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Author SHA1 Message Date
uberwald 215a8a1a45 Sync compendiums
Release Creation / build (release) Successful in 3m4s
2026-08-03 06:41:09 +02:00
uberwald 1b24d0223a feat: publicité des modules premium en tchat quand ils ne sont pas activés 2026-08-03 06:38:54 +02:00
uberwald 33d4c26619 fix(style): lisibilité des journaux (texte sombre sur fond blanc en vue et édition) 2026-08-03 06:19:05 +02:00
uberwald cc81acce5b fix(appv2): correction sauvegarde champs description HTML
- Remplacer les balises <prose-mirror> brutes par {{formInput}}
  pour les champs HTMLField (biographie, notes, description)
- Onglets passent en basculement CSS sans re-render
- Ajout de systemFields au contexte des feuilles d'acteur
2026-07-30 21:23:25 +02:00
uberwald c56903c8e4 Fix release numbering 2026-06-14 23:22:30 +02:00
uberwald d27d580d8c Fix for Babele translation
Release Creation / build (release) Successful in 56s
2026-05-25 23:02:08 +02:00
uberwald 967383f5b3 COrrection sur icones des effets
Release Creation / build (release) Successful in 55s
2026-04-25 09:20:15 +02:00
uberwald e4cc556705 Fix beguiling boon
Release Creation / build (release) Successful in 48s
2026-04-18 17:48:30 +02:00
uberwald 405bcd7cf5 AJout d'une aide pour les macros
Release Creation / build (release) Successful in 55s
2026-04-11 21:29:40 +02:00
uberwald 846e6f88b7 AJout d'une aide pour les macros 2026-04-11 21:29:06 +02:00
uberwald 1a0f4cd3e9 Foundryv14 migration
Release Creation / build (release) Successful in 44s
2026-04-01 23:01:25 +02:00
uberwald 8ef5c3c516 Foundryv14 migration
Release Creation / build (release) Successful in 52s
2026-04-01 22:59:46 +02:00
uberwald 0eb952e43e BOL : Fix damage error, rework roll dialog and new damage targetting
Release Creation / build (release) Successful in 56s
2026-03-16 20:19:33 +01:00
uberwald a549262d25 BOL : Fix damage error, rework roll dialog and new damage targetting 2026-03-16 20:16:58 +01:00
228 changed files with 1022 additions and 1226 deletions
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@@ -59,5 +59,5 @@ jobs:
version: ${{github.event.release.tag_name}} version: ${{github.event.release.tag_name}}
manifest: "https://www.uberwald.me/gitea/public/bol/releases/download/latest/system.json" manifest: "https://www.uberwald.me/gitea/public/bol/releases/download/latest/system.json"
notes: "https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/bol.zip" notes: "https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/bol.zip"
compatibility-minimum: "13" compatibility-minimum: "14"
compatibility-verified: "13" compatibility-verified: "14"
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@@ -8,3 +8,4 @@ todo.md
/jsconfig.json /jsconfig.json
/package.json /package.json
/package-lock.json /package-lock.json
/.github
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# BoL — FoundryVTT Game System
FoundryVTT game system for Barbarians of Lemuria (French edition, Ludospherik). System id `bol`. Compatible Foundry v13v14.
## Commands
| Command | Action |
|---------|--------|
| `npm run css` | Compile LESS → `css/bol.css` (one-shot) |
| `npm run watch` / `npm start` | Watch `styles/**/*.less`, recompile on change |
No test or lint scripts exist.
## Entry Point & Architecture
`module/bol.js` — wires everything in `Hooks.once('init', ...)` and `Hooks.once('ready', ...)`.
| Path | Role |
|------|------|
| `module/bol.js` | System init, sheet/data model registration, socket setup |
| `module/system/config.js` | `BOL` constants, `System.debugMode` flag |
| `module/system/bol-utility.js` | Static helpers, settings (`bol` namespace), socket handler (`system.bol`) |
| `module/controllers/bol-rolls.js` | All roll logic — `BoLRoll` static methods |
| `module/models/` | DataModel classes (`.mjs`) for Actor/Item types |
| `module/applications/sheets/` | **AppV2 sheets** (`ActorSheetV2`/`ItemSheetV2` + `HandlebarsApplicationMixin`) |
| `styles/` | LESS sources → compiled to `css/bol.css` |
| `templates/` | Handlebars `.hbs` partials |
| `lang/` | `fr.json`, `en.json`, `de.json`, `es.json` |
## Key Conventions
- **AppV2 sheets** — base classes are `foundry.applications.sheets.ActorSheetV2` / `ItemSheetV2` mixed with `HandlebarsApplicationMixin`. Do NOT use `foundry.appv1.sheets.*`.
- **`game.bol`** — system exposes `BoLActor`, `BoLItem`, `BoLRoll`, `BoLUtility`, `Macros`, `BOL` config, `models`, `sheets` on this namespace after init.
- **i18n prefix** — all keys start with `BOL.`; use `game.i18n.localize("BOL.xxx")`.
- **FR-first** — `fr.json` is most complete. EN compendium translation requires [Babele](https://gitlab.com/riccisi/foundryvtt-babele) module. A warning fires at startup if EN is selected without Babele.
- **`System.debugMode = true`** in `module/system/config.js:8` — set to `false` before release.
- **LESS only** — never edit `css/bol.css` directly. Edit `.less` files under `styles/`, recompile with `npm run css`.
- **Data models** — `template.json` defines schema via `Actor.types` (character, encounter, horde, vehicle) and `Item.types` (item, feature). All data lives under `.system`.
- **Sheet partials** — registered in `module/system/templates.js`. Add new partials there.
- **Static classes** — `BoLRoll` and `BoLUtility` are purely static; never instantiate.
- **`template.json.SAVED`** in root is the data model reference; the actual `template.json` may need regeneration.
- **`package.json` and lockfile are in `.gitignore`** — npm is dev-only for LESS compilation. Not needed to run the system in Foundry.
- **`{{formInput}}` for HTML fields** — always use `{{formInput fieldDef enriched=x value=y name="system.path" toggled=isEditable}}` for `HTMLField` in AppV2 sheets. Never use raw `<prose-mirror>` elements; they break form submission.
- **Tab switching** — use CSS-only toggle (no `this.render()`) to preserve ProseMirror editor state. See `base-item-sheet.mjs` pattern.
## CI & Release
- CI triggers **only on release publish** (`.gitea/workflows/main.yml`).
- Release zips: `system.json template.json README.md LICENSE assets/ compendiums/ css/ fonts/ images/ lang/ module/ packs/ styles/ templates/ ui/`.
- Version/URL manifest/download are substituted in `system.json` during CI.
- Published to Foundry package registry via `foundryvtt-publish-package-action`.
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# Migration AppV2 - Item Sheets
## Vue d'ensemble
Migration des feuilles d'items de BoL vers l'architecture **ApplicationV2** de Foundry VTT v12+.
## Fichiers créés
### Classes AppV2 (module/applications/sheets/)
1. **base-item-sheet.mjs** - Classe de base pour tous les item sheets
- Hérite de `foundry.applications.sheets.ItemSheetV2`
- Utilise `HandlebarsApplicationMixin`
- Gère les tabs, drag & drop, actions communes
- 272 lignes de code
2. **item-sheet.mjs** - Sheet pour le type "item"
- Équipements, armes, protections, sorts, etc.
- Hérite de `BoLBaseItemSheet`
- Contexte spécifique aux items
3. **feature-sheet.mjs** - Sheet pour le type "feature"
- Boons, flaws, careers, origins, races, etc.
- Hérite de `BoLBaseItemSheet`
- Contexte spécifique aux features
4. **_module.mjs** - Export des sheets
### Templates (templates/item/)
1. **item-sheet.hbs** - Template pour les items
2. **feature-sheet.hbs** - Template pour les features
3. **parts/item-header.hbs** - Header mis à jour pour AppV2
### Backups
- `templates/item.backup/` - Backup des templates originaux
- `module/item.backup/` - Backup de l'ancienne classe ItemSheet
- `templates/item/parts/item-header.hbs.backup` - Backup du header
## Architecture AppV2
### Différences avec AppV1
| Aspect | AppV1 (avant) | AppV2 (après) |
|--------|---------------|---------------|
| Classe de base | `ItemSheet` | `ItemSheetV2` |
| Options | `static get defaultOptions()` | `static DEFAULT_OPTIONS` |
| getData | `async getData()` | `async _prepareContext()` |
| Template | Unique | Peut utiliser PARTS |
| Tabs | Automatiques | Gestion manuelle |
| Actions | Event listeners | `actions:` dans OPTIONS |
| Render | `activateListeners()` | `_onRender()` |
### Structure de BoLBaseItemSheet
```javascript
class BoLBaseItemSheet extends ItemSheetV2 {
// Options statiques
static DEFAULT_OPTIONS = {
classes, position, form, window,
actions, dragDrop, tabs
}
// State
tabGroups = { primary: "description" }
// Méthodes principales
async _prepareContext() // Prépare les données
_onRender() // Après le render
_activateTabs() // Active les tabs
_activateListeners() // Event listeners
// Actions
static #onEditImage() // data-action="editImage"
static #onPostItem() // data-action="postItem"
// Drag & Drop
#createDragDropHandlers()
_canDragStart()
_onDragStart()
}
```
## Fonctionnalités migrées
### ✅ Depuis l'ancien BoLItemSheet
1. **getData****_prepareContext**
- Enrichissement de la description
- Configuration des données dynamiques
- Gestion des catégories
- Propriétés des items
- Careers depuis l'actor
2. **Tabs**
- Navigation entre Description et Properties
- State persistant avec `tabGroups`
- Activation manuelle des tabs
3. **Actions**
- Edit Image (FilePicker)
- Post Item (chat)
4. **Listeners spécifiques**
- Armor quality → soak formula
5. **Dynamic defaults**
- Category par défaut
- Spell conditions (mandatory/optional)
- Equipment slots
## Utilisation dans les templates
### Actions (data-action)
```handlebars
{{!-- Éditer l'image --}}
<img data-action="editImage" src="{{item.img}}" />
{{!-- Poster au chat --}}
<button data-action="postItem">
<i class="fas fa-comment"></i>
</button>
```
### Tabs
```handlebars
{{!-- Navigation --}}
<nav class="tabs" data-group="primary">
{{#each tabs}}
<a data-tab="{{this.id}}" class="{{#if (eq ../activeTab this.id)}}active{{/if}}">
{{localize this.label}}
</a>
{{/each}}
</nav>
{{!-- Contenu --}}
<div class="tab {{#if (eq activeTab 'description')}}active{{/if}}"
data-tab="description">
...
