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Author SHA1 Message Date
e4cc556705 Fix beguiling boon
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2026-04-18 17:48:30 +02:00
405bcd7cf5 AJout d'une aide pour les macros
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2026-04-11 21:29:40 +02:00
846e6f88b7 AJout d'une aide pour les macros 2026-04-11 21:29:06 +02:00
1a0f4cd3e9 Foundryv14 migration
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2026-04-01 23:01:25 +02:00
8ef5c3c516 Foundryv14 migration
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2026-04-01 22:59:46 +02:00
0eb952e43e BOL : Fix damage error, rework roll dialog and new damage targetting
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2026-03-16 20:19:33 +01:00
a549262d25 BOL : Fix damage error, rework roll dialog and new damage targetting 2026-03-16 20:16:58 +01:00
201 changed files with 844 additions and 1132 deletions

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@@ -60,4 +60,4 @@ jobs:
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"
compatibility-minimum: "13"
compatibility-verified: "13"
compatibility-verified: "14"

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/jsconfig.json
/package.json
/package-lock.json
/.github

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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>"
}
}
}
}
}

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@@ -1,7 +1,7 @@
{
"label": "Boons",
"mapping": {
"description": "system.description"
"description": "system.description"
},
"entries": {
"Agilité de lhomme-oiseau": {
@@ -96,6 +96,10 @@
"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>"
},
"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": {
"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>"

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{
"label": "Weapons",
"mapping": {
"description": "system.description"
"description": "system.description"
},
"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": {
"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>"

View File

@@ -1113,6 +1113,49 @@ h2.bad {
font-style: italic;
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-defense-card .damage-note {
font-size: 0.78rem;
@@ -1521,6 +1564,18 @@ body.system-bol img#logo {
color: #191813;
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 .box-roll,
.bol.dialog div.flexrow:has(.bg-darkred) {
@@ -1583,8 +1638,8 @@ body.system-bol img#logo {
.bol.dialog select option:hover,
.bol.dialog input[type="text"] option:hover,
.bol.dialog input[type="number"] option:hover {
background: darkred;
color: white;
background: darkred !important;
color: white !important;
}
.bol.dialog input:disabled {
color: #8b0000 !important;

View File

@@ -478,6 +478,7 @@
"BOL.chat.damageresult": "Damages of {name} : {total}",
"BOL.chat.damagetarget": "Target : {target}",
"BOL.chat.applydamagetotarget": "Apply damages to the target",
"BOL.chat.selecttarget": "Choose a target:",
"BOL.chat.fightoption": "Combat options",
"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.",

View File

@@ -506,6 +506,7 @@
"BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}",
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.selecttarget": "Choisir une cible :",
"BOL.chat.fightoption": "Option de combat",
"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",

View File

@@ -359,7 +359,7 @@ export class BoLActor extends Actor {
ChatMessage.create({
alias: 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 })
})
}
@@ -877,7 +877,7 @@ export class BoLActor extends Actor {
ChatMessage.create({
alias: 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 {
if (prone) {
@@ -912,7 +912,7 @@ export class BoLActor extends Actor {
let msg = await ChatMessage.create({
alias: 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,
img: this.img,
actorId: this.id,

View File

@@ -191,6 +191,11 @@ export class BoLRoll {
return;
}
alchemy = foundry.utils.duplicate(alchemy)
return this.alchemyCheckWithItem(actor, alchemy)
}
/* -------------------------------------------- */
static alchemyCheckWithItem(actor, alchemy) {
let alchemyData = alchemy.system
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
@@ -747,6 +752,12 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendDamageMessage() {
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 => {
let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id,

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()]);
});
}
}

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()]);
});
}
}

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)
}
}

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

View File

@@ -395,6 +395,16 @@ export class BoLUtility {
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 => {
event.preventDefault()
let rollData = BoLUtility.getRollDataFromMessage(event)
@@ -554,13 +564,13 @@ export class BoLUtility {
ChatMessage.create({
alias: 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)
ChatMessage.create({
alias: defender.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({
alias: 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,
attacker: rollData.attacker,
defender: defender,

