate/styles/v2/chat.less | Chat card scoping pattern under :is(.chat-popout, #chat-log, .chat-log) |
Read these for deep API details — they're loaded on demand:
| File | When to read |
|---|---|
references/system-manifest.md | system.json fields, documentTypes, template.json structure, template inheritance |
references/actor-item-classes.md | Extending Actor/Item, getRollData, _preCreate, Item.roll(), document class registration |
references/dice-system.md | Custom DiceTerm, custom Roll class, CONFIG.Dice, formula parsing, RollResolver |
references/combat-initiative.md | Initiative formulas, custom Combatant, combat lifecycle, turn automation |
references/data-migration.md | migrateData(), schema versioning, migration registry, bulk migration, v12→v13 changes |
references/character-creation.md | Default items, prototype tokens, creation dialogs, compendium import |
references/advanced-system-features.md | Status effects, hotbar macros, custom enrichers, token customization, journal pages |
references/production-patterns.md | Production architecture: barrel files, globalThis API, hotReload, htmlFields/filePathFields, build pipeline, migration version flags, pack folders, staged init hooks |
references/styling-and-themes.md | CSS architecture: marker classes, cascade layers (when to layer, when not), CSS variables, body-class theming, sheet/chat scoping, dnd5e vs PF2e patterns, 12 pitfalls |
These live in the foundry-vtt-module-dev skill but apply to systems too:
| File | When to read |
|---|---|
foundry-vtt-module-dev/references/accessibility.md | Sheet a11y — ARIA, keyboard nav, focus management |
foundry-vtt-module-dev/references/testing-with-quench.md | Writing in-game tests with Quench |
foundry-vtt-module-dev/references/module-subtypes.md | When extending your system with module-contributed subtypes |
foundry-vtt-module-dev/references/build-pipeline.md | Vite/Rollup setup, dev proxy, fixed-name output, hot reload integration |
foundry-vtt-module-dev/references/handlebars-and-templates.md | Foundry helper inventory, v13 HTML elements, form helpers, template preloading |
foundry-vtt-module-dev/references/adventure-documents.md | Shipping pre-made content (campaigns, one-shots) via the Adventure document type |
foundry-vtt-module-dev/references/permissions-and-ownership.md | Roles, ownership levels, testUserPermission, GM-authoritative pattern, USER_PERMISSIONS |
npx claudepluginhub fcsouza/agent-skillsBuilds, extends, debugs, and maintains Foundry VTT modules for v13+. Covers scaffolding, TypeDataModel, ApplicationV2, hooks, sockets, PIXI.js canvas, compendium packs, ActiveEffects, TypeScript with fvtt-types, Vite/Rollup builds, localization, and migration.
Manages D&D 5e campaigns with MCP tools for creating modules, NPCs, characters, encounters; homebrew monsters/items/spells; catalog searches; map/token placement; document handling.