</div>
```
### Editor
```handlebars
{{!-- AppV2 avec ProseMirror --}}
{{editor enrichedDescription
target="system.description"
button=true
editable=isEditable
engine="prosemirror"}}
```
## Context disponible dans les templates
```javascript
{
// Document & system
fields: schema.fields,
systemFields: system.schema.fields,
item: document,
system: document.system,
source: document.toObject(),
// Content
enrichedDescription: "HTML enrichi",
category: "equipment|weapon|spell|...",
itemProperties: ["prop1", "prop2"],
// Config
config: game.bol.config,
isGM: boolean,
isEditable: boolean,
// Tabs
tabs: [{id, label, icon}],
activeTab: "description|properties",
// Type-specific (item-sheet.mjs)
isItem: true,
isEquipment: boolean,
isWeapon: boolean,
isProtection: boolean,
isSpell: boolean,
// Type-specific (feature-sheet.mjs)
isFeature: true,
isBoon: boolean,
isFlaw: boolean,
isCareer: boolean,
isOrigin: boolean,
isRace: boolean,
// Optional
careers: actor.careers // Si item sur actor
}
```
## Configuration dans bol.js
```javascript
// Import
import * as sheets from "./applications/sheets/_module.mjs"
// Enregistrement
foundry.documents.collections.Items.unregisterSheet("core", ...)
foundry.documents.collections.Items.registerSheet("bol",
sheets.BoLItemSheet,
{ types: ["item"], makeDefault: true }
)
foundry.documents.collections.Items.registerSheet("bol",
sheets.BoLFeatureSheet,
{ types: ["feature"], makeDefault: true }
)
```
## Avantages de AppV2
1. **Performance** : Meilleur rendu et gestion des updates
2. **Structure** : Code plus organisé et maintenable
3. **Actions** : Système d'actions déclaratif
4. **Context** : Préparation des données séparée du template
5. **Standard** : Aligné sur Foundry VTT v12+
6. **Future-proof** : Architecture pérenne
## Points d'attention
### Compatibilité
- Les données restent 100% compatibles
- Seule l'interface de sheet change
- Pas de migration de données nécessaire
### Tabs
Les tabs ne sont plus automatiques dans AppV2 :
- Navigation manuelle avec `_activateTabs()`
- State persistant avec `tabGroups`
- CSS `.active` géré manuellement
### Editor
ProseMirror est maintenant le moteur par défaut :
```handlebars
{{editor content engine="prosemirror"}}
```
### Actions
Système déclaratif :
```javascript
actions: {
myAction: ClassName.#onMyAction
}
```
Dans le template :
```handlebars
<button data-action="myAction">Click</button>
```
## Prochaines étapes
### Court terme
1. Tester les sheets dans Foundry
2. Vérifier toutes les fonctionnalités
3. Ajuster les CSS si nécessaire
### Moyen terme
4. Migrer les actor sheets vers AppV2
5. Ajouter des features AppV2 (parts, etc.)
6. Optimiser les templates
### Long terme
7. Utiliser PARTS pour modularité
8. Ajouter des actions avancées
9. Améliorer la UX
## Références
- [Foundry AppV2 Documentation](https://foundryvtt.com/api/classes/foundry.applications.api.ApplicationV2.html)
- [ItemSheetV2 API](https://foundryvtt.com/api/classes/foundry.applications.sheets.ItemSheetV2.html)
- Exemples : fvtt-cthulhu-eternal, fvtt-mournblade
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{
"label": "Game Aid",
"mapping": {
"name": "name",
"description": "content",
"categories": {
"path": "categories",
"converter": "nameCollection"
},
"pages": {
"path": "pages",
"converter": "pages"
}
},
"entries": {
"Aide du Jeu": "Game Aid",
"8ihDiCxC47fcdKVA": {
"name": "Game Aid",
"pages": {
"8agBoLYo99u530d1": {
"name": "Credits",
"text": "<p>This system was started by Zigmund, then taken over, completed and maintained by LeRatierBretonnien.</p><p>You can contact me on the French Foundry Discord: LeRatierBretonnien#2065</p><p>The git repository is available here: <a href=\"https://www.uberwald.me/gitea/public/bol\">https://www.uberwald.me/gitea/public/bol</a></p><p>Barbarians of Lemuria is a game by Simon Washbourne (Beyond Belief Games), translated into French by Ludospherik.</p><p>The full range is available on this page: <a href=\"http://www.ludospherik.fr/content/14-barbarians-of-lemuria\">http://www.ludospherik.fr/content/14-barbarians-of-lemuria</a></p><img src=\"systems/bol/assets/pages/b9BjVFaWB6uyyKsD-pages-8agBoLYo99u530d1-image-Rg2nVaMlglfJ6Qcm.png\" />"
},
"NAcpMm6NlyhwvWRA": {
"name": "Features",
"text": "<p>The BoL system under Foundry allows you to:</p><ul><li><p>create characters and NPCs (minions, toughs, rivals),</p></li><li><p>create creatures,</p></li><li><p>make dice rolls for attributes, aptitudes, and careers,</p></li><li><p>make dice rolls for combat attacks,</p></li><li><p>manage initiative,</p></li><li><p>make dice rolls to cast spells or perform alchemical recipes,</p></li><li><p>manage damage and lifeblood loss,</p></li><li><p>display and manage automations in chat windows, with assistance for the use of Hero Points and critical successes.</p></li></ul>"
},
"hdQixhZGfAytdbSg": {
"name": "Compendiums",
"text": "<p>The system comes with a series of compendiums providing quick access to careers, boons, and equipment.</p><p>The official cards are available, with the kind permission of Ludospherik.</p><p>To use content from a compendium, simply drag and drop the item into the world. For example: open the armours compendium, select <em>Light Armour</em>, and drag it onto a character sheet.</p><img src=\"systems/bol/assets/pages/help-en-compendium.png\" />"
},
"UfvTY80U49k6YFwe": {
"name": "Dice Rolls (Attributes/Aptitudes)",
"text": "<p>When a player clicks an attribute or aptitude, the following window appears:</p><img src=\"systems/bol/assets/pages/help-en-attribute-dialog.png\" /><ol><li><p>Attribute the player clicked on. It can be changed with this drop-down menu.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"4CLyyt3dtpG6YNMi": {
"name": "Dice Rolls (Weapon)",
"text": "<p>To make an attack with a weapon, go to the <strong>Actions</strong> tab and click the weapon's name. Targeting an opponent is recommended in order to take advantage of the system automations.</p><img src=\"systems/bol/assets/pages/help-en-weapon-dialog.png\" /><ol><li><p>Default weapon attribute. It can be changed with this drop-down menu.</p></li><li><p>Default weapon aptitude. It can be changed with this drop-down menu.</p></li><li><p>Possible weapon bonus on the attack roll.</p></li><li><p>Target defence, when an opponent is targeted.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Information area if the weapon has the <em>Bonus Die</em> option enabled.</p></li><li><p>Agility penalty from armour and shield.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"r003R5yIaiKxThOc": {
"name": "Character Sheet",
"text": "<h2>Attributes</h2><img src=\"systems/bol/assets/pages/help-en-sheet-attributes.png\" /><ol><li><p>Name + Experience area.</p></li><li><p>Tab bar for moving between sections.</p></li><li><p>Attributes area. Clicking a name opens the roll dialog, clicking a number allows editing.</p></li><li><p>Aptitudes area, same idea as attributes.</p></li><li><p>Counters area. The red value is the current one, the black value underneath is the maximum.</p></li></ol><h2>Actions</h2><img src=\"systems/bol/assets/pages/help-en-sheet-actions.png\" /><ol><li><p>Weapons. Clicking the name opens the attack dialog for that weapon.</p></li><li><p>Damage. Clicking the damage formula rolls it.</p></li><li><p>List of protections.</p></li><li><p>Clicking the protection formula rolls it.</p></li><li><p>List of shields.</p></li><li><p>Combat options the character knows. Once activated, they appear in the weapon attack dialog.</p></li></ol><h2>Traits</h2><img src=\"systems/bol/assets/pages/help-en-sheet-traits.png\" /><ol><li><p>List of careers. Left-click a career for details.</p></li><li><p>Career rank helper.</p></li><li><p>List of origins. Left-click for details.</p></li><li><p>List of boons. Left-click for details.</p></li><li><p>List of flaws. Left-click for details.</p></li><li><p>List of spoken languages. Left-click for details.</p></li><li><p>List of known combat options. Left-click for details.</p></li><li><p>List of beliefs. Left-click for details.</p></li><li><p>List of active effects. Left-click for details.</p></li></ol><h2>Equipment</h2><img src=\"systems/bol/assets/pages/help-en-sheet-equipment.png\" /><ol><li><p>Quick equipment creation controls.</p></li><li><p>Purse state (optional rule, system setting).</p></li><li><p>Weapons, with quantity management.</p></li><li><p>Shield equip / unequip control.</p></li><li><p>List of protections.</p></li><li><p>Armour equip / unequip control.</p></li></ol><h2>Spells &amp; Alchemy</h2><p>This tab is only available if the character has the Alchemist or Sorcerer career.</p><img src=\"systems/bol/assets/pages/help-en-sheet-spells.png\" /><ol><li><p>List of spells. Left-click the name to open the dedicated roll dialog.</p></li><li><p>Reminder of circle and difficulty.</p></li><li><p>The square button opens the spell details.</p></li><li><p>List of known alchemical preparations.</p></li><li><p>Crafting progress management.</p></li><li><p>The square button opens the preparation details.</p></li></ol><h2>Description</h2><img src=\"systems/bol/assets/pages/help-en-sheet-description.png\" /><p>The description area contains free-form fields for customising the character.</p>"
},
"eRbEqbCW4AhU0cpm": {
"name": "Effects",
"text": "<p>Effects allow permanent modifiers to be applied as long as they are present on the character sheet.</p><p><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Example</span></span>: a character is poisoned, and the poison causes mental fatigue. In game terms, they suffer a -2 penalty to all Mind rolls. To represent this, create an <em>Effect</em> like this:</p><img src=\"systems/bol/assets/pages/help-en-effect-sheet.png\" /><ol><li><p>Create a <em>Trait</em>, and in the <em>Details</em> tab select the subtype <em>Effect</em>.</p></li><li><p>Select <em>Mind</em>.</p></li><li><p>Set a -2 modifier.</p></li></ol><p>Once placed on a character, the penalty is automatically applied whenever a Mind roll is requested. Remove the effect from the character sheet (<em>Traits</em> tab) to remove both the effect and its penalty.<br />A compendium of basic effects is available in the system.</p>"
},
"QmNF6p0lJf3pJoAy": {
"name": "Commands",