View File

@@ -1,52 +1,228 @@
import {BoLRoll} from "../controllers/bol-rolls.js";
import { BoLRoll } from "../controllers/bol-rolls.js";
/**
* BoL Macro API — accessible via game.bol.macros
*
* 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")
*/
export class Macros {
/**
* @name getSpeakersActor
* @description
*
* @returns
*/
static getSpeakersActor = function(){
// Vérifie qu'un seul token est sélectionné
const tokens = canvas.tokens.controlled;
if (tokens.length > 1) {
ui.notifications.warn(game.i18n.localize('BOL.notification.MacroMultipleTokensSelected'));
return null;
}
const speaker = ChatMessage.getSpeaker();
let actor;
// 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;
/* -------------------------------------------- */
/**
* 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) {
ui.notifications.warn(game.i18n.localize('BOL.notification.MacroMultipleTokensSelected'))
return null
}
static rollMacro = async function (rollType, key, adv, mod){
const actor = this.getSpeakersActor();
// Several tokens selected
if (actor === null) return;
// No token selected
if (actor === undefined) return ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"));
const actorData = {};
actorData.data = {
features : actor.buildFeatures()
};
if(rollType === "attribute") {
let attribute = eval(`actor.system.attributes.${key}`);
let rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod);
}
else if(rollType === "aptitude") {
let aptitude = eval(`actor.system.aptitudes.${key}`);
let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);
}
if (tokens.length === 1) {
return tokens[0].actor ?? null
}
// No token selected
if (game.user.isGM) {
ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
// Player: fall back to their assigned character
const actor = game.user.character
if (!actor) {
ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
return actor
}
/* -------------------------------------------- */
/**
* Finds an item on an actor by name (partial, case-insensitive) or index.
* @param {Actor} actor
* @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) ${type} trouvé(e).`)
return undefined
}
if (nameOrIndex === undefined || nameOrIndex === null) {
if (items.length === 1) return foundry.utils.duplicate(items[0])
const names = items.map((it, i) => `[${i}] ${it.name}`).join(', ')
ui.notifications.warn(`Précisez le nom ou l'index : ${names}`)
return undefined
}
if (typeof nameOrIndex === "number") {
const item = items[nameOrIndex]
if (!item) {
ui.notifications.warn(`${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-001170

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.852685 7f56e3fff6c0 Recovering log #1074
2026/02/28-22:59:53.863099 7f56e3fff6c0 Delete type=3 #1072
2026/02/28-22:59:53.863210 7f56e3fff6c0 Delete type=0 #1074
2026/03/01-01:08:46.366409 7f54e37ef6c0 Level-0 table #1079: started
2026/03/01-01:08:46.366440 7f54e37ef6c0 Level-0 table #1079: 0 bytes OK
2026/03/01-01:08:46.372420 7f54e37ef6c0 Delete type=0 #1077
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)
2026/03/01-01:08:46.391720 7f54e37ef6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.625593 7f421a7fc6c0 Recovering log #1168
2026/04/18-12:41:58.643479 7f421a7fc6c0 Delete type=3 #1166
2026/04/18-12:41:58.643667 7f421a7fc6c0 Delete type=0 #1168
2026/04/18-12:51:29.111368 7f4219ffb6c0 Level-0 table #1173: started
2026/04/18-12:51:29.111416 7f4219ffb6c0 Level-0 table #1173: 0 bytes OK
2026/04/18-12:51:29.117812 7f4219ffb6c0 Delete type=0 #1171
2026/04/18-12:51:29.125558 7f4219ffb6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.883622 7f56f93fe6c0 Recovering log #1070
2026/02/28-17:23:52.893895 7f56f93fe6c0 Delete type=3 #1068
2026/02/28-17:23:52.893967 7f56f93fe6c0 Delete type=0 #1070
2026/02/28-22:59:43.750682 7f54e37ef6c0 Level-0 table #1075: started
2026/02/28-22:59:43.750749 7f54e37ef6c0 Level-0 table #1075: 0 bytes OK
2026/02/28-22:59:43.758241 7f54e37ef6c0 Delete type=0 #1073
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)
2026/02/28-22:59:43.758473 7f54e37ef6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.577548 7f2689bfd6c0 Recovering log #1164
2026/04/15-15:16:22.587344 7f2689bfd6c0 Delete type=3 #1162
2026/04/15-15:16:22.587417 7f2689bfd6c0 Delete type=0 #1164
2026/04/16-18:58:25.396434 7f2688bfb6c0 Level-0 table #1169: started
2026/04/16-18:58:25.396459 7f2688bfb6c0 Level-0 table #1169: 0 bytes OK
2026/04/16-18:58:25.402613 7f2688bfb6c0 Delete type=0 #1167
2026/04/16-18:58:25.408920 7f2688bfb6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-000981
MANIFEST-001071

