# Artifacts Implementation Plan ## Overview This document outlines the implementation plan for adding Artifacts to the hensei-api. Artifacts are equipment items that can be attached to characters, providing four skill bonuses. They have element and proficiency requirements that must match the equipped character. ## Key Design Decisions Based on requirements discussion: 1. **Skill definitions**: Hardcoded in model constants (similar to rings) 2. **Base entity**: Create `artifacts` table for the 30 standard + 5 quirk artifact types 3. **User input**: Direct value input with validation against valid formulas 4. **Collection model**: Multiple artifacts of same type allowed per user 5. **Grid linkage**: GridArtifact belongs_to GridCharacter 6. **Quirk skills**: Not stored in database - frontend handles display based on artifact name 7. **Naming**: Add optional nickname field to collection_artifacts --- ## Data Model ### 1. `artifacts` Table (Base Entity) Stores the 35 artifact types (30 standard + 5 quirk). This is static reference data. ```ruby create_table :artifacts, id: :uuid do |t| t.string :granblue_id, null: false # Game's internal ID t.string :name_en, null: false # English name t.string :name_jp # Japanese name t.integer :proficiency, null: false # 1-10 (sabre, dagger, spear, axe, staff, gun, melee, bow, harp, katana) t.integer :rarity, null: false # 0 = standard, 1 = quirk t.integer :style # 1-3 for standard artifacts (Ominous/Saint/Jinyao style) # No timestamps - static reference data end add_index :artifacts, :granblue_id, unique: true add_index :artifacts, :proficiency add_index :artifacts, :rarity ``` **Notes:** - Standard artifacts have 3 styles per proficiency (30 total) - Quirk artifacts (5 total) have `rarity: 1` and `style: nil` - Images will be stored on CDN, derived from granblue_id ### 2. `collection_artifacts` Table User's artifact inventory. Unlike other collection items, users can own multiple artifacts of the same type. ```ruby create_table :collection_artifacts, id: :uuid do |t| t.references :user, type: :uuid, null: false, foreign_key: true t.references :artifact, type: :uuid, null: false, foreign_key: true # Artifact properties t.integer :element, null: false # 1-6 (fire, water, earth, wind, light, dark) t.integer :level, null: false, default: 1 # 1-5 for standard, always 1 for quirk t.string :nickname # Optional user label # Skills (JSONB) - each contains: { modifier: int, strength: value, level: int } # For standard artifacts: modifier = skill ID, strength = level 1 base value, level = 1-5 # For quirk artifacts: these are nil (skills are fixed and determined by artifact name) t.jsonb :skill1, default: {}, null: false # Group I skill t.jsonb :skill2, default: {}, null: false # Group I skill t.jsonb :skill3, default: {}, null: false # Group II skill t.jsonb :skill4, default: {}, null: false # Group III skill t.timestamps end add_index :collection_artifacts, :user_id add_index :collection_artifacts, [:user_id, :artifact_id] add_index :collection_artifacts, :element ``` **Skill JSONB Structure:** ```json { "modifier": 1, // Skill type ID within the group "strength": 1320, // Level 1 base value (one of 5 valid values per skill) "level": 3 // Skill level 1-5 } ``` **Constraint:** Sum of all 4 skill levels must equal (artifact_level + 3). At level 1, all skills are level 1 (sum=4). At level 5, skills sum to 8. ### 3. `grid_artifacts` Table Artifacts equipped to characters within a party. ```ruby create_table :grid_artifacts, id: :uuid do |t| t.references :grid_character, type: :uuid, null: false, foreign_key: true t.references :artifact, type: :uuid, null: false, foreign_key: true # Artifact properties (same as collection_artifacts) t.integer :element, null: false t.integer :level, null: false, default: 1 t.jsonb :skill1, default: {}, null: false t.jsonb :skill2, default: {}, null: false t.jsonb :skill3, default: {}, null: false t.jsonb :skill4, default: {}, null: false t.timestamps end add_index :grid_artifacts, :grid_character_id, unique: true # One artifact per character add_index :grid_artifacts, :artifact_id ``` **Validation:** The artifact's element and proficiency must match the character's element and one of their proficiencies. --- ## Skill Groups Definition Hardcoded in model as constants. Each skill has: - `name`: Display name - `base_values`: Array of 5 valid level 1 values - `growth`: Amount added per level - `value_type`: `:integer`, `:percent`, or `:percent_decimal` (for values like 0.5%) ### Group I Skills (Slots 1 & 2) | ID | Name | Base Values | Growth | Type | |----|------|-------------|--------|------| | 1 | ATK | 1320, 1440, 1560, 1680, 1800 | +300 | integer | | 2 | HP | 660, 720, 780, 840, 900 | +150 | integer | | 3 | C.A. DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent | | 4 | Skill DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent | | 5 | Elemental ATK | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 6 | Critical Hit Rate | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent | | 7 | Double Attack Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | | 8 | Triple Attack Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent | | 9 | DEF | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 10 | Superior Element Reduction | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent | | 11 | Dodge Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent | | 12 | Healing | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent | | 13 | Debuff Success Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | | 14 | Debuff Resistance | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | ### Group II Skills (Slot 3) | ID | Name | Base Values | Growth | Type | |----|------|-------------|--------|------| | 1 | N.A. DMG Cap | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent | | 2 | Skill DMG Cap | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 3 | C.A. DMG Cap | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | | 4 | Special C.A. DMG Cap | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent | | 5 | Boost DMG cap for critical hits | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent | | 6 | N.A. DMG cap boost (80%/60% penalty) | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent | | 7 | Skill DMG cap boost (20%/60% penalty) | 17.6, 19.2, 20.8, 22.4, 24.0 | +4 | percent | | 8 | C.A. DMG cap boost (20%/80% penalty) | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent | | 9 | Supplemental N.A. DMG | 8800, 9600, 10400, 11200, 12000 | +2000 | integer | | 10 | Supplemental Skill DMG | 11000, 12000, 13000, 14000, 15000 | +2500 | integer | | 11 | Supplemental C.A. DMG | 110000, 120000, 130000, 140000, 150000 | +25000 | integer | | 12 | Chain DMG Amplify | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | | 13 | Boost TA rate when ≥50% HP | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent | | 14 | Amplify DMG at 100% HP | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent | | 15 | Max HP boost (70% DEF penalty) | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 16 | DMG reduction when ≤50% HP | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 17 | Regeneration | 440, 480, 520, 560, 600 | +100 | integer | | 18 | Turn-Based DMG Reduction | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent | | 19 | Chance to remove 1 debuff | 20 | +20 | percent | | 20 | Chance to cancel dispels | 20 | +20 | percent | **Note:** Skills 19 and 20 have only one base value (20%), not 5. ### Group III Skills (Slot 4) Group III has ~25+ skills with varied mechanics. The growth values can be positive or negative (e.g., "after using skills x times" decreases the required count with levels). | ID | Name | Base Value | Growth | Notes | |----|------|------------|--------|-------| | 1 | Battle start: DMG Mitigation | 1000 | +1000 | integer | | 2 | Battle start: Random buff(s) | 1 | +1 | count | | 3 | HP consumed + DMG Cap after 3T | 10 | +10 | percent | | 4 | On knockout: Ally buffs | 1 | +1 | count | | 5 | On switch to main: DMG Amplified | 3 | +3 | percent | | 6 | Foe ≤50% HP: Restore HP | 2000 | +2000 | integer | | 7 | Skill 1 CD cut + HP consume | 30 | -6 | percent (decreasing) | | 