"text": "<p>The system provides commands (currently just one) for a few automated tasks.</p><p><strong><span style=\"text-decoration:underline\">This command is only available if the BoL-rulebook module is installed.</span></strong></p><h3>/adventure command</h3><img src=\"systems/bol/assets/pages/help-en-command.png\" /><ol><li><p>Type <code>/adventure</code> in the chat input area (or trigger it from a macro).</p></li><li><p>The system generates an adventure from the core rulebook tables and posts the result in chat.</p></li></ol>"
},
"MOWru5Dbvs4iozXm": {
"name": "Macros",
"text": "<p>The system exposes macros through <code>game.bol.macros</code>. They provide quick access to the most common rolls from a Foundry macro.</p><p><strong>Automatic actor selection:</strong></p><ul><li><p>if exactly one token is selected, the macro uses it;</p></li><li><p>if several tokens are selected, the macro shows a warning;</p></li><li><p>if no token is selected, a GM must select one; a player automatically falls back to their assigned character.</p></li></ul><p><strong>Available rolls</strong></p><p>Attributes (internal keys):</p><pre><code>game.bol.macros.rollAttribute(\"vigor\")\ngame.bol.macros.rollAttribute(\"agility\")\ngame.bol.macros.rollAttribute(\"mind\")\ngame.bol.macros.rollAttribute(\"appeal\")</code></pre><p>Aptitudes:</p><pre><code>game.bol.macros.rollAptitude(\"init\")\ngame.bol.macros.rollAptitude(\"melee\")\ngame.bol.macros.rollAptitude(\"ranged\")\ngame.bol.macros.rollAptitude(\"def\")</code></pre><p>Weapons, spells, and alchemy:</p><pre><code>game.bol.macros.rollWeapon(\"Spear\")\ngame.bol.macros.rollWeapon(0)\n\ngame.bol.macros.rollSpell(\"Javelin\")\ngame.bol.macros.rollSpell(0)\n\ngame.bol.macros.rollAlchemy(\"Fire\")\ngame.bol.macros.rollAlchemy(0)</code></pre><p>For weapons, spells, and alchemical preparations, name lookup is <strong>partial</strong> and <strong>case-insensitive</strong>. You may also use a numeric index.</p><p>Horoscope:</p><pre><code>game.bol.macros.rollHoroscope(\"minor\")\ngame.bol.macros.rollHoroscope(\"major\")</code></pre><p><strong>Generic macro</strong></p><pre><code>game.bol.macros.roll(\"attribute\", \"vigor\")\ngame.bol.macros.roll(\"aptitude\", \"melee\")\ngame.bol.macros.roll(\"weapon\", \"Spear\")\ngame.bol.macros.roll(\"spell\", \"Javelin\")\ngame.bol.macros.roll(\"alchemy\", 0)\ngame.bol.macros.roll(\"horoscope\", \"minor\")</code></pre><p><strong>Compatibility</strong></p><p>The legacy entry point <code>game.bol.macros.rollMacro(type, key)</code> is still available for existing macros.</p>"
},
"rERizrPxSAsvsZY2": {
"name": "Initiative",
"text": "<p>In BoL, initiative is rolled once at the start of combat.</p><p>You can request it automatically through the Combat Tracker, or roll Initiative manually and tick the corresponding box in the dialog:</p><img src=\"systems/bol/assets/pages/help-en-initiative-dialog.png\" /><p>According to the roll result, an initiative rank from 10 to 3 is assigned as follows:</p><p><strong>10</strong> - PC: Legendary Success<br /><strong>9</strong> - PC: Heroic Success<br /><strong>8</strong> - PC: Normal Success<br /><strong>7</strong> - NPC: Opponents or creatures larger than medium size<br /><strong>6</strong> - NPC: Toughs or creatures of medium size or smaller<br /><strong>5</strong> - PC: Normal Failure<br /><strong>4</strong> - NPC: Minions<br /><strong>3</strong> - PC: Critical Failure</p>"
}
}
}
}
}
+4
View File
@@ -96,6 +96,10 @@
"name": "Plains-Born", "name": "Plains-Born",
"description": "<h1>Plains-Born</h1><p>You grew up on the plains. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a plains environment, you receive a bonus die.</p>" "description": "<h1>Plains-Born</h1><p>You grew up on the plains. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a plains environment, you receive a bonus die.</p>"
}, },
"Envoûtant": {
"name": "Beguiling",
"description": "<h1>Beguiling</h1><p> Your looks and bearing are such that people who might be attracted to your type are enchanted by you. Once per day you may suggest a course of action to a number of rabble equal to appeal + d6, who will do their best to please you, even if it potentially puts them in danger.</p><p>You must have the temptress career to take this boon.</p>"
},
"Fortuné": { "Fortuné": {
"name": "Great Wealth", "name": "Great Wealth",
"description": "<h1>Great Wealth</h1><p>You have a source of income or an inheritance. Roll a bonus die on any attempt to obtain any goods, services, or other items you need whilst in your home city.</p>" "description": "<h1>Great Wealth</h1><p>You have a source of income or an inheritance. Roll a bonus die on any attempt to obtain any goods, services, or other items you need whilst in your home city.</p>"
+24
View File
@@ -5,6 +5,30 @@
}, },
"entries": { "entries": {
"Arc de guerre de Tyrus": {
"name": "Tyrus Warbow",
"description": "<h1>Tyrus Warbow</h1><p> The archers of Tyrus train from a very young age in the use of this powerful bow. Tyrus archers have fun with other warriors by lending their bows to them and then watching them struggle to aim at the proverbial “barn door”.</p>"
},
"Épée Valgardienne (1 Main)": {
"name": "Valgardian Blade (1H)",
"description": "<h1>Valgardian Blade (1H)</h1><p>Around 3-4 in length, the Valgardian blade is used either in one hand or in both. The Valgardian bladesmiths guard the secret of their work closely, although many have tried to copy it. It is rumoured that the strength of the blades due mainly to the quality of the iron mined locally.</p>"
},
"Épée Valgardienne (2 mains)": {
"name": "Valgardian Blade (2H)",
"description": "<h1>Valgardian Blade (2H)</h1><p>Around 3-4 in length, the Valgardian blade is used either in one hand or in both. The Valgardian bladesmiths guard the secret of their work closely, although many have tried to copy it. It is rumoured that the strength of the blades due mainly to the quality of the iron mined locally.</p>"
},
"Fronde de lAxos": {
"name": "Axish Sling",
"description": "<h1>Axish Sling</h1><p>Sling: The sling is inexpensive and easy to build. It is a simple leather thong whirled around the head to cast small stones or cast lead bullets with some force, at 30 range increments. Two-handed versions are fitted onto a staff and are called staff-slings. This imparts a greater range, making the increments 60. The Axish sling is actually little different to any other common sling; its just that the people of the Axos mountains are particularly proficient with them. They have however played up the idea that there is some special plant fibre that the thongs are made from that gives them their extra range.</p>"
},
"Hache dabordage de Parsool (1 main)": {
"name": "Parsool Sea Axe (1H)",
"description": "<h1>Parsool Sea Axe (1H)</h1><p>A boarding axe used by Parsool seamen which can be used one or two-handed.</p>"
},
"Hache dabordage de Parsool (2 mains)": {
"name": "Parsool Sea Axe (2H)",
"description": "<h1>Parsool Sea Axe (2H)</h1><p>A boarding axe used by Parsool seamen which can be used one or two-handed.</p>"
},
"Arbalète": { "Arbalète": {
"name": "Crossbow", "name": "Crossbow",
"description": "<h1>Crossbow</h1><p>A crossbow is a simple device for firing a short bolt or quarrel with some force and little training. They take a round to load (ready to fire on the second round).</p>" "description": "<h1>Crossbow</h1><p>A crossbow is a simple device for firing a short bolt or quarrel with some force and little training. They take a round to load (ready to fire on the second round).</p>"
+82 -13
View File
@@ -1113,6 +1113,49 @@ h2.bad {
font-style: italic; font-style: italic;
margin-bottom: 4px; margin-bottom: 4px;
} }
.chat-message .bol-damage-card .damage-target-select-label,
.chat-message .bol-defense-card .damage-target-select-label {
font-size: 0.78rem;
color: #7a0000;
font-family: "Wolfsbane2Expanded", cursive;
letter-spacing: 0.4px;
margin-bottom: 4px;
}
.chat-message .bol-damage-card .chat-target-select,
.chat-message .bol-defense-card .chat-target-select {
display: flex;
align-items: center;
gap: 6px;
width: 100%;
margin-bottom: 2px;
padding: 3px 8px;
background: linear-gradient(135deg, #f5f0e8, #ede4d4);
border: 1px solid #c4a882;
border-radius: 4px;
color: #191813;
font-size: 0.85rem;
cursor: pointer;
text-align: left;
}
.chat-message .bol-damage-card .chat-target-select:hover,
.chat-message .bol-defense-card .chat-target-select:hover {
background: linear-gradient(135deg, #7a0000, darkred);
color: #e8d890;
border-color: #7a0000;
}
.chat-message .bol-damage-card .chat-target-select:hover .damage-target-icon,
.chat-message .bol-defense-card .chat-target-select:hover .damage-target-icon {
border-color: #e8d890;
}
.chat-message .bol-damage-card .chat-target-select .damage-target-icon,
.chat-message .bol-defense-card .chat-target-select .damage-target-icon {
width: 24px;
height: 24px;
border-radius: 3px;
border: 1px solid #c4a882;
object-fit: cover;
flex: 0 0 24px;
}
.chat-message .bol-damage-card .damage-note, .chat-message .bol-damage-card .damage-note,
.chat-message .bol-defense-card .damage-note { .chat-message .bol-defense-card .damage-note {
font-size: 0.78rem; font-size: 0.78rem;
@@ -1469,6 +1512,21 @@ h2.bad {
.bol-welcome-card .welcome-body a { .bol-welcome-card .welcome-body a {
color: darkred; color: darkred;
} }
.bol-welcome-card .welcome-body .welcome-premium {
margin-top: 6px;
padding: 6px 10px;
font-size: 0.8rem;
color: #191813;
background: linear-gradient(135deg, #fdf7e6, #f6e8c8);
border: 1px solid #c9a227;
border-left: 4px solid #c9a227;
border-radius: 3px;
box-shadow: 0 1px 2px rgba(0, 0, 0, 0.08);
}
.bol-welcome-card .welcome-body .welcome-premium a {
color: #7a5c00;
font-weight: bold;
}
.bol-welcome-card .welcome-footer { .bol-welcome-card .welcome-footer {
margin-top: 8px; margin-top: 8px;
padding: 4px 10px; padding: 4px 10px;
@@ -1479,15 +1537,6 @@ h2.bad {
border-radius: 4px; border-radius: 4px;
letter-spacing: 0.5px; letter-spacing: 0.5px;
} }
.bol-welcome-card .welcome-warning {
margin-top: 6px;
padding: 4px 8px;
font-size: 0.8rem;
color: #7a0000;
background: #fff3f3;
border: 1px solid #e57373;
border-radius: 3px;
}
/* Component Styles */ /* Component Styles */
/* ----------------------------------------- */ /* ----------------------------------------- */
/* Common Sheet Styles */ /* Common Sheet Styles */
@@ -1495,8 +1544,16 @@ h2.bad {
body.system-bol img#logo { body.system-bol img#logo {
content: url("/systems/bol/ui/logo2.webp"); content: url("/systems/bol/ui/logo2.webp");