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.826224 7f56f8bfd6c0 Recovering log #979
2026/02/28-22:59:53.836758 7f56f8bfd6c0 Delete type=3 #977
2026/02/28-22:59:53.836823 7f56f8bfd6c0 Delete type=0 #979
2026/03/01-01:08:46.372471 7f54e37ef6c0 Level-0 table #984: started
2026/03/01-01:08:46.372486 7f54e37ef6c0 Level-0 table #984: 0 bytes OK
2026/03/01-01:08:46.378495 7f54e37ef6c0 Delete type=0 #982
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)
2026/03/01-01:08:46.391731 7f54e37ef6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.594299 7f421a7fc6c0 Recovering log #1069
2026/04/18-12:41:58.606998 7f421a7fc6c0 Delete type=3 #1067
2026/04/18-12:41:58.607187 7f421a7fc6c0 Delete type=0 #1069
2026/04/18-12:51:29.097029 7f4219ffb6c0 Level-0 table #1074: started
2026/04/18-12:51:29.097052 7f4219ffb6c0 Level-0 table #1074: 0 bytes OK
2026/04/18-12:51:29.104587 7f4219ffb6c0 Delete type=0 #1072
2026/04/18-12:51:29.125521 7f4219ffb6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.858522 7f56e3fff6c0 Recovering log #975
2026/02/28-17:23:52.869495 7f56e3fff6c0 Delete type=3 #973
2026/02/28-17:23:52.869552 7f56e3fff6c0 Delete type=0 #975
2026/02/28-22:59:43.737596 7f54e37ef6c0 Level-0 table #980: started
2026/02/28-22:59:43.737635 7f54e37ef6c0 Level-0 table #980: 0 bytes OK
2026/02/28-22:59:43.743801 7f54e37ef6c0 Delete type=0 #978
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)
2026/02/28-22:59:43.758457 7f54e37ef6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.553524 7f2689bfd6c0 Recovering log #1065
2026/04/15-15:16:22.563786 7f2689bfd6c0 Delete type=3 #1063
2026/04/15-15:16:22.563854 7f2689bfd6c0 Delete type=0 #1065
2026/04/16-18:58:25.384570 7f2688bfb6c0 Level-0 table #1070: started
2026/04/16-18:58:25.384597 7f2688bfb6c0 Level-0 table #1070: 0 bytes OK
2026/04/16-18:58:25.390459 7f2688bfb6c0 Delete type=0 #1068
2026/04/16-18:58:25.408906 7f2688bfb6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-001075
MANIFEST-001165