8 | Debuff skill: Amplify foe DMG taken | 4 | +4 | percent | | 9 | Healing skill: Bonus DMG to next ally | 4 | +4 | percent | | 10 | DMG Cap stackable after X skills | 5 | -1 | count (decreasing) | | 11 | After 10+ turn skill: DMG Amplified | 2 | +2 | percent | | 12 | Linked skill CD cut after X uses | 8 | -1 | count (decreasing) | | 13 | Supplemental DMG based on charge bar | 5000 | +5000 | integer | | 14 | No attack: Random stackable buff(s) | 1 | +1 | count | | 15 | Chance to remove foe buffs | 1 | +1 | percent | | 16 | Chance to progress turn by 5 | 0.2 | +0.2 | percent | | 17 | Shield every 5 turns | 1000 | +500 | integer | | 18 | Chance for 6-hit Flurry | 1 | +1 | percent | | 19 | Bonus DMG after X enemy hits | 7 | -1 | count (decreasing) | | 20 | 3-hit Flurry after X hits | 200 | -25 | count (decreasing) | | 21 | Plain DMG based on HP lost | 10 | +10 | multiplier | | 22 | Supplemental Skill DMG after X skill DMG | 40000000 | -5000000 | integer (decreasing) | | 23 | Single attack: Random buff(s) | 1 | +1 | count | | 24 | Potion use: Fated Chain boost | 3 | +3 | percent | | 25 | Foe ≤3 debuffs: Armored | 5 | +5 | percent | | 26 | Sub ally: Debuff foes every X turns | 7 | -1 | count (decreasing) | | 27 | Boost EXP earned | 1 | +1 | percent | | 28 | Boost item drop rate | 0.5 | +0.5 | percent | | 29 | Chance to find earrings | ? | ? | unknown | --- ## Model Implementation ### Artifact Model ```ruby # app/models/artifact.rb class Artifact < ApplicationRecord # Enums enum :proficiency, { sabre: 1, dagger: 2, spear: 3, axe: 4, staff: 5, gun: 6, melee: 7, bow: 8, harp: 9, katana: 10 } enum :rarity, { standard: 0, quirk: 1 } # Associations has_many :collection_artifacts, dependent: :restrict_with_error has_many :grid_artifacts, dependent: :restrict_with_error # Validations validates :granblue_id, presence: true, uniqueness: true validates :name_en, presence: true validates :proficiency, presence: true validates :rarity, presence: true validates :style, presence: true, inclusion: { in: 1..3 }, if: :standard? validates :style, absence: true, if: :quirk? # Scopes scope :standard_artifacts, -> { where(rarity: :standard) } scope :quirk_artifacts, -> { where(rarity: :quirk) } scope :by_proficiency, ->(prof) { where(proficiency: prof) } end ``` ### CollectionArtifact Model ```ruby # app/models/collection_artifact.rb class CollectionArtifact < ApplicationRecord include ArtifactSkillValidations # Associations belongs_to :user belongs_to :artifact # Enums enum :element, { fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6 } # Validations validates :element, presence: true validates :level, presence: true, inclusion: { in: 1..5 } validates :nickname, length: { maximum: 50 }, allow_blank: true validate :validate_skill_levels_sum validate :validate_skills_for_standard_artifacts validate :validate_quirk_artifact_constraints # Scopes scope :by_element, ->(el) { where(element: el) } scope :by_artifact, ->(artifact_id) { where(artifact_id: artifact_id) } scope :by_proficiency, ->(prof) { joins(:artifact).where(artifacts: { proficiency: prof }) } private def validate_skill_levels_sum return if artifact&.quirk? total = [skill1, skill2, skill3, skill4].sum { |s| s['level'].to_i } expected = level + 3 unless total == expected errors.add(:base, "Skill levels must sum to #{expected} for artifact level #{level}") end end def validate_quirk_artifact_constraints return unless artifact&.quirk? errors.add(:level, "must be 1 for quirk artifacts") unless level == 1 # Quirk artifacts don't store skills [skill1, skill2, skill3, skill4].each_with_index do |skill, idx| unless skill.blank? || skill == {} errors.add(:"skill#{idx + 1}", "must be empty for quirk artifacts") end end end end ``` ### GridArtifact Model ```ruby # app/models/grid_artifact.rb class GridArtifact < ApplicationRecord include ArtifactSkillValidations # Associations belongs_to :grid_character belongs_to :artifact has_one :party, through: :grid_character has_one :character, through: :grid_character # Enums enum :element, { fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6 } # Validations