} }
.journal-page-content { .journal-page-content,
/* Reserved for future use */ .journal-page-content p,
.journal-page-content div,
.journal-page-content span {
color: #191813 !important;
}
.sheet.journal-entry prose-mirror.journal-page-content,
prose-mirror.journal-page-content {
background-color: white;
background: white;
} }
.bol.dialog > section.window-content { .bol.dialog > section.window-content {
background: white; background: white;
@@ -1521,6 +1578,18 @@ body.system-bol img#logo {
color: #191813; color: #191813;
margin: 0; margin: 0;
} }
.bol.dialog .roll-dialog-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 0 8px;
align-items: start;
margin-bottom: 2px;
}
.bol.dialog .roll-col {
display: flex;
flex-direction: column;
min-width: 0;
}
.bol.dialog .roll-box, .bol.dialog .roll-box,
.bol.dialog .box-roll, .bol.dialog .box-roll,
.bol.dialog div.flexrow:has(.bg-darkred) { .bol.dialog div.flexrow:has(.bg-darkred) {
@@ -1583,8 +1652,8 @@ body.system-bol img#logo {
.bol.dialog select option:hover, .bol.dialog select option:hover,
.bol.dialog input[type="text"] option:hover, .bol.dialog input[type="text"] option:hover,
.bol.dialog input[type="number"] option:hover { .bol.dialog input[type="number"] option:hover {
background: darkred; background: darkred !important;
color: white; color: white !important;
} }
.bol.dialog input:disabled { .bol.dialog input:disabled {
color: #8b0000 !important; color: #8b0000 !important;
+2 -1
View File
@@ -469,7 +469,8 @@
"BOL.chat.welcome4": "Im Discord findet ihr Support für die FoundryVTT-Implementierung dieses Systems: https://discord.gg/pPSDNJk", "BOL.chat.welcome4": "Im Discord findet ihr Support für die FoundryVTT-Implementierung dieses Systems: https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!", "BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!",
"BOL.chat.welcome6": "", "BOL.chat.welcome6": "",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !", "BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.settings.rollArmor": "Roll for armor", "BOL.settings.rollArmor": "Roll for armor",
"BOL.settings.rollArmorTooltip": "Roll for armor value, fixed value if unchecked", "BOL.settings.rollArmorTooltip": "Roll for armor value, fixed value if unchecked",
+3 -1
View File
@@ -478,6 +478,7 @@
"BOL.chat.damageresult": "Damages of {name} : {total}", "BOL.chat.damageresult": "Damages of {name} : {total}",
"BOL.chat.damagetarget": "Target : {target}", "BOL.chat.damagetarget": "Target : {target}",
"BOL.chat.applydamagetotarget": "Apply damages to the target", "BOL.chat.applydamagetotarget": "Apply damages to the target",
"BOL.chat.selecttarget": "Choose a target:",
"BOL.chat.fightoption": "Combat options", "BOL.chat.fightoption": "Combat options",
"BOL.chat.reroll": "Reroll (1 HP)", "BOL.chat.reroll": "Reroll (1 HP)",
"BOL.chat.heroicreminder": "In addition of the actions below, you can : <ul><li>Carnage : Do a second free attack on the same opponent</li><li>Precise : 1 Malus Die on your opponent on a chosen location</li><li>Disarm</li><li>Rabble Massacre</li><li>Prone : Push your opponent on the ground (max +1 size)</li></ul>If you spent 1 Hero Point in addition, all these effects can be doubled.", "BOL.chat.heroicreminder": "In addition of the actions below, you can : <ul><li>Carnage : Do a second free attack on the same opponent</li><li>Precise : 1 Malus Die on your opponent on a chosen location</li><li>Disarm</li><li>Rabble Massacre</li><li>Prone : Push your opponent on the ground (max +1 size)</li></ul>If you spent 1 Hero Point in addition, all these effects can be doubled.",
@@ -544,7 +545,8 @@
"BOL.chat.criticalbuttonjournal": "Legendary/Heroic Success", "BOL.chat.criticalbuttonjournal": "Legendary/Heroic Success",
"BOL.chat.nodamage": "Do not apply damages", "BOL.chat.nodamage": "Do not apply damages",
"BOL.chat.armorRoll": "Armor roll", "BOL.chat.armorRoll": "Armor roll",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !", "BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.dialog.soeasy": "So easy (+4)", "BOL.dialog.soeasy": "So easy (+4)",
"BOL.dialog.soeasy3": "So easy (+3)", "BOL.dialog.soeasy3": "So easy (+3)",
+2 -1
View File
@@ -535,7 +535,8 @@
"BOL.chat.criticalinfo": "¡Esto es un éxito Asombroso o Legendario! Escoge tus opciones y efectos", "BOL.chat.criticalinfo": "¡Esto es un éxito Asombroso o Legendario! Escoge tus opciones y efectos",
"BOL.chat.criticalbuttonjournal": "Éxito Asombroso/Legendario", "BOL.chat.criticalbuttonjournal": "Éxito Asombroso/Legendario",
"BOL.chat.armorRoll": "Tirada de Armadura", "BOL.chat.armorRoll": "Tirada de Armadura",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !", "BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.dialog.soeasy": "Demasiado fácil (+4)", "BOL.dialog.soeasy": "Demasiado fácil (+4)",
"BOL.dialog.veryeasy": "Muy fácil (+2)", "BOL.dialog.veryeasy": "Muy fácil (+2)",
+3 -1
View File
@@ -506,6 +506,7 @@
"BOL.chat.damageresult": "Dommages de {name} : {total}", "BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}", "BOL.chat.damagetarget": "Cible : {target}",
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible", "BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.selecttarget": "Choisir une cible :",
"BOL.chat.fightoption": "Option de combat", "BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)", "BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point d'Héroisme en plus, tout ces effets peuvent être doublés", "BOL.chat.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point d'Héroisme en plus, tout ces effets peuvent être doublés",
@@ -570,7 +571,8 @@
"BOL.chat.criticalinfo": "C'est un succès Héroïque ! Choisissez vos options et effets !", "BOL.chat.criticalinfo": "C'est un succès Héroïque ! Choisissez vos options et effets !",
"BOL.chat.criticallegendaryinfo": "C'est un succès Légendaire ! Choisissez vos options et effets !", "BOL.chat.criticallegendaryinfo": "C'est un succès Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire", "BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.chat.bolRulebookMessage": "N'oubliez pas le module complet du Livre de Règle et des Sagas disponible ici : https://www.ludospherik-editions.com !", "BOL.chat.bolRulebookMessage": "N'oubliez pas le module premium du Livre de Règle et des Sagas, disponible sur le site Foundry : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Découvrez le module premium des Chroniques de Lémurie (vol. 1), disponible sur le site Foundry : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.chat.losshp": "{name} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.", "BOL.chat.losshp": "{name} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)", "BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.", "BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
+5 -5
View File
@@ -359,7 +359,7 @@ export class BoLActor extends Actor {
ChatMessage.create({ ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-activate-fight-option.hbs', { name: this.name, img: fightOption.img, foName: fightOption.name, state: state }) content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-activate-fight-option.hbs', { name: this.name, img: fightOption.img, foName: fightOption.name, state: state })
}) })
} }
@@ -866,18 +866,18 @@ export class BoLActor extends Actor {
if (this.system.resources.hp.value <= 0) { if (this.system.resources.hp.value <= 0) {
if (!prone) { if (!prone) {
await this.createEmbeddedDocuments("ActiveEffect", [ await this.createEmbeddedDocuments("ActiveEffect", [
{ name: game.i18n.localize('EFFECT.StatusProne'), icon: 'icons/svg/falling.svg', statuses: 'prone' } { name: game.i18n.localize('EFFECT.StatusProne'), img: 'icons/svg/falling.svg', statuses: ['prone'] }
]) ])
} }
if (this.system.resources.hp.value < -5 && !dead) { if (this.system.resources.hp.value < -5 && !dead) {
await this.createEmbeddedDocuments("ActiveEffect", [ await this.createEmbeddedDocuments("ActiveEffect", [
{ name: game.i18n.localize('EFFECT.StatusDead'), icon: 'icons/svg/skull.svg', statuses: 'dead' } { name: game.i18n.localize('EFFECT.StatusDead'), img: 'icons/svg/skull.svg', statuses: ['dead'] }
]) ])
} }
ChatMessage.create({ ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() }) content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
}) })
} else { } else {
if (prone) { if (prone) {
@@ -912,7 +912,7 @@ export class BoLActor extends Actor {
let msg = await ChatMessage.create({ let msg = await ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', { content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
name: this.name, name: this.name,
img: this.img, img: this.img,
actorId: this.id, actorId: this.id,
@@ -49,6 +49,7 @@ export default class BoLBaseActorSheet extends HandlebarsApplicationMixin(foundr
return { return {
actor, actor,
system: actor.system, system: actor.system,
systemFields: actor.system.schema.fields,
config: game.bol.config, config: game.bol.config,
isGM: game.user.isGM, isGM: game.user.isGM,
isEditable: this.isEditable, isEditable: this.isEditable,
@@ -112,7 +113,8 @@ export default class BoLBaseActorSheet extends HandlebarsApplicationMixin(foundr
link.addEventListener("click", (event) => { link.addEventListener("click", (event) => {
event.preventDefault() event.preventDefault()
this.tabGroups[group] = tab this.tabGroups[group] = tab
this.render() nav.querySelectorAll("[data-tab]").forEach(l => l.classList.toggle("active", l.dataset.tab === tab))
this.element.querySelectorAll(`[data-group="${group}"][data-tab]`).forEach(c => c.classList.toggle("active", c.dataset.tab === tab))
}) })
}) })
+9 -7
View File
@@ -101,24 +101,26 @@ Hooks.once('init', async function () {
// Register hooks // Register hooks
registerHooks() registerHooks()
if (typeof Babele !== 'undefined') { });
Babele.get().setSystemTranslationsDir("compendiums");
}
/* -------------------------------------------- */
Hooks.once("babele.init", (babele) => {
console.log("Initializing Babele translations")
babele.setSystemTranslationsDir("compendiums");
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
async function welcomeMessage() { async function welcomeMessage() {
const noRulebook = !game.modules.find(m => m.id === "bol-rulebook") const noRulebook = !game.modules.get("bol-rulebook")?.active
const noChronicles = !game.modules.get("bol-chronicles-1")?.active
