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Author SHA1 Message Date
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
221 changed files with 912 additions and 1181 deletions
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@@ -60,4 +60,4 @@ jobs:
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: "13"
compatibility-verified: "13" compatibility-verified: "14"
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/jsconfig.json /jsconfig.json
/package.json /package.json
/package-lock.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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"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>"
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}, },
"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>"
+57 -2
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;
@@ -1521,6 +1564,18 @@ 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 +1638,8 @@ 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;
+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.",
+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",
+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,
+5 -4
View File
@@ -101,11 +101,12 @@ 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");
}); });
+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
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@@ -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-001182
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2026/02/28-22:59:53.852685 7f56e3fff6c0 Recovering log #1074 2026/05/25-23:00:12.612129 7fe4caffd6c0 Delete type=3 #1
2026/02/28-22:59:53.863099 7f56e3fff6c0 Delete type=3 #1072 2026/05/25-23:00:36.536419 7fe4c9ffb6c0 Level-0 table #1185: started
2026/02/28-22:59:53.863210 7f56e3fff6c0 Delete type=0 #1074 2026/05/25-23:00:36.536444 7fe4c9ffb6c0 Level-0 table #1185: 0 bytes OK
2026/03/01-01:08:46.366409 7f54e37ef6c0 Level-0 table #1079: started 2026/05/25-23:00:36.543456 7fe4c9ffb6c0 Delete type=0 #1183
2026/03/01-01:08:46.366440 7f54e37ef6c0 Level-0 table #1079: 0 bytes OK 2026/05/25-23:00:36.571253 7fe4c9ffb6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 321 : 1
2026/03/01-01:08:46.372420 7f54e37ef6c0 Delete type=0 #1077 2026/05/25-23:00:36.571263 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.575045 7fe4c9ffb6c0 Generated table #1186@0: 23 keys, 27230 bytes
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) 2026/05/25-23:00:36.575065 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 27230 bytes
2026/05/25-23:00:36.581924 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.582006 7fe4c9ffb6c0 Delete type=2 #1137
2026/05/25-23:00:36.591655 7fe4c9ffb6c0 Manual compaction at level-0 from '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 321 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
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2026/02/28-17:23:52.883622 7f56f93fe6c0 Recovering log #1070 2026/05/25-23:00:12.597782 7fe4caffd6c0 Log #1180: 0 ops saved to Table #1181 OK
2026/02/28-17:23:52.893895 7f56f93fe6c0 Delete type=3 #1068 2026/05/25-23:00:12.597848 7fe4caffd6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/aides-de-jeu/001180.log: OK
2026/02/28-17:23:52.893967 7f56f93fe6c0 Delete type=0 #1070 2026/05/25-23:00:12.598005 7fe4caffd6c0 Table #1137: 23 entries OK
2026/02/28-22:59:43.750682 7f54e37ef6c0 Level-0 table #1075: started 2026/05/25-23:00:12.601125 7fe4caffd6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/aides-de-jeu; recovered 1 files; 27230 bytes. Some data may have been lost. ****
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)
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2026/02/28-22:59:53.826224 7f56f8bfd6c0 Recovering log #979 2026/05/25-23:00:12.578214 7fe4cb7fe6c0 Delete type=3 #1
2026/02/28-22:59:53.836758 7f56f8bfd6c0 Delete type=3 #977 2026/05/25-23:00:36.530100 7fe4c9ffb6c0 Level-0 table #1086: started
2026/02/28-22:59:53.836823 7f56f8bfd6c0 Delete type=0 #979 2026/05/25-23:00:36.530126 7fe4c9ffb6c0 Level-0 table #1086: 0 bytes OK
2026/03/01-01:08:46.372471 7f54e37ef6c0 Level-0 table #984: started 2026/05/25-23:00:36.536304 7fe4c9ffb6c0 Delete type=0 #1084
2026/03/01-01:08:46.372486 7f54e37ef6c0 Level-0 table #984: 0 bytes OK 2026/05/25-23:00:36.553226 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at '!items!xhEcsi3WHjbt2ro9' @ 42 : 1