validates :element, presence: true validates :level, presence: true, inclusion: { in: 1..5 } validates :grid_character_id, uniqueness: { message: "already has an artifact equipped" } validate :validate_skill_levels_sum validate :validate_character_compatibility validate :validate_quirk_artifact_constraints private def validate_character_compatibility return unless grid_character&.character && artifact char = grid_character.character # Check element compatibility (skip for characters with variable elements like Lyria) unless char.any_element? unless char.element == element errors.add(:element, "must match character's element") end end # Check proficiency compatibility char_proficiencies = [char.proficiency1, char.proficiency2].compact unless char_proficiencies.include?(artifact.proficiency) errors.add(:artifact, "proficiency must match one of the character's proficiencies") end end end ``` ### Shared Skill Validation Concern ```ruby # app/models/concerns/artifact_skill_validations.rb module ArtifactSkillValidations extend ActiveSupport::Concern ELEMENT_ENUM = { fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6 }.freeze # Group I skills (slots 1 & 2) GROUP_I_SKILLS = { 1 => { name: 'ATK', base_values: [1320, 1440, 1560, 1680, 1800], growth: 300, type: :integer }, 2 => { name: 'HP', base_values: [660, 720, 780, 840, 900], growth: 150, type: :integer }, 3 => { name: 'C.A. DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent }, 4 => { name: 'Skill DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent }, 5 => { name: 'Elemental ATK', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 6 => { name: 'Critical Hit Rate', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent }, 7 => { name: 'Double Attack Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }, 8 => { name: 'Triple Attack Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent }, 9 => { name: 'DEF', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 10 => { name: 'Superior Element Reduction', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent }, 11 => { name: 'Dodge Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent }, 12 => { name: 'Healing', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent }, 13 => { name: 'Debuff Success Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }, 14 => { name: 'Debuff Resistance', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent } }.freeze # Group II skills (slot 3) GROUP_II_SKILLS = { 1 => { name: 'N.A. DMG Cap', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent }, 2 => { name: 'Skill DMG Cap', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 3 => { name: 'C.A. DMG Cap', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }, 4 => { name: 'Special C.A. DMG Cap', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent }, 5 => { name: 'Boost DMG cap for critical hits', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent }, 6 => { name: 'N.A. DMG cap boost (penalty)', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent }, 7 => { name: 'Skill DMG cap boost (penalty)', base_values: [17.6, 19.2, 20.8, 22.4, 24.0], growth: 4, type: :percent }, 8 => { name: 'C.A. DMG cap boost (penalty)', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent }, 9 => { name: 'Supplemental N.A. DMG', base_values: [8800, 9600, 10400, 11200, 12000], growth: 2000, type: :integer }, 10 => { name: 'Supplemental Skill DMG', base_values: [11000, 12000, 13000, 14000, 15000], growth: 2500, type: :integer }, 11 => { name: 'Supplemental C.A. DMG', base_values: [110000, 120000, 130000, 140000, 150000], growth: 25000, type: :integer }, 12 => { name: 'Chain DMG Amplify', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }, 13 => { name: 'Boost TA rate when ≥50% HP', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }, 14 => { name: 'Amplify DMG at 100% HP', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent }, 15 => { name: 'Max HP boost (DEF penalty)', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 16 => { name: 'DMG reduction when ≤50% HP', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 17 => { name: 'Regeneration', base_values: [440, 480, 520, 560, 600], growth: 100, type: :integer }, 18 => { name: 'Turn-Based DMG Reduction', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent }, 19 => { name: 'Chance to remove 1 debuff', base_values: [20], growth: 20, type: :percent }, 20 => { name: 'Chance to cancel dispels', base_values: [20], growth: 20, type: :percent } }.freeze # Group III skills (slot 4) - simplified, full list in implementation GROUP_III_SKILLS = { 1 => { name: 'Battle start: DMG Mitigation', base_values: [1000], growth: 1000, type: :integer }, 2 => { name: 'Battle start: Random buff(s)', base_values: [1], growth: 1, type: :count }, 3 => { name: 'HP consumed + DMG Cap after 3T', base_values: [10], growth: 10, type: :percent }, 4 => { name: 'On knockout: Ally buffs', base_values: [1], growth: 1, type: :count }, 5 => { name: 'On switch to main: DMG Amplified', base_values: [3], growth: 3, type: :percent }, 6 => { name: 'Foe ≤50% HP: Restore HP', base_values: [2000], growth: 2000, type: :integer }, 7 => { name: 'Skill 1 CD cut + HP consume', base_values: [30], growth: -6, type: :percent }, 8 => { name: 'Debuff skill: Amplify foe DMG taken', base_values: [4], growth: 4, type: :percent }, 9 => { name: 'Healing skill: Bonus DMG to next ally', base_values: [4], growth: 4, type: :percent }, 10 => { name: 'DMG Cap stackable after X skills', base_values: [5], growth: -1, type: :count }, 11 => { name: 'After 10+ turn skill: DMG Amplified', base_values: [2], growth: 2, type: :percent }, 12 => { name: 'Linked skill CD cut after X uses', base_values: [8], growth: -1, type: :count }, 13 => { name: 'Supplemental DMG based on charge bar', base_values: [5000], growth: 5000, type: :integer }, 14 => { name: 'No attack: Random stackable buff(s)', base_values: [1], growth: 1, type: :count }, 15 => { name: 'Chance to remove foe buffs', base_values: [1], growth: 1, type: :percent }, 16 => { name: 'Chance to progress turn by 5', base_values: [0.2], growth: 0.2, type: :percent }, 17 => { name: 'Shield every 5 turns', base_values: [1000], growth: 500, type: :integer }, 18 => { name: 'Chance for 6-hit Flurry', base_values: [1], growth: 1, type: :percent }, 19 => { name: 'Bonus DMG after X enemy hits', base_values: [7], growth: -1, type: :count }, 20 => { name: '3-hit Flurry after X hits', base_values: [200], growth: -25, type: :count }, 21 => { name: 'Plain DMG based on HP lost', base_values: [10], growth: 10, type: :multiplier }, 22 => { name: 'Supplemental Skill DMG after X skill DMG', base_values: [40000000], growth: -5000000, type: :integer }, 23 => { name: 'Single attack: Random buff(s)', base_values: [1], growth: 1, type: :count }, 24 => { name: 'Potion use: Fated Chain boost', base_values: [3], growth: 3, type: :percent }, 25 => { name: 'Foe ≤3 debuffs: Armored', base_values: [5], growth: 5, type: :percent }, 26 => { name: 'Sub ally: Debuff foes every X turns', base_values: [7], growth: -1, type: :count }, 27 => { name: 'Boost EXP earned', base_values: [1], growth: 1, type: :percent }, 28 => { name: 'Boost item drop rate', base_values: [0.5], growth: 0.5, type: :percent }, 29 => { name: 'Chance to find earrings', base_values: [nil], growth: nil, type: :unknown } }.freeze included do validate :validate_skill1_group_i validate :validate_skill2_group_i validate :validate_skill3_group_ii validate :validate_skill4_group_iii end private def validate_skill_in_group(skill_data, group, slot_name) return if skill_data.blank? || skill_data == {} return if artifact&.quirk? modifier = skill_data['modifier'] strength = skill_data['strength'] level = skill_data['level'] unless modifier && strength && level errors.add(slot_name, "must have modifier, strength, and level") return end skill_def = group[modifier] unless skill_def errors.add(slot_name, "has invalid modifier #{modifier}") return end unless (1..5).include?(level) errors.add(slot_name, "level must be between 1 and 5") return end # Validate strength is a valid base value for this skill unless skill_def[:base_values].include?