const content = await foundry.applications.handlebars.renderTemplate( const content = await foundry.applications.handlebars.renderTemplate(
"systems/bol/templates/chat/chat-welcome.hbs", "systems/bol/templates/chat/chat-welcome.hbs",
{ noRulebook } { noRulebook, noChronicles }
) )
ChatMessage.create({ user: game.user.id, whisper: [game.user.id], content }) ChatMessage.create({ user: game.user.id, whisper: [game.user.id], content })
if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.find(m => m.id == "babele")) { if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.get("babele")?.active) {
ChatMessage.create({ ChatMessage.create({
user: game.user.id, user: game.user.id,
whisper: [game.user.id], whisper: [game.user.id],
+11
View File
@@ -191,6 +191,11 @@ export class BoLRoll {
return; return;
} }
alchemy = foundry.utils.duplicate(alchemy) alchemy = foundry.utils.duplicate(alchemy)
return this.alchemyCheckWithItem(actor, alchemy)
}
/* -------------------------------------------- */
static alchemyCheckWithItem(actor, alchemy) {
let alchemyData = alchemy.system let alchemyData = alchemy.system
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) { if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !") ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
@@ -747,6 +752,12 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
async sendDamageMessage() { async sendDamageMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData) let actor = BoLUtility.getActorFromRollData(this.rollData)
// If no target, collect potential targets from active scene (excluding attacker)
if (!this.rollData.targetId && game.scenes.current) {
this.rollData.potentialTargets = game.scenes.current.tokens
.filter(t => t.actor && t.actor.id !== this.rollData.actorId)
.map(t => ({ id: t.id, actorId: t.actor.id, name: t.name, img: t.texture?.src || t.actor.img }))
}
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => { this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({ let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id, user: game.user.id,
-119
View File
@@ -1,119 +0,0 @@
import { BoLUtility } from "../system/bol-utility.js";
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class BoLItemSheet extends foundry.appv1.sheets.ItemSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "item"],
template: "systems/bol/templates/item/item-sheet.hbs",
width: 650,
height: 780,
dragDrop: [{ dragSelector: null, dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options)
let itemData = foundry.utils.duplicate(data.document)
data.config = game.bol.config
data.item = itemData
data.category = itemData.system.category
data.isGM = game.user.isGM;
data.itemProperties = this.item.itemProperties;
data.description = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.description, { async: true })
if (data.document.actor) {
data.careers = data.document.actor.careers
}
// Dynamic default data fix/adapt
if (itemData.type == "item") {
if (!itemData.system.category) {
itemData.system.category = "equipment"
}
if (itemData.system.category == "equipment" && itemData.system.properties.equipable) {
if (!itemData.system.properties.slot) {
itemData.system.properties.slot = "-"
}
}
if (itemData.system.category == 'spell') {
if (!itemData.system.properties.mandatoryconditions) {
itemData.system.properties.mandatoryconditions = []
}
if (!itemData.system.properties.optionnalconditions) {
itemData.system.properties.optionnalconditions = []
}
for (let i = 0; i < 4; i++) {
itemData.system.properties.mandatoryconditions[i] = itemData.system.properties.mandatoryconditions[i] ?? ""
}
for (let i = 0; i < 8; i++) {
itemData.system.properties.optionnalconditions[i] = itemData.system.properties.optionnalconditions[i] ?? ""
}
}
} else {
if (!itemData.system.subtype) {
itemData.system.category = "origin"
}
}
console.log("ITEMDATA", data);
return data;
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
buttons.unshift({
class: "post",
icon: "fas fa-comment",
onclick: ev => this.postItem()
});
return buttons
}
/* -------------------------------------------- */
postItem() {
let chatData = foundry.utils.duplicate(this.item)
if (this.actor) {
chatData.actor = { id: this.actor.id };
}
BoLUtility.postItem(chatData);
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Roll handlers, click handlers, etc. would go here.
html.find('.armorQuality').change(ev => {
const li = $(ev.currentTarget);
console.log(game.bol.config.soakFormulas[li.val()]);
$('.soakFormula').val(game.bol.config.soakFormulas[li.val()]);
});
}
}
-119
View File
@@ -1,119 +0,0 @@
import { BoLUtility } from "../system/bol-utility.js";
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class BoLItemSheet extends foundry.appv1.sheets.ItemSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "item"],
template: "systems/bol/templates/item/item-sheet.hbs",
width: 650,
height: 780,
dragDrop: [{ dragSelector: null, dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options)
let itemData = foundry.utils.duplicate(data.document)
data.config = game.bol.config
data.item = itemData
data.category = itemData.system.category
data.isGM = game.user.isGM;
data.itemProperties = this.item.itemProperties;
data.description = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.description, { async: true })
if (data.document.actor) {
data.careers = data.document.actor.careers
}
// Dynamic default data fix/adapt
if (itemData.type == "item") {
if (!itemData.system.category) {
itemData.system.category = "equipment"
}
if (itemData.system.category == "equipment" && itemData.system.properties.equipable) {
if (!itemData.system.properties.slot) {
itemData.system.properties.slot = "-"
}
}
if (itemData.system.category == 'spell') {
if (!itemData.system.properties.mandatoryconditions) {
itemData.system.properties.mandatoryconditions = []
}
if (!itemData.system.properties.optionnalconditions) {
itemData.system.properties.optionnalconditions = []
}
for (let i = 0; i < 4; i++) {
itemData.system.properties.mandatoryconditions[i] = itemData.system.properties.mandatoryconditions[i] ?? ""
}
for (let i = 0; i < 8; i++) {
itemData.system.properties.optionnalconditions[i] = itemData.system.properties.optionnalconditions[i] ?? ""
}
}
} else {
if (!itemData.system.subtype) {
itemData.system.category = "origin"
}
}
console.log("ITEMDATA", data);
return data;
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
buttons.unshift({
class: "post",
icon: "fas fa-comment",
onclick: ev => this.postItem()
});
return buttons
}
/* -------------------------------------------- */
postItem() {
let chatData = foundry.utils.duplicate(this.item)
if (this.actor) {
chatData.actor = { id: this.actor.id };
}
BoLUtility.postItem(chatData);
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Roll handlers, click handlers, etc. would go here.
html.find('.armorQuality').change(ev => {
const li = $(ev.currentTarget);
console.log(game.bol.config.soakFormulas[li.val()]);
$('.soakFormula').val(game.bol.config.soakFormulas[li.val()]);
});
}
}
-36
View File
@@ -1,36 +0,0 @@
/**
* Extend the basic Item with some very simple modifications.
* @extends {Item}
*/
export class BoLItem extends Item {
/**
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
super.prepareData()
const actorData = this.actor ? this.actor.system : {}
}
/* -------------------------------------------- */
get properties() {
return this.system.properties
}
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
* @private
*/
get itemProperties() {
const props = [];
if ( this.type === "item" ) {
const entries = Object.entries(this.system.properties)
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] }))
}
return props.filter(p => !!p)
}
}
-112
View File
@@ -1,112 +0,0 @@
# BoL DataModels
Ce dossier contient les DataModels pour le système Barbarians of Lemuria (BoL).
## Structure
### Actors DataModels
- **character.mjs** : Personnages joueurs
- Attributs (Vigor, Agility, Mind, Appeal)
- Aptitudes (Initiative, Mêlée, Distance, Défense)
- Ressources (HP, Hero Points, Faith, Power, Alchemy, Astrology)
- XP et création
- Bougette (argent)
- **encounter.mjs** : PNJ et créatures
- Mêmes attributs que character
- Champs spécifiques : chartype (tough/villain), isundead, size, environment
- **horde.mjs** : Hordes de créatures
- Mêmes attributs de base
- Champs spécifiques : hordesize, hordebasehp, hasdamagerule, damagerule
- **vehicle.mjs** : Véhicules (navires, chars, etc.)
- Attributs véhicules : hull, crew, resources
- Champs spécifiques : vehicletype, row, spur, status
### Items DataModels
- **item.mjs** : Équipements et objets
- Propriétés (weapon, armor, magical, etc.)
- Équipement (quantity, weight, price, worn)
- Category et subtype
- **feature.mjs** : Capacités, traits, sorts
- Rank (niveau/rang)
- Description
- Category et subtype
## Architecture
Tous les DataModels héritent de `foundry.abstract.TypeDataModel` et définissent leur schéma via `defineSchema()`.
Exemple de structure :
```javascript
export default class BoLCharacterDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
return {
// Définition des champs
};
}
static LOCALIZATION_PREFIXES = ["BOL.Character"];
// Méthodes personnalisées (à ajouter)
}
```
## Types de champs utilisés
- `StringField` : Chaînes de caractères
- `NumberField` : Nombres (avec option `integer: true` pour entiers)
- `BooleanField` : Booléens
- `HTMLField` : HTML enrichi (descriptions, biographies)
- `ArrayField` : Tableaux
- `SchemaField` : Objets imbriqués
## Export
Le fichier `_module.mjs` exporte tous les DataModels :
```javascript
export { default as BoLCharacter } from "./character.mjs"
export { default as BoLEncounter } from "./encounter.mjs"
export { default as BoLHorde } from "./horde.mjs"
export { default as BoLVehicle } from "./vehicle.mjs"
export { default as BoLItem } from "./item.mjs"
export { default as BoLFeature } from "./feature.mjs"
```
## Configuration dans bol.js
Les DataModels sont enregistrés dans `CONFIG` :
```javascript
CONFIG.Actor.dataModels = {
character: models.BoLCharacter,
encounter: models.BoLEncounter,
horde: models.BoLHorde,
vehicle: models.BoLVehicle
}
CONFIG.Item.dataModels = {
item: models.BoLItem,
feature: models.BoLFeature
}
```
## Compatibilité
Les DataModels sont compatibles avec le `template.json` existant. La migration est transparente pour les données existantes.