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.718001 7f56f8bfd6c0 Recovering log #1073
2026/02/28-22:59:53.729345 7f56f8bfd6c0 Delete type=3 #1071
2026/02/28-22:59:53.729412 7f56f8bfd6c0 Delete type=0 #1073
2026/03/01-01:08:46.321084 7f54e37ef6c0 Level-0 table #1078: started
2026/03/01-01:08:46.321111 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK
2026/03/01-01:08:46.327221 7f54e37ef6c0 Delete type=0 #1076
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)
2026/03/01-01:08:46.339972 7f54e37ef6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.467876 7f421a7fc6c0 Recovering log #1163
2026/04/18-12:41:58.480087 7f421a7fc6c0 Delete type=3 #1161
2026/04/18-12:41:58.480227 7f421a7fc6c0 Delete type=0 #1163
2026/04/18-12:51:29.064204 7f4219ffb6c0 Level-0 table #1168: started
2026/04/18-12:51:29.064237 7f4219ffb6c0 Level-0 table #1168: 0 bytes OK
2026/04/18-12:51:29.070331 7f4219ffb6c0 Delete type=0 #1166
2026/04/18-12:51:29.070529 7f4219ffb6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)

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@@ -1,8 +1,7 @@
2026/02/28-17:23:52.757933 7f56f9bff6c0 Recovering log #1069
2026/02/28-17:23:52.767692 7f56f9bff6c0 Delete type=3 #1067
2026/02/28-17:23:52.767761 7f56f9bff6c0 Delete type=0 #1069
2026/02/28-22:59:43.697108 7f54e37ef6c0 Level-0 table #1074: started
2026/02/28-22:59:43.697152 7f54e37ef6c0 Level-0 table #1074: 0 bytes OK
2026/02/28-22:59:43.704224 7f54e37ef6c0 Delete type=0 #1072
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)
2026/02/28-22:59:43.704511 7f54e37ef6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.453383 7f268a3fe6c0 Recovering log #1159
2026/04/15-15:16:22.464015 7f268a3fe6c0 Delete type=3 #1157
2026/04/15-15:16:22.464074 7f268a3fe6c0 Delete type=0 #1159
2026/04/16-18:58:25.339542 7f2688bfb6c0 Level-0 table #1164: started
2026/04/16-18:58:25.339565 7f2688bfb6c0 Level-0 table #1164: 0 bytes OK
2026/04/16-18:58:25.345394 7f2688bfb6c0 Delete type=0 #1162
2026/04/16-18:58:25.358898 7f2688bfb6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)

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BIN
packs/boons/MANIFEST-001165 Normal file

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@@ -1 +1 @@
MANIFEST-001074
MANIFEST-001164

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.732583 7f56e3fff6c0 Recovering log #1072
2026/02/28-22:59:53.742972 7f56e3fff6c0 Delete type=3 #1070
2026/02/28-22:59:53.743061 7f56e3fff6c0 Delete type=0 #1072
2026/03/01-01:08:46.313828 7f54e37ef6c0 Level-0 table #1077: started
2026/03/01-01:08:46.313877 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK
2026/03/01-01:08:46.320973 7f54e37ef6c0 Delete type=0 #1075
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)
2026/03/01-01:08:46.339953 7f54e37ef6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.484621 7f421b7fe6c0 Recovering log #1162
2026/04/18-12:41:58.495420 7f421b7fe6c0 Delete type=3 #1160
2026/04/18-12:41:58.495553 7f421b7fe6c0 Delete type=0 #1162
2026/04/18-12:51:29.050477 7f4219ffb6c0 Level-0 table #1167: started
2026/04/18-12:51:29.050497 7f4219ffb6c0 Level-0 table #1167: 0 bytes OK
2026/04/18-12:51:29.057500 7f4219ffb6c0 Delete type=0 #1165
2026/04/18-12:51:29.070504 7f4219ffb6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)