(strength) || skill_def[:base_values] == [nil] errors.add(slot_name, "has invalid base strength #{strength}") end end def validate_skill1_group_i validate_skill_in_group(skill1, GROUP_I_SKILLS, :skill1) end def validate_skill2_group_i validate_skill_in_group(skill2, GROUP_I_SKILLS, :skill2) end def validate_skill3_group_ii validate_skill_in_group(skill3, GROUP_II_SKILLS, :skill3) end def validate_skill4_group_iii validate_skill_in_group(skill4, GROUP_III_SKILLS, :skill4) end end ``` --- ## API Endpoints ### Artifacts (Base Entity - Read Only) ``` GET /api/v1/artifacts # List all artifact types GET /api/v1/artifacts/:id # Get single artifact type ``` ### Collection Artifacts ``` GET /api/v1/users/:user_id/collection/artifacts # List user's artifacts POST /api/v1/users/:user_id/collection/artifacts # Add artifact to collection GET /api/v1/collection/artifacts/:id # Get single collection artifact PATCH /api/v1/collection/artifacts/:id # Update collection artifact DELETE /api/v1/collection/artifacts/:id # Remove from collection # Batch operations POST /api/v1/users/:user_id/collection/artifacts/batch # Add multiple artifacts ``` ### Grid Artifacts (via Grid Characters) ``` POST /api/v1/parties/:party_id/characters/:character_id/artifact # Equip artifact PATCH /api/v1/parties/:party_id/characters/:character_id/artifact # Update equipped artifact DELETE /api/v1/parties/:party_id/characters/:character_id/artifact # Unequip artifact ``` --- ## Implementation Order ### Phase 1: Database & Models 1. Create migration for `artifacts` table 2. Create migration for `collection_artifacts` table 3. Create migration for `grid_artifacts` table 4. Implement `Artifact` model 5. Implement `ArtifactSkillValidations` concern 6. Implement `CollectionArtifact` model 7. Implement `GridArtifact` model 8. Add associations to `User` and `GridCharacter` models 9. Seed artifact data (30 standard + 5 quirk) ### Phase 2: Blueprints 1. Create `ArtifactBlueprint` 2. Create `CollectionArtifactBlueprint` 3. Create `GridArtifactBlueprint` 4. Update `GridCharacterBlueprint` to include artifact 5. Update `PartyBlueprint` to include artifacts ### Phase 3: Controllers 1. Create `ArtifactsController` (index, show) 2. Create `CollectionArtifactsController` (full CRUD + batch) 3. Update `GridCharactersController` to handle artifact operations 4. Add routes ### Phase 4: Testing 1. Model specs for all new models 2. Request specs for all new endpoints 3. Validation specs for skill constraints --- ## Seed Data ### Standard Artifacts (30 total) | Proficiency | Style 1 (Ominous) | Style 2 (Saint) | Style 3 (Jinyao) | |-------------|-------------------|-----------------|------------------| | Sabre | Ominous Amulet | Couronne Sainte | Jinyao Yushi | | Dagger | Ominous Ring | Jaseron Saint | Jinyao Mianju | | Spear | Ominous Goblet | Casque Saint | Jinyao Qizhi | | Axe | Ominous Horn | Armure Sainte | Jinyao Yaodai | | Staff | Ominous Totem | Robe Sainte | Jinyao Mingjing | | Gun | Ominous Pendant | Lunettes Saintes | Jinyao Wangjing | | Melee | Ominous Bangle | Bottes Saintes | Jinyao Mianzhao | | Bow | Ominous Pheon | Chapeau Saint | Jinyao Xiongjia | | Harp | Ominous Whistle | Boite a Musique Sainte | Jinyao Tongluo | | Katana | Ominous Stone | Capuchon Saint | Jinyao Xianglu | ### Quirk Artifacts (5 total) | Name | Skills (handled by frontend) | |------|------------------------------| | Fantosmik Creste | Crest-based damage amplification | | Fantosmik Fengtooth | CA-focused with HP consumption | | Fantosmik Gemme | Shield and Guts mechanics | | Fantosmik Lanterne | Universal weapon skill compatibility | | Fantosmik Maylet | Random stat changes | --- ## Open Questions / Future Considerations 1. **Character any_element flag**: Need to verify how this is currently stored in Character model for Lyria-type characters 2. **Image URLs**: Confirm CDN path pattern for artifact images 3. **Granblue IDs**: Need to determine the actual game IDs for each artifact type 4. **Frontend coordination**: Quirk artifact skill display will need frontend implementation 5. **Migration strategy**: Consider data_migrate for seeding artifacts to ensure proper ordering