WIP: feat: allow humanoid creatures to own talents #48

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Athemis wants to merge 4 commits from feat/talents-for-humanoid-creatures into main
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Some creatures in e.g. the Caera campaign box have both special creature
abilities and talents which were formerly reserved for player
characters. Allow those for at least humanoid creatures.

This may be extended in the future by adding other creature types to the
allow list.

Some creatures in e.g. the Caera campaign box have both special creature abilities and talents which were formerly reserved for player characters. Allow those for at least humanoid creatures. This may be extended in the future by adding other creature types to the allow list.
feat: allow humanoid creatures to own talents
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Some creatures in e.g. the Caera campaign box have both special creature
abilities and talents which were formerly reserved for player
characters. Allow those for at least humanoid creatures.

This may be extended in the future by adding other creature types to the
allow list.
test: centralize foundry globals stubs and add creature talent specs
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2e3a8a8d93
Merge branch 'main' into feat/talents-for-humanoid-creatures
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d055c468e6
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@claw-bot review

@claw-bot review
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Quick review

Summary:

  • Change is nicely scoped: allow talents for eligible creature types + keeps existing creature abilities intact.
  • Good test coverage: ownable item types + hook behavior (humanoid allowed, others rejected).
  • CI is green.

Notes / suggestions:

  • UI vs logic drift: the sheet template checks creatureType == "humanoid", while the TS logic uses TALENT_ELIGIBLE_CREATURE_TYPES. If you later extend the allow-list, the UI could lag behind. Consider basing the UI condition on the same source of truth (or at least also show the section when itemsByType.talent is non-empty).
  • Existing data edge-case: if a non-humanoid creature already has talent items (old data), the current UI will hide them entirely, making cleanup awkward. A read-only display (but no add button) would avoid that.
  • i18n keys: please double-check that DS4.SortByTalentRank / DS4.TalentRank (etc.) exist in the lang files.

No blockers from me. Once this is undrafted, it looks mergeable.

**Quick review** Summary: - ✅ Change is nicely scoped: allow talents for eligible creature types + keeps existing creature abilities intact. - ✅ Good test coverage: ownable item types + hook behavior (humanoid allowed, others rejected). - ✅ CI is green. Notes / suggestions: - **UI vs logic drift**: the sheet template checks `creatureType == "humanoid"`, while the TS logic uses `TALENT_ELIGIBLE_CREATURE_TYPES`. If you later extend the allow-list, the UI could lag behind. Consider basing the UI condition on the same source of truth (or at least also show the section when `itemsByType.talent` is non-empty). - **Existing data edge-case**: if a non-humanoid creature already has talent items (old data), the current UI will hide them entirely, making cleanup awkward. A read-only display (but no add button) would avoid that. - **i18n keys**: please double-check that `DS4.SortByTalentRank` / `DS4.TalentRank` (etc.) exist in the lang files. No blockers from me. Once this is undrafted, it looks mergeable.
Merge branch 'main' into feat/talents-for-humanoid-creatures
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