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@@ -1,8 +1,7 @@
2026/02/28-17:23:52.769847 7f56f93fe6c0 Recovering log #1068
2026/02/28-17:23:52.780583 7f56f93fe6c0 Delete type=3 #1066
2026/02/28-17:23:52.780639 7f56f93fe6c0 Delete type=0 #1068
2026/02/28-22:59:43.677524 7f54e37ef6c0 Level-0 table #1073: started
2026/02/28-22:59:43.677620 7f54e37ef6c0 Level-0 table #1073: 0 bytes OK
2026/02/28-22:59:43.684329 7f54e37ef6c0 Delete type=0 #1071
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)
2026/02/28-22:59:43.704474 7f54e37ef6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.466221 7f268abff6c0 Recovering log #1158
2026/04/15-15:16:22.475960 7f268abff6c0 Delete type=3 #1156
2026/04/15-15:16:22.476018 7f268abff6c0 Delete type=0 #1158
2026/04/16-18:58:25.345509 7f2688bfb6c0 Level-0 table #1163: started
2026/04/16-18:58:25.345540 7f2688bfb6c0 Level-0 table #1163: 0 bytes OK
2026/04/16-18:58:25.351392 7f2688bfb6c0 Delete type=0 #1161
2026/04/16-18:58:25.358907 7f2688bfb6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-001074
MANIFEST-001164

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.759689 7f56f8bfd6c0 Recovering log #1072
2026/02/28-22:59:53.770229 7f56f8bfd6c0 Delete type=3 #1070
2026/02/28-22:59:53.770305 7f56f8bfd6c0 Delete type=0 #1072
2026/03/01-01:08:46.327327 7f54e37ef6c0 Level-0 table #1077: started
2026/03/01-01:08:46.327354 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK
2026/03/01-01:08:46.333262 7f54e37ef6c0 Delete type=0 #1075
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)
2026/03/01-01:08:46.339979 7f54e37ef6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.515857 7f421affd6c0 Recovering log #1162
2026/04/18-12:41:58.526774 7f421affd6c0 Delete type=3 #1160
2026/04/18-12:41:58.526909 7f421affd6c0 Delete type=0 #1162
2026/04/18-12:51:29.043791 7f4219ffb6c0 Level-0 table #1167: started
2026/04/18-12:51:29.043833 7f4219ffb6c0 Level-0 table #1167: 0 bytes OK
2026/04/18-12:51:29.050399 7f4219ffb6c0 Delete type=0 #1165
2026/04/18-12:51:29.070487 7f4219ffb6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.796426 7f56f9bff6c0 Recovering log #1068
2026/02/28-17:23:52.805920 7f56f9bff6c0 Delete type=3 #1066
2026/02/28-17:23:52.805973 7f56f9bff6c0 Delete type=0 #1068
2026/02/28-22:59:43.711333 7f54e37ef6c0 Level-0 table #1073: started
2026/02/28-22:59:43.711370 7f54e37ef6c0 Level-0 table #1073: 0 bytes OK
2026/02/28-22:59:43.717336 7f54e37ef6c0 Delete type=0 #1071
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)
2026/02/28-22:59:43.731086 7f54e37ef6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.491753 7f268abff6c0 Recovering log #1158
2026/04/15-15:16:22.502125 7f268abff6c0 Delete type=3 #1156
2026/04/15-15:16:22.502198 7f268abff6c0 Delete type=0 #1158
2026/04/16-18:58:25.351494 7f2688bfb6c0 Level-0 table #1163: started
2026/04/16-18:58:25.351525 7f2688bfb6c0 Level-0 table #1163: 0 bytes OK
2026/04/16-18:58:25.358768 7f2688bfb6c0 Delete type=0 #1161
2026/04/16-18:58:25.358916 7f2688bfb6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-001072
MANIFEST-001162