## Prochaines étapes
1. Ajouter `prepareDerivedData()` pour les calculs automatiques
2. Migrer la logique métier depuis actor.js
3. Ajouter des validations personnalisées
4. Documenter avec JSDoc
+13 -3
View File
@@ -395,6 +395,16 @@ export class BoLUtility {
BoLUtility.sendAttackSuccess(rollData) BoLUtility.sendAttackSuccess(rollData)
}); });
html.on("click", '.chat-target-select', event => {
event.preventDefault()
const btn = event.currentTarget
let rollData = BoLUtility.getRollDataFromMessage(event)
rollData.targetId = btn.dataset.tokenId
rollData.defenderId = btn.dataset.actorId
BoLUtility.cleanupButtons(rollData.applyId)
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-damage-roll', event => { html.on("click", '.chat-damage-roll', event => {
event.preventDefault() event.preventDefault()
let rollData = BoLUtility.getRollDataFromMessage(event) let rollData = BoLUtility.getRollDataFromMessage(event)
@@ -554,13 +564,13 @@ export class BoLUtility {
ChatMessage.create({ ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults) content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
}) })
console.log("Defender data : ", defenderUser) console.log("Defender data : ", defenderUser)
ChatMessage.create({ ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name), whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults) content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults)
}) })
} }
} }
@@ -647,7 +657,7 @@ export class BoLUtility {
let msg = await ChatMessage.create({ let msg = await ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await foundry.applications.handlebars.foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: rollData.id, attackId: rollData.id,
attacker: rollData.attacker, attacker: rollData.attacker,
defender: defender, defender: defender,
+42 -42
View File
@@ -413,108 +413,108 @@ BOL.bolEffectModifier = {
BOL.statusEffects = [ BOL.statusEffects = [
{ {
"id": "dead", "id": "dead",
"label": "EFFECT.StatusDead", "name": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg" "img": "icons/svg/skull.svg"
}, },
{ {
"id": "unconscious", "id": "unconscious",
"label": "EFFECT.StatusUnconscious", "name": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg" "img": "icons/svg/unconscious.svg"
}, },
{ {
"id": "sleep", "id": "sleep",
"label": "EFFECT.StatusAsleep", "name": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg" "img": "icons/svg/sleep.svg"
}, },
{ {
"id": "stun", "id": "stun",
"label": "EFFECT.StatusStunned", "name": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg" "img": "icons/svg/daze.svg"
}, },
{ {
"id": "prone", "id": "prone",
"label": "EFFECT.StatusProne", "name": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg" "img": "icons/svg/falling.svg"
}, },
{ {
"id": "restrain", "id": "restrain",
"label": "EFFECT.StatusRestrained", "name": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg" "img": "icons/svg/net.svg"
}, },
{ {
"id": "paralysis", "id": "paralysis",
"label": "EFFECT.StatusParalysis", "name": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg" "img": "icons/svg/paralysis.svg"
}, },
{ {
"id": "fly", "id": "fly",
"label": "EFFECT.StatusFlying", "name": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg" "img": "icons/svg/wing.svg"
}, },
{ {
"id": "blind", "id": "blind",
"label": "EFFECT.StatusBlind", "name": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg" "img": "icons/svg/blind.svg"
}, },
{ {
"id": "deaf", "id": "deaf",
"label": "EFFECT.StatusDeaf", "name": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg" "img": "icons/svg/deaf.svg"
}, },
{ {
"id": "silence", "id": "silence",
"label": "EFFECT.StatusSilenced", "name": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg" "img": "icons/svg/silenced.svg"
}, },
{ {
"id": "fear", "id": "fear",
"label": "EFFECT.StatusFear", "name": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg" "img": "icons/svg/terror.svg"
}, },
{ {
"id": "burning", "id": "burning",
"label": "EFFECT.StatusBurning", "name": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg" "img": "icons/svg/fire.svg"
}, },
{ {
"id": "frozen", "id": "frozen",
"label": "EFFECT.StatusFrozen", "name": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg" "img": "icons/svg/frozen.svg"
}, },
{ {
"id": "shock", "id": "shock",
"label": "EFFECT.StatusShocked", "name": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg" "img": "icons/svg/lightning.svg"
}, },
{ {
"id": "disease", "id": "disease",
"label": "EFFECT.StatusDisease", "name": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg" "img": "icons/svg/biohazard.svg"
}, },
{ {
"id": "poison", "id": "poison",
"label": "EFFECT.StatusPoison", "name": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg" "img": "icons/svg/poison.svg"
}, },
{ {
"id": "curse", "id": "curse",
"label": "EFFECT.StatusCursed", "name": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg" "img": "icons/svg/sun.svg"
}, },
{ {
"id": "invisible", "id": "invisible",
"label": "EFFECT.StatusInvisible", "name": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg" "img": "icons/svg/invisible.svg"
}, },
{ {
"id": "target", "id": "target",
"label": "EFFECT.StatusTarget", "name": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg" "img": "icons/svg/target.svg"
}, },
{ {
"id": "eye", "id": "eye",
"label": "EFFECT.StatusMarked", "name": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg" "img": "icons/svg/eye.svg"
} }
] ]
+211 -35
View File
@@ -1,52 +1,228 @@
import { BoLRoll } from "../controllers/bol-rolls.js"; import { BoLRoll } from "../controllers/bol-rolls.js";
export class Macros {
/** /**
* @name getSpeakersActor * BoL Macro API accessible via game.bol.macros
* @description
* *
* @returns * Usage examples (in a Foundry macro):
*
* game.bol.macros.rollAttribute("vigor")
* game.bol.macros.rollAttribute("mind")
*
* game.bol.macros.rollAptitude("melee")
* game.bol.macros.rollAptitude("ranged")
* game.bol.macros.rollAptitude("def")
* game.bol.macros.rollAptitude("init")
*
* game.bol.macros.rollWeapon("Épée courte") // by name (partial match)
* game.bol.macros.rollWeapon(0) // by index (first weapon)
*
* game.bol.macros.rollSpell("Boule de feu") // by name (partial match)
* game.bol.macros.rollSpell(0) // by index
*
* game.bol.macros.rollAlchemy("Potion de soin") // by name (partial match)
* game.bol.macros.rollAlchemy(0) // by index
*
* game.bol.macros.rollHoroscope("minor")
* game.bol.macros.rollHoroscope("major")
*
* // Generic dispatcher:
* game.bol.macros.roll("attribute", "vigor")
* game.bol.macros.roll("aptitude", "melee")
* game.bol.macros.roll("weapon", "Épée courte")
* game.bol.macros.roll("spell", "Boule de feu")
* game.bol.macros.roll("alchemy", 0)
* game.bol.macros.roll("horoscope", "minor")
*/ */
static getSpeakersActor = function(){ export class Macros {
// Vérifie qu'un seul token est sélectionné
const tokens = canvas.tokens.controlled; /* -------------------------------------------- */
/**
* Resolves the actor for macro use:
* - If multiple tokens are selected error (always)
* - If exactly one token is selected use it (GM or player)
* - If no token selected and user is GM error (GM must select a token)
* - If no token selected and user is a player use their assigned character
* @returns {Actor|null}
*/
static getSpeakersActor() {
const tokens = canvas.tokens?.controlled ?? []
if (tokens.length > 1) { if (tokens.length > 1) {
ui.notifications.warn(game.i18n.localize('BOL.notification.MacroMultipleTokensSelected')); ui.notifications.warn(game.i18n.localize('BOL.notification.MacroMultipleTokensSelected'))
return null; return null
} }
const speaker = ChatMessage.getSpeaker(); if (tokens.length === 1) {
let actor; return tokens[0].actor ?? null
// Si un token est sélectionné, le prendre comme acteur cible
if (speaker.token) actor = game.actors.tokens[speaker.token];
// Sinon prendre l'acteur par défaut pour l'utilisateur courrant
if (!actor) actor = game.actors.get(speaker.actor);
return actor;
} }
static rollMacro = async function (rollType, key, adv, mod){
const actor = this.getSpeakersActor();
// Several tokens selected
if (actor === null) return;
// No token selected // No token selected
if (actor === undefined) return ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected")); if (game.user.isGM) {
ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
const actorData = {}; // Player: fall back to their assigned character
actorData.data = { const actor = game.user.character
features : actor.buildFeatures() if (!actor) {
}; ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
return actor
}
if(rollType === "attribute") { /* -------------------------------------------- */
let attribute = eval(`actor.system.attributes.${key}`); /**
let rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null; * Finds an item on an actor by name (partial, case-insensitive) or index.
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ; * @param {Actor} actor
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod); * @param {string} type - item type: "weapon", "spell", "alchemy"
* @param {string|number} nameOrIndex
* @returns {object|undefined}
*/
static _findItem(actor, type, nameOrIndex) {
const items = actor.items.filter(i => i.type === type)
if (items.length === 0) {
ui.notifications.warn(`${actor.name} : aucun(e) ${type} trouvé(e).`)
return undefined
} }
else if(rollType === "aptitude") { if (nameOrIndex === undefined || nameOrIndex === null) {
let aptitude = eval(`actor.system.aptitudes.${key}`); if (items.length === 1) return foundry.utils.duplicate(items[0])
let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null; const names = items.map((it, i) => `[${i}] ${it.name}`).join(', ')
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ; ui.notifications.warn(`Précisez le nom ou l'index : ${names}`)
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod); return undefined
}
if (typeof nameOrIndex === "number") {
const item = items[nameOrIndex]
if (!item) {
ui.notifications.warn(`${actor.name} : index ${nameOrIndex} invalide pour ${type}.`)
return undefined
}
return foundry.utils.duplicate(item)
}
const lower = String(nameOrIndex).toLowerCase()
const found = items.find(i => i.name.toLowerCase().includes(lower))
if (!found) {
ui.notifications.warn(`${actor.name} : ${type} "${nameOrIndex}" introuvable.`)
return undefined
}
return foundry.utils.duplicate(found)
}
/* -------------------------------------------- */
/**
* Roll an attribute check.