2026/03/01-01:08:46.378495 7f54e37ef6c0 Delete type=0 #982 2026/05/25-23:00:36.553236 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.557165 7fe4c9ffb6c0 Generated table #1087@0: 6 keys, 5424 bytes
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) 2026/05/25-23:00:36.557185 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 5424 bytes
2026/05/25-23:00:36.565017 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.565064 7fe4c9ffb6c0 Delete type=2 #1022
2026/05/25-23:00:36.582164 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!xhEcsi3WHjbt2ro9' @ 42 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
+4 -8
View File
@@ -1,8 +1,4 @@
2026/02/28-17:23:52.858522 7f56e3fff6c0 Recovering log #975 2026/05/25-23:00:12.561159 7fe4cb7fe6c0 Log #1081: 0 ops saved to Table #1082 OK
2026/02/28-17:23:52.869495 7f56e3fff6c0 Delete type=3 #973 2026/05/25-23:00:12.561275 7fe4cb7fe6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/armors/001081.log: OK
2026/02/28-17:23:52.869552 7f56e3fff6c0 Delete type=0 #975 2026/05/25-23:00:12.561353 7fe4cb7fe6c0 Table #1022: 6 entries OK
2026/02/28-22:59:43.737596 7f54e37ef6c0 Level-0 table #980: started 2026/05/25-23:00:12.565343 7fe4cb7fe6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/armors; recovered 1 files; 5424 bytes. Some data may have been lost. ****
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)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001075 MANIFEST-001177
+11 -8
View File
@@ -1,8 +1,11 @@
2026/02/28-22:59:53.718001 7f56f8bfd6c0 Recovering log #1073 2026/05/25-23:00:12.425549 7fe4ca7fc6c0 Delete type=3 #1
2026/02/28-22:59:53.729345 7f56f8bfd6c0 Delete type=3 #1071 2026/05/25-23:00:36.388047 7fe4c9ffb6c0 Level-0 table #1180: started
2026/02/28-22:59:53.729412 7f56f8bfd6c0 Delete type=0 #1073 2026/05/25-23:00:36.388101 7fe4c9ffb6c0 Level-0 table #1180: 0 bytes OK
2026/03/01-01:08:46.321084 7f54e37ef6c0 Level-0 table #1078: started 2026/05/25-23:00:36.395212 7fe4c9ffb6c0 Delete type=0 #1178
2026/03/01-01:08:46.321111 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK 2026/05/25-23:00:36.417679 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at '!items!zgspy1QKaxdEetEw' @ 533 : 1
2026/03/01-01:08:46.327221 7f54e37ef6c0 Delete type=0 #1076 2026/05/25-23:00:36.417686 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.422045 7fe4c9ffb6c0 Generated table #1181@0: 61 keys, 20970 bytes
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) 2026/05/25-23:00:36.422060 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 20970 bytes
2026/05/25-23:00:36.429165 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.429431 7fe4c9ffb6c0 Delete type=2 #1116
2026/05/25-23:00:36.458787 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!zgspy1QKaxdEetEw' @ 533 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
+4 -8
View File
@@ -1,8 +1,4 @@
2026/02/28-17:23:52.757933 7f56f9bff6c0 Recovering log #1069 2026/05/25-23:00:12.401220 7fe4ca7fc6c0 Log #1175: 0 ops saved to Table #1176 OK
2026/02/28-17:23:52.767692 7f56f9bff6c0 Delete type=3 #1067 2026/05/25-23:00:12.401339 7fe4ca7fc6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/boons/001175.log: OK
2026/02/28-17:23:52.767761 7f56f9bff6c0 Delete type=0 #1069 2026/05/25-23:00:12.401481 7fe4ca7fc6c0 Table #1116: 61 entries OK
2026/02/28-22:59:43.697108 7f54e37ef6c0 Level-0 table #1074: started 2026/05/25-23:00:12.404758 7fe4ca7fc6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/boons; recovered 1 files; 20970 bytes. Some data may have been lost. ****
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)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001074 MANIFEST-001176
+11 -8
View File
@@ -1,8 +1,11 @@
2026/02/28-22:59:53.732583 7f56e3fff6c0 Recovering log #1072 2026/05/25-23:00:12.447017 7fe4caffd6c0 Delete type=3 #1
2026/02/28-22:59:53.742972 7f56e3fff6c0 Delete type=3 #1070 2026/05/25-23:00:36.410024 7fe4c9ffb6c0 Level-0 table #1179: started
2026/02/28-22:59:53.743061 7f56e3fff6c0 Delete type=0 #1072 2026/05/25-23:00:36.410044 7fe4c9ffb6c0 Level-0 table #1179: 0 bytes OK
2026/03/01-01:08:46.313828 7f54e37ef6c0 Level-0 table #1077: started 2026/05/25-23:00:36.417584 7fe4c9ffb6c0 Delete type=0 #1177