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.948768 7f56f93fe6c0 Recovering log #1070
2026/02/28-22:59:53.958702 7f56f93fe6c0 Delete type=3 #1068
2026/02/28-22:59:53.958781 7f56f93fe6c0 Delete type=0 #1070
2026/03/01-01:08:46.425514 7f54e37ef6c0 Level-0 table #1075: started
2026/03/01-01:08:46.425561 7f54e37ef6c0 Level-0 table #1075: 0 bytes OK
2026/03/01-01:08:46.431671 7f54e37ef6c0 Delete type=0 #1073
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)
2026/03/01-01:08:46.445328 7f54e37ef6c0 Manual compaction at level-1 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.742695 7f421affd6c0 Recovering log #1160
2026/04/18-12:41:58.754264 7f421affd6c0 Delete type=3 #1158
2026/04/18-12:41:58.754458 7f421affd6c0 Delete type=0 #1160
2026/04/18-12:51:29.159760 7f4219ffb6c0 Level-0 table #1165: started
2026/04/18-12:51:29.159794 7f4219ffb6c0 Level-0 table #1165: 0 bytes OK
2026/04/18-12:51:29.166069 7f4219ffb6c0 Delete type=0 #1163
2026/04/18-12:51:29.180793 7f4219ffb6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.970603 7f56f9bff6c0 Recovering log #1066
2026/02/28-17:23:52.981835 7f56f9bff6c0 Delete type=3 #1064
2026/02/28-17:23:52.981888 7f56f9bff6c0 Delete type=0 #1066
2026/02/28-22:59:43.785498 7f54e37ef6c0 Level-0 table #1071: started
2026/02/28-22:59:43.785523 7f54e37ef6c0 Level-0 table #1071: 0 bytes OK
2026/02/28-22:59:43.792317 7f54e37ef6c0 Delete type=0 #1069
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)
2026/02/28-22:59:43.813808 7f54e37ef6c0 Manual compaction at level-1 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.662031 7f268abff6c0 Recovering log #1156
2026/04/15-15:16:22.672181 7f268abff6c0 Delete type=3 #1154
2026/04/15-15:16:22.672239 7f268abff6c0 Delete type=0 #1156
2026/04/16-18:58:25.414877 7f2688bfb6c0 Level-0 table #1161: started
2026/04/16-18:58:25.414902 7f2688bfb6c0 Level-0 table #1161: 0 bytes OK
2026/04/16-18:58:25.420767 7f2688bfb6c0 Delete type=0 #1159
2026/04/16-18:58:25.434013 7f2688bfb6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-001075
MANIFEST-001165

View File

@@ -1,8 +1,7 @@
2026/02/28-22:59:53.798832 7f56f9bff6c0 Recovering log #1073
2026/02/28-22:59:53.809449 7f56f9bff6c0 Delete type=3 #1071
2026/02/28-22:59:53.809533 7f56f9bff6c0 Delete type=0 #1073
2026/03/01-01:08:46.340100 7f54e37ef6c0 Level-0 table #1078: started
2026/03/01-01:08:46.340139 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK
2026/03/01-01:08:46.346846 7f54e37ef6c0 Delete type=0 #1076
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)
2026/03/01-01:08:46.366278 7f54e37ef6c0 Manual compaction at level-1 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.562774 7f421a7fc6c0 Recovering log #1163
2026/04/18-12:41:58.573652 7f421a7fc6c0 Delete type=3 #1161
2026/04/18-12:41:58.573800 7f421a7fc6c0 Delete type=0 #1163
2026/04/18-12:51:29.084486 7f4219ffb6c0 Level-0 table #1168: started
2026/04/18-12:51:29.084510 7f4219ffb6c0 Level-0 table #1168: 0 bytes OK
2026/04/18-12:51:29.090608 7f4219ffb6c0 Delete type=0 #1166
2026/04/18-12:51:29.096960 7f4219ffb6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.834261 7f56f9bff6c0 Recovering log #1069
2026/02/28-17:23:52.843912 7f56f9bff6c0 Delete type=3 #1067
2026/02/28-17:23:52.843969 7f56f9bff6c0 Delete type=0 #1069
2026/02/28-22:59:43.704672 7f54e37ef6c0 Level-0 table #1074: started
2026/02/28-22:59:43.704745 7f54e37ef6c0 Level-0 table #1074: 0 bytes OK
2026/02/28-22:59:43.711212 7f54e37ef6c0 Delete type=0 #1072
2026/02/28-22:59:43.731026 7f54e37ef6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.731077 7f54e37ef6c0 Manual compaction at level-1 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.529214 7f2689bfd6c0 Recovering log #1159
2026/04/15-15:16:22.539425 7f2689bfd6c0 Delete type=3 #1157
2026/04/15-15:16:22.539500 7f2689bfd6c0 Delete type=0 #1159
2026/04/16-18:58:25.365459 7f2688bfb6c0 Level-0 table #1164: started
2026/04/16-18:58:25.365488 7f2688bfb6c0 Level-0 table #1164: 0 bytes OK
2026/04/16-18:58:25.371259 7f2688bfb6c0 Delete type=0 #1162
2026/04/16-18:58:25.384444 7f2688bfb6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)