* @param {string} key - "vigor" | "agility" | "mind" | "appeal"
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollAttribute(key = "vigor", actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
if (!actor.system.attributes[key]) {
ui.notifications.warn(`Attribut inconnu : "${key}". Valeurs : vigor, agility, mind, appeal`)
return
}
return BoLRoll.attributeCheck(actor, key)
}
/* -------------------------------------------- */
/**
* Roll an aptitude check.
* @param {string} key - "init" | "melee" | "ranged" | "def"
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollAptitude(key = "melee", actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
if (!actor.system.aptitudes[key]) {
ui.notifications.warn(`Aptitude inconnue : "${key}". Valeurs : init, melee, ranged, def`)
return
}
return BoLRoll.aptitudeCheck(actor, key)
}
/* -------------------------------------------- */
/**
* Roll a weapon attack.
* @param {string|number} [nameOrIndex] - weapon name (partial) or index. Defaults to first weapon if only one.
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollWeapon(nameOrIndex = undefined, actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
const weapon = this._findItem(actor, "weapon", nameOrIndex)
if (!weapon) return
return BoLRoll.weaponCheckWithWeapon(actor, weapon)
}
/* -------------------------------------------- */
/**
* Roll a spell check.
* @param {string|number} [nameOrIndex] - spell name (partial) or index
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollSpell(nameOrIndex = undefined, actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
if ((actor.system.resources.power?.value ?? 1) <= 0) {
ui.notifications.warn("Plus assez de points de Pouvoir !")
return
}
const spell = this._findItem(actor, "spell", nameOrIndex)
if (!spell) return
return BoLRoll.spellCheckWithSpell(actor, spell)
}
/* -------------------------------------------- */
/**
* Roll an alchemy check.
* @param {string|number} [nameOrIndex] - alchemy item name (partial) or index
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollAlchemy(nameOrIndex = undefined, actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
const alchemy = this._findItem(actor, "alchemy", nameOrIndex)
if (!alchemy) return
return BoLRoll.alchemyCheckWithItem(actor, alchemy)
}
/* -------------------------------------------- */
/**
* Roll a horoscope check.
* @param {"minor"|"major"} [type="minor"]
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static rollHoroscope(type = "minor", actor = undefined) {
actor = actor ?? this.getSpeakersActor()
if (!actor) return
return BoLRoll.horoscopeCheck(actor, undefined, type)
}
/* -------------------------------------------- */
/**
* Generic roll dispatcher.
* @param {"attribute"|"aptitude"|"weapon"|"spell"|"alchemy"|"horoscope"} type
* @param {string|number} [key] - attribute/aptitude key, item name/index, or horoscope type
* @param {Actor} [actor] - optional, defaults to selected/owned token
*/
static roll(type, key = undefined, actor = undefined) {
switch (type) {
case "attribute": return this.rollAttribute(key ?? "vigor", actor)
case "aptitude": return this.rollAptitude(key ?? "melee", actor)
case "weapon": return this.rollWeapon(key, actor)
case "spell": return this.rollSpell(key, actor)
case "alchemy": return this.rollAlchemy(key, actor)
case "horoscope": return this.rollHoroscope(key ?? "minor", actor)
default:
ui.notifications.warn(`Type de jet inconnu : "${type}". Types valides : attribute, aptitude, weapon, spell, alchemy, horoscope`)
} }
} }
/* -------------------------------------------- */
// Kept for backward-compat (previously called by old macros)
static rollMacro = async function (rollType, key) {
const actor = Macros.getSpeakersActor()
if (!actor) return
return Macros.roll(rollType, key, actor)
}
} }
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MANIFEST-001076 MANIFEST-001233
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2026/02/28-22:59:53.852685 7f56e3fff6c0 Recovering log #1074 2026/08/03-06:19:48.779385 7f0fa7fff6c0 Recovering log #1231
2026/02/28-22:59:53.863099 7f56e3fff6c0 Delete type=3 #1072 2026/08/03-06:19:48.790078 7f0fa7fff6c0 Delete type=3 #1229
2026/02/28-22:59:53.863210 7f56e3fff6c0 Delete type=0 #1074 2026/08/03-06:19:48.790149 7f0fa7fff6c0 Delete type=0 #1231
2026/03/01-01:08:46.366409 7f54e37ef6c0 Level-0 table #1079: started 2026/08/03-06:38:26.831982 7f0fa6ffd6c0 Level-0 table #1236: started
2026/03/01-01:08:46.366440 7f54e37ef6c0 Level-0 table #1079: 0 bytes OK 2026/08/03-06:38:26.832007 7f0fa6ffd6c0 Level-0 table #1236: 0 bytes OK
2026/03/01-01:08:46.372420 7f54e37ef6c0 Delete type=0 #1077 2026/08/03-06:38:26.838786 7f0fa6ffd6c0 Delete type=0 #1234
2026/03/01-01:08:46.391669 7f54e37ef6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.853917 7f0fa6ffd6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.391720 7f54e37ef6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
+7 -8
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2026/02/28-17:23:52.883622 7f56f93fe6c0 Recovering log #1070 2026/08/03-05:42:23.756827 7f0ff4ffe6c0 Recovering log #1227
2026/02/28-17:23:52.893895 7f56f93fe6c0 Delete type=3 #1068 2026/08/03-05:42:23.787896 7f0ff4ffe6c0 Delete type=3 #1225
2026/02/28-17:23:52.893967 7f56f93fe6c0 Delete type=0 #1070 2026/08/03-05:42:23.787958 7f0ff4ffe6c0 Delete type=0 #1227
2026/02/28-22:59:43.750682 7f54e37ef6c0 Level-0 table #1075: started 2026/08/03-06:19:13.177131 7f0fa6ffd6c0 Level-0 table #1232: started
2026/02/28-22:59:43.750749 7f54e37ef6c0 Level-0 table #1075: 0 bytes OK 2026/08/03-06:19:13.177159 7f0fa6ffd6c0 Level-0 table #1232: 0 bytes OK
2026/02/28-22:59:43.758241 7f54e37ef6c0 Delete type=0 #1073 2026/08/03-06:19:13.184606 7f0fa6ffd6c0 Delete type=0 #1230
2026/02/28-22:59:43.758440 7f54e37ef6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.191444 7f0fa6ffd6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.758473 7f54e37ef6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
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MANIFEST-000981 MANIFEST-001134
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2026/02/28-22:59:53.826224 7f56f8bfd6c0 Recovering log #979 2026/08/03-06:19:48.750852 7f0ff57ff6c0 Recovering log #1132
2026/02/28-22:59:53.836758 7f56f8bfd6c0 Delete type=3 #977 2026/08/03-06:19:48.761758 7f0ff57ff6c0 Delete type=3 #1130
2026/02/28-22:59:53.836823 7f56f8bfd6c0 Delete type=0 #979 2026/08/03-06:19:48.761842 7f0ff57ff6c0 Delete type=0 #1132
2026/03/01-01:08:46.372471 7f54e37ef6c0 Level-0 table #984: started 2026/08/03-06:38:26.817856 7f0fa6ffd6c0 Level-0 table #1137: started
2026/03/01-01:08:46.372486 7f54e37ef6c0 Level-0 table #984: 0 bytes OK 2026/08/03-06:38:26.817889 7f0fa6ffd6c0 Level-0 table #1137: 0 bytes OK
2026/03/01-01:08:46.378495 7f54e37ef6c0 Delete type=0 #982 2026/08/03-06:38:26.824151 7f0fa6ffd6c0 Delete type=0 #1135
2026/03/01-01:08:46.391687 7f54e37ef6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.824513 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.391731 7f54e37ef6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
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2026/02/28-17:23:52.858522 7f56e3fff6c0 Recovering log #975 2026/08/03-05:42:23.674797 7f0fa7fff6c0 Recovering log #1128
2026/02/28-17:23:52.869495 7f56e3fff6c0 Delete type=3 #973 2026/08/03-05:42:23.703359 7f0fa7fff6c0 Delete type=3 #1126
2026/02/28-17:23:52.869552 7f56e3fff6c0 Delete type=0 #975 2026/08/03-05:42:23.703453 7f0fa7fff6c0 Delete type=0 #1128
2026/02/28-22:59:43.737596 7f54e37ef6c0 Level-0 table #980: started 2026/08/03-06:19:13.162949 7f0fa6ffd6c0 Level-0 table #1133: started
2026/02/28-22:59:43.737635 7f54e37ef6c0 Level-0 table #980: 0 bytes OK 2026/08/03-06:19:13.162995 7f0fa6ffd6c0 Level-0 table #1133: 0 bytes OK
2026/02/28-22:59:43.743801 7f54e37ef6c0 Delete type=0 #978 2026/08/03-06:19:13.170299 7f0fa6ffd6c0 Delete type=0 #1131
2026/02/28-22:59:43.758414 7f54e37ef6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.184757 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.758457 7f54e37ef6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
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MANIFEST-001075 MANIFEST-001228
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2026/02/28-22:59:53.718001 7f56f8bfd6c0 Recovering log #1073 2026/08/03-06:19:48.636406 7f0ff4ffe6c0 Recovering log #1226
2026/02/28-22:59:53.729345 7f56f8bfd6c0 Delete type=3 #1071 2026/08/03-06:19:48.647892 7f0ff4ffe6c0 Delete type=3 #1224
2026/02/28-22:59:53.729412 7f56f8bfd6c0 Delete type=0 #1073 2026/08/03-06:19:48.647974 7f0ff4ffe6c0 Delete type=0 #1226
2026/03/01-01:08:46.321084 7f54e37ef6c0 Level-0 table #1078: started 2026/08/03-06:38:26.769280 7f0fa6ffd6c0 Level-0 table #1231: started
2026/03/01-01:08:46.321111 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK 2026/08/03-06:38:26.769359 7f0fa6ffd6c0 Level-0 table #1231: 0 bytes OK
2026/03/01-01:08:46.327221 7f54e37ef6c0 Delete type=0 #1076 2026/08/03-06:38:26.776073 7f0fa6ffd6c0 Delete type=0 #1229
2026/03/01-01:08:46.339937 7f54e37ef6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.797077 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.339972 7f54e37ef6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