2026/03/01-01:08:46.313877 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK 2026/05/25-23:00:36.449756 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at '!items!yofwG0YrsL902G77' @ 64 : 1
2026/03/01-01:08:46.320973 7f54e37ef6c0 Delete type=0 #1075 2026/05/25-23:00:36.449760 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.452819 7fe4c9ffb6c0 Generated table #1180@0: 8 keys, 2453 bytes
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) 2026/05/25-23:00:36.452824 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 2453 bytes
2026/05/25-23:00:36.458709 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.458735 7fe4c9ffb6c0 Delete type=2 #1115
2026/05/25-23:00:36.458914 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!yofwG0YrsL902G77' @ 64 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
+4 -8
View File
@@ -1,8 +1,4 @@
2026/02/28-17:23:52.769847 7f56f93fe6c0 Recovering log #1068 2026/05/25-23:00:12.429919 7fe4caffd6c0 Log #1174: 0 ops saved to Table #1175 OK
2026/02/28-17:23:52.780583 7f56f93fe6c0 Delete type=3 #1066 2026/05/25-23:00:12.430037 7fe4caffd6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/boonsflawscreatures/001174.log: OK
2026/02/28-17:23:52.780639 7f56f93fe6c0 Delete type=0 #1068 2026/05/25-23:00:12.430106 7fe4caffd6c0 Table #1115: 8 entries OK
2026/02/28-22:59:43.677524 7f54e37ef6c0 Level-0 table #1073: started 2026/05/25-23:00:12.434252 7fe4caffd6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/boonsflawscreatures; recovered 1 files; 2453 bytes. Some data may have been lost. ****
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)
Binary file not shown.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-001074 MANIFEST-001176
+11 -8
View File
@@ -1,8 +1,11 @@
2026/02/28-22:59:53.759689 7f56f8bfd6c0 Recovering log #1072 2026/05/25-23:00:12.484684 7fe4cbfff6c0 Delete type=3 #1
2026/02/28-22:59:53.770229 7f56f8bfd6c0 Delete type=3 #1070 2026/05/25-23:00:36.403076 7fe4c9ffb6c0 Level-0 table #1179: started
2026/02/28-22:59:53.770305 7f56f8bfd6c0 Delete type=0 #1072 2026/05/25-23:00:36.403094 7fe4c9ffb6c0 Level-0 table #1179: 0 bytes OK
2026/03/01-01:08:46.327327 7f54e37ef6c0 Level-0 table #1077: started 2026/05/25-23:00:36.409935 7fe4c9ffb6c0 Delete type=0 #1177
2026/03/01-01:08:46.327354 7f54e37ef6c0 Level-0 table #1077: 0 bytes OK 2026/05/25-23:00:36.439840 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at '!items!zxY3sW0iCJBvwjOS' @ 215 : 1
2026/03/01-01:08:46.333262 7f54e37ef6c0 Delete type=0 #1075 2026/05/25-23:00:36.439845 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.443478 7fe4c9ffb6c0 Generated table #1180@0: 27 keys, 42639 bytes
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) 2026/05/25-23:00:36.443484 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 42639 bytes
2026/05/25-23:00:36.449667 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.449695 7fe4c9ffb6c0 Delete type=2 #1115
2026/05/25-23:00:36.458796 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!zxY3sW0iCJBvwjOS' @ 215 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
+4 -8
View File
@@ -1,8 +1,4 @@
2026/02/28-17:23:52.796426 7f56f9bff6c0 Recovering log #1068 2026/05/25-23:00:12.469657 7fe4cbfff6c0 Log #1174: 0 ops saved to Table #1175 OK
2026/02/28-17:23:52.805920 7f56f9bff6c0 Delete type=3 #1066 2026/05/25-23:00:12.469724 7fe4cbfff6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/careers/001174.log: OK
2026/02/28-17:23:52.805973 7f56f9bff6c0 Delete type=0 #1068 2026/05/25-23:00:12.469831 7fe4cbfff6c0 Table #1115: 27 entries OK
2026/02/28-22:59:43.711333 7f54e37ef6c0 Level-0 table #1073: started 2026/05/25-23:00:12.473085 7fe4cbfff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/careers; recovered 1 files; 42639 bytes. Some data may have been lost. ****
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)
Binary file not shown.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-001072 MANIFEST-001174
+11 -8
View File
@@ -1,8 +1,11 @@
2026/02/28-22:59:53.948768 7f56f93fe6c0 Recovering log #1070 2026/05/25-23:00:12.737191 7fe4caffd6c0 Delete type=3 #1
2026/02/28-22:59:53.958702 7f56f93fe6c0 Delete type=3 #1068 2026/05/25-23:00:36.664472 7fe4c9ffb6c0 Level-0 table #1177: started