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@@ -1 +1 @@
MANIFEST-001074
MANIFEST-001164

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@@ -1,8 +1,7 @@
2026/02/28-22:59:53.895577 7f56f8bfd6c0 Recovering log #1072
2026/02/28-22:59:53.906749 7f56f8bfd6c0 Delete type=3 #1070
2026/02/28-22:59:53.906807 7f56f8bfd6c0 Delete type=0 #1072
2026/03/01-01:08:46.391890 7f54e37ef6c0 Level-0 table #1077: started
2026/03/01-01:08:46.391936 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK
2026/03/01-01:08:46.398187 7f54e37ef6c0 Delete type=0 #1075
2026/03/01-01:08:46.417834 7f54e37ef6c0 Manual compaction at level-0 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)
2026/03/01-01:08:46.417875 7f54e37ef6c0 Manual compaction at level-1 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)
2026/04/18-12:41:58.679668 7f421affd6c0 Recovering log #1162
2026/04/18-12:41:58.690539 7f421affd6c0 Delete type=3 #1160
2026/04/18-12:41:58.690711 7f421affd6c0 Delete type=0 #1162
2026/04/18-12:51:29.146181 7f4219ffb6c0 Level-0 table #1167: started
2026/04/18-12:51:29.146206 7f4219ffb6c0 Level-0 table #1167: 0 bytes OK
2026/04/18-12:51:29.152607 7f4219ffb6c0 Delete type=0 #1165
2026/04/18-12:51:29.152803 7f4219ffb6c0 Manual compaction at level-0 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)

View File

@@ -1,8 +1,7 @@
2026/02/28-17:23:52.920377 7f56e3fff6c0 Recovering log #1068
2026/02/28-17:23:52.930570 7f56e3fff6c0 Delete type=3 #1066
2026/02/28-17:23:52.930642 7f56e3fff6c0 Delete type=0 #1068
2026/02/28-22:59:43.758590 7f54e37ef6c0 Level-0 table #1073: started
2026/02/28-22:59:43.758628 7f54e37ef6c0 Level-0 table #1073: 0 bytes OK
2026/02/28-22:59:43.764731 7f54e37ef6c0 Delete type=0 #1071
2026/02/28-22:59:43.785330 7f54e37ef6c0 Manual compaction at level-0 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)
2026/02/28-22:59:43.785372 7f54e37ef6c0 Manual compaction at level-1 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)
2026/04/15-15:16:22.612700 7f268abff6c0 Recovering log #1158
2026/04/15-15:16:22.623314 7f268abff6c0 Delete type=3 #1156
2026/04/15-15:16:22.623363 7f268abff6c0 Delete type=0 #1158
2026/04/16-18:58:25.402687 7f2688bfb6c0 Level-0 table #1163: started
2026/04/16-18:58:25.402711 7f2688bfb6c0 Level-0 table #1163: 0 bytes OK
2026/04/16-18:58:25.408855 7f2688bfb6c0 Delete type=0 #1161
2026/04/16-18:58:25.408963 7f2688bfb6c0 Manual compaction at level-0 from '!items!AoT2c0af4lY6aBsx' @ 72057594037927935 : 1 .. '!items!vGydqADwTsHZ9B3j' @ 0 : 0; will stop at (end)

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