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2026/02/28-17:23:52.757933 7f56f9bff6c0 Recovering log #1069 2026/08/03-05:42:23.425060 7f0fa7fff6c0 Recovering log #1222
2026/02/28-17:23:52.767692 7f56f9bff6c0 Delete type=3 #1067 2026/08/03-05:42:23.456278 7f0fa7fff6c0 Delete type=3 #1220
2026/02/28-17:23:52.767761 7f56f9bff6c0 Delete type=0 #1069 2026/08/03-05:42:23.456346 7f0fa7fff6c0 Delete type=0 #1222
2026/02/28-22:59:43.697108 7f54e37ef6c0 Level-0 table #1074: started 2026/08/03-06:19:13.105722 7f0fa6ffd6c0 Level-0 table #1227: started
2026/02/28-22:59:43.697152 7f54e37ef6c0 Level-0 table #1074: 0 bytes OK 2026/08/03-06:19:13.105794 7f0fa6ffd6c0 Level-0 table #1227: 0 bytes OK
2026/02/28-22:59:43.704224 7f54e37ef6c0 Delete type=0 #1072 2026/08/03-06:19:13.112554 7f0fa6ffd6c0 Delete type=0 #1225
2026/02/28-22:59:43.704461 7f54e37ef6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.133354 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.704511 7f54e37ef6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
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MANIFEST-001074 MANIFEST-001227
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2026/02/28-22:59:53.732583 7f56e3fff6c0 Recovering log #1072 2026/08/03-06:19:48.651558 7f0ff57ff6c0 Recovering log #1225
2026/02/28-22:59:53.742972 7f56e3fff6c0 Delete type=3 #1070 2026/08/03-06:19:48.662260 7f0ff57ff6c0 Delete type=3 #1223
2026/02/28-22:59:53.743061 7f56e3fff6c0 Delete type=0 #1072 2026/08/03-06:19:48.662354 7f0ff57ff6c0 Delete type=0 #1225
2026/03/01-01:08:46.313828 7f54e37ef6c0 Level-0 table #1077: started 2026/08/03-06:38:26.782903 7f0fa6ffd6c0 Level-0 table #1230: started
2026/03/01-01:08:46.313877 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK 2026/08/03-06:38:26.782939 7f0fa6ffd6c0 Level-0 table #1230: 0 bytes OK
2026/03/01-01:08:46.320973 7f54e37ef6c0 Delete type=0 #1075 2026/08/03-06:38:26.790042 7f0fa6ffd6c0 Delete type=0 #1228
2026/03/01-01:08:46.339925 7f54e37ef6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.797110 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.339953 7f54e37ef6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
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2026/02/28-17:23:52.769847 7f56f93fe6c0 Recovering log #1068 2026/08/03-05:42:23.460746 7f0fa77fe6c0 Recovering log #1221
2026/02/28-17:23:52.780583 7f56f93fe6c0 Delete type=3 #1066 2026/08/03-05:42:23.486451 7f0fa77fe6c0 Delete type=3 #1219
2026/02/28-17:23:52.780639 7f56f93fe6c0 Delete type=0 #1068 2026/08/03-05:42:23.486511 7f0fa77fe6c0 Delete type=0 #1221
2026/02/28-22:59:43.677524 7f54e37ef6c0 Level-0 table #1073: started 2026/08/03-06:19:13.112716 7f0fa6ffd6c0 Level-0 table #1226: started
2026/02/28-22:59:43.677620 7f54e37ef6c0 Level-0 table #1073: 0 bytes OK 2026/08/03-06:19:13.112749 7f0fa6ffd6c0 Level-0 table #1226: 0 bytes OK
2026/02/28-22:59:43.684329 7f54e37ef6c0 Delete type=0 #1071 2026/08/03-06:19:13.119007 7f0fa6ffd6c0 Delete type=0 #1224
2026/02/28-22:59:43.704401 7f54e37ef6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.133376 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.704474 7f54e37ef6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
Binary file not shown.
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+1 -1
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@@ -1 +1 @@
MANIFEST-001074 MANIFEST-001227
+7 -8
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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.759689 7f56f8bfd6c0 Recovering log #1072 2026/08/03-06:19:48.681657 7f0ff4ffe6c0 Recovering log #1225
2026/02/28-22:59:53.770229 7f56f8bfd6c0 Delete type=3 #1070 2026/08/03-06:19:48.692268 7f0ff4ffe6c0 Delete type=3 #1223
2026/02/28-22:59:53.770305 7f56f8bfd6c0 Delete type=0 #1072 2026/08/03-06:19:48.692351 7f0ff4ffe6c0 Delete type=0 #1225
2026/03/01-01:08:46.327327 7f54e37ef6c0 Level-0 table #1077: started 2026/08/03-06:38:26.790164 7f0fa6ffd6c0 Level-0 table #1230: started
2026/03/01-01:08:46.327354 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK 2026/08/03-06:38:26.790190 7f0fa6ffd6c0 Level-0 table #1230: 0 bytes OK
2026/03/01-01:08:46.333262 7f54e37ef6c0 Delete type=0 #1075 2026/08/03-06:38:26.796894 7f0fa6ffd6c0 Delete type=0 #1228
2026/03/01-01:08:46.339946 7f54e37ef6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.797197 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.339979 7f54e37ef6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
+7 -8
View File
@@ -1,8 +1,7 @@
2026/02/28-17:23:52.796426 7f56f9bff6c0 Recovering log #1068 2026/08/03-05:42:23.515629 7f0fa77fe6c0 Recovering log #1221
2026/02/28-17:23:52.805920 7f56f9bff6c0 Delete type=3 #1066 2026/08/03-05:42:23.541236 7f0fa77fe6c0 Delete type=3 #1219
2026/02/28-17:23:52.805973 7f56f9bff6c0 Delete type=0 #1068 2026/08/03-05:42:23.541308 7f0fa77fe6c0 Delete type=0 #1221
2026/02/28-22:59:43.711333 7f54e37ef6c0 Level-0 table #1073: started 2026/08/03-06:19:13.126577 7f0fa6ffd6c0 Level-0 table #1226: started
2026/02/28-22:59:43.711370 7f54e37ef6c0 Level-0 table #1073: 0 bytes OK 2026/08/03-06:19:13.126609 7f0fa6ffd6c0 Level-0 table #1226: 0 bytes OK
2026/02/28-22:59:43.717336 7f54e37ef6c0 Delete type=0 #1071 2026/08/03-06:19:13.133180 7f0fa6ffd6c0 Delete type=0 #1224
2026/02/28-22:59:43.731041 7f54e37ef6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.133414 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.731086 7f54e37ef6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
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+1 -1
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@@ -1 +1 @@
MANIFEST-001072 MANIFEST-001225
+7 -8
View File
@@ -1,8 +1,7 @@
2026/02/28-22:59:53.948768 7f56f93fe6c0 Recovering log #1070 2026/08/03-06:19:48.879803 7f0ff57ff6c0 Recovering log #1223
2026/02/28-22:59:53.958702 7f56f93fe6c0 Delete type=3 #1068 2026/08/03-06:19:48.890084 7f0ff57ff6c0 Delete type=3 #1221
2026/02/28-22:59:53.958781 7f56f93fe6c0 Delete type=0 #1070 2026/08/03-06:19:48.890177 7f0ff57ff6c0 Delete type=0 #1223
2026/03/01-01:08:46.425514 7f54e37ef6c0 Level-0 table #1075: started 2026/08/03-06:38:26.891447 7f0fa6ffd6c0 Level-0 table #1228: started
2026/03/01-01:08:46.425561 7f54e37ef6c0 Level-0 table #1075: 0 bytes OK 2026/08/03-06:38:26.891477 7f0fa6ffd6c0 Level-0 table #1228: 0 bytes OK
2026/03/01-01:08:46.431671 7f54e37ef6c0 Delete type=0 #1073 2026/08/03-06:38:26.898218 7f0fa6ffd6c0 Delete type=0 #1226
2026/03/01-01:08:46.445290 7f54e37ef6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.913139 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.445328 7f54e37ef6c0 Manual compaction at level-1 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
+7 -8
View File
@@ -1,8 +1,7 @@
2026/02/28-17:23:52.970603 7f56f9bff6c0 Recovering log #1066 2026/08/03-05:42:23.971932 7f0fa7fff6c0 Recovering log #1219
2026/02/28-17:23:52.981835 7f56f9bff6c0 Delete type=3 #1064 2026/08/03-05:42:24.003012 7f0fa7fff6c0 Delete type=3 #1217
2026/02/28-17:23:52.981888 7f56f9bff6c0 Delete type=0 #1066 2026/08/03-05:42:24.003097 7f0fa7fff6c0 Delete type=0 #1219
2026/02/28-22:59:43.785498 7f54e37ef6c0 Level-0 table #1071: started 2026/08/03-06:19:13.219392 7f0fa6ffd6c0 Level-0 table #1224: started
2026/02/28-22:59:43.785523 7f54e37ef6c0 Level-0 table #1071: 0 bytes OK 2026/08/03-06:19:13.219417 7f0fa6ffd6c0 Level-0 table #1224: 0 bytes OK
2026/02/28-22:59:43.792317 7f54e37ef6c0 Delete type=0 #1069 2026/08/03-06:19:13.225913 7f0fa6ffd6c0 Delete type=0 #1222
2026/02/28-22:59:43.813749 7f54e37ef6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end) 2026/08/03-06:19:13.239931 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.813808 7f54e37ef6c0 Manual compaction at level-1 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
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+1 -1
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@@ -1 +1 @@
MANIFEST-001075 MANIFEST-001228
+7 -8
View File
@@ -1,8 +1,7 @@
2026/02/28-22:59:53.798832 7f56f9bff6c0 Recovering log #1073 2026/08/03-06:19:48.722782 7f0ff57ff6c0 Recovering log #1226
2026/02/28-22:59:53.809449 7f56f9bff6c0 Delete type=3 #1071 2026/08/03-06:19:48.732938 7f0ff57ff6c0 Delete type=3 #1224
2026/02/28-22:59:53.809533 7f56f9bff6c0 Delete type=0 #1073 2026/08/03-06:19:48.733013 7f0ff57ff6c0 Delete type=0 #1226
2026/03/01-01:08:46.340100 7f54e37ef6c0 Level-0 table #1078: started 2026/08/03-06:38:26.811182 7f0fa6ffd6c0 Level-0 table #1231: started
2026/03/01-01:08:46.340139 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK 2026/08/03-06:38:26.811213 7f0fa6ffd6c0 Level-0 table #1231: 0 bytes OK
2026/03/01-01:08:46.346846 7f54e37ef6c0 Delete type=0 #1076 2026/08/03-06:38:26.817698 7f0fa6ffd6c0 Delete type=0 #1229
2026/03/01-01:08:46.366221 7f54e37ef6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end) 2026/08/03-06:38:26.824339 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.366278 7f54e37ef6c0 Manual compaction at level-1 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)

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