2026/02/28-22:59:53.958781 7f56f93fe6c0 Delete type=0 #1070 2026/05/25-23:00:36.664490 7fe4c9ffb6c0 Level-0 table #1177: 0 bytes OK
2026/03/01-01:08:46.425514 7f54e37ef6c0 Level-0 table #1075: started 2026/05/25-23:00:36.670481 7fe4c9ffb6c0 Delete type=0 #1175
2026/03/01-01:08:46.425561 7f54e37ef6c0 Level-0 table #1075: 0 bytes OK 2026/05/25-23:00:36.687068 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at '!items!zwSNMO9HpiqUCMt8' @ 24 : 1
2026/03/01-01:08:46.431671 7f54e37ef6c0 Delete type=0 #1073 2026/05/25-23:00:36.687075 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.690125 7fe4c9ffb6c0 Generated table #1178@0: 4 keys, 990 bytes
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) 2026/05/25-23:00:36.690136 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 990 bytes
2026/05/25-23:00:36.697155 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.697213 7fe4c9ffb6c0 Delete type=2 #1113
2026/05/25-23:00:36.703345 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!zwSNMO9HpiqUCMt8' @ 24 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
+4 -8
View File
@@ -1,8 +1,4 @@
2026/02/28-17:23:52.970603 7f56f9bff6c0 Recovering log #1066 2026/05/25-23:00:12.721390 7fe4caffd6c0 Log #1172: 0 ops saved to Table #1173 OK
2026/02/28-17:23:52.981835 7f56f9bff6c0 Delete type=3 #1064 2026/05/25-23:00:12.721495 7fe4caffd6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/effets-exemples/001172.log: OK
2026/02/28-17:23:52.981888 7f56f9bff6c0 Delete type=0 #1066 2026/05/25-23:00:12.721563 7fe4caffd6c0 Table #1113: 4 entries OK
2026/02/28-22:59:43.785498 7f54e37ef6c0 Level-0 table #1071: started 2026/05/25-23:00:12.725085 7fe4caffd6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/effets-exemples; recovered 1 files; 990 bytes. Some data may have been lost. ****
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)
Binary file not shown.
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+1 -1
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@@ -1 +1 @@
MANIFEST-001075 MANIFEST-001177
+11 -8
View File
@@ -1,8 +1,11 @@
2026/02/28-22:59:53.798832 7f56f9bff6c0 Recovering log #1073 2026/05/25-23:00:12.540722 7fe4cbfff6c0 Delete type=3 #1
2026/02/28-22:59:53.809449 7f56f9bff6c0 Delete type=3 #1071 2026/05/25-23:00:36.471926 7fe4c9ffb6c0 Level-0 table #1180: started
2026/02/28-22:59:53.809533 7f56f9bff6c0 Delete type=0 #1073 2026/05/25-23:00:36.471937 7fe4c9ffb6c0 Level-0 table #1180: 0 bytes OK
2026/03/01-01:08:46.340100 7f54e37ef6c0 Level-0 table #1078: started 2026/05/25-23:00:36.477925 7fe4c9ffb6c0 Delete type=0 #1178
2026/03/01-01:08:46.340139 7f54e37ef6c0 Level-0 table #1078: 0 bytes OK 2026/05/25-23:00:36.503503 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at '!items!yE8UH6YAgNGjKDEu' @ 499 : 1
2026/03/01-01:08:46.346846 7f54e37ef6c0 Delete type=0 #1076 2026/05/25-23:00:36.503506 7fe4c9ffb6c0 Compacting 1@0 + 0@1 files
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) 2026/05/25-23:00:36.506759 7fe4c9ffb6c0 Generated table #1181@0: 43 keys, 9886 bytes
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) 2026/05/25-23:00:36.506764 7fe4c9ffb6c0 Compacted 1@0 + 0@1 files => 9886 bytes
2026/05/25-23:00:36.513480 7fe4c9ffb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/05/25-23:00:36.513514 7fe4c9ffb6c0 Delete type=2 #1116
2026/05/25-23:00:36.523452 7fe4c9ffb6c0 Manual compaction at level-0 from '!items!yE8UH6YAgNGjKDEu' @ 499 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
+4 -8
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@@ -1,8 +1,4 @@
2026/02/28-17:23:52.834261 7f56f9bff6c0 Recovering log #1069 2026/05/25-23:00:12.526059 7fe4cbfff6c0 Log #1175: 0 ops saved to Table #1176 OK
2026/02/28-17:23:52.843912 7f56f9bff6c0 Delete type=3 #1067 2026/05/25-23:00:12.526152 7fe4cbfff6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/equipment/001175.log: OK
2026/02/28-17:23:52.843969 7f56f9bff6c0 Delete type=0 #1069 2026/05/25-23:00:12.526242 7fe4cbfff6c0 Table #1116: 43 entries OK
2026/02/28-22:59:43.704672 7f54e37ef6c0 Level-0 table #1074: started 2026/05/25-23:00:12.529350 7fe4cbfff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/bol/packs/equipment; recovered 1 files; 9886 bytes. Some data may have been lost. ****
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)
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