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uberwald 215a8a1a45 Sync compendiums
Release Creation / build (release) Successful in 3m4s
2026-08-03 06:41:09 +02:00
uberwald 1b24d0223a feat: publicité des modules premium en tchat quand ils ne sont pas activés 2026-08-03 06:38:54 +02:00
uberwald 33d4c26619 fix(style): lisibilité des journaux (texte sombre sur fond blanc en vue et édition) 2026-08-03 06:19:05 +02:00
uberwald cc81acce5b fix(appv2): correction sauvegarde champs description HTML
- Remplacer les balises <prose-mirror> brutes par {{formInput}}
  pour les champs HTMLField (biographie, notes, description)
- Onglets passent en basculement CSS sans re-render
- Ajout de systemFields au contexte des feuilles d'acteur
2026-07-30 21:23:25 +02:00
uberwald c56903c8e4 Fix release numbering 2026-06-14 23:22:30 +02:00
uberwald d27d580d8c Fix for Babele translation
Release Creation / build (release) Successful in 56s
2026-05-25 23:02:08 +02:00
uberwald 967383f5b3 COrrection sur icones des effets
Release Creation / build (release) Successful in 55s
2026-04-25 09:20:15 +02:00
uberwald e4cc556705 Fix beguiling boon
Release Creation / build (release) Successful in 48s
2026-04-18 17:48:30 +02:00
uberwald 405bcd7cf5 AJout d'une aide pour les macros
Release Creation / build (release) Successful in 55s
2026-04-11 21:29:40 +02:00
uberwald 846e6f88b7 AJout d'une aide pour les macros 2026-04-11 21:29:06 +02:00
uberwald 1a0f4cd3e9 Foundryv14 migration
Release Creation / build (release) Successful in 44s
2026-04-01 23:01:25 +02:00
uberwald 8ef5c3c516 Foundryv14 migration
Release Creation / build (release) Successful in 52s
2026-04-01 22:59:46 +02:00
204 changed files with 772 additions and 1106 deletions
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version: ${{github.event.release.tag_name}}
manifest: "https://www.uberwald.me/gitea/public/bol/releases/download/latest/system.json"
notes: "https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/bol.zip"
compatibility-minimum: "13"
compatibility-verified: "13"
compatibility-minimum: "14"
compatibility-verified: "14"
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# BoL — FoundryVTT Game System
FoundryVTT game system for Barbarians of Lemuria (French edition, Ludospherik). System id `bol`. Compatible Foundry v13v14.
## Commands
| Command | Action |
|---------|--------|
| `npm run css` | Compile LESS → `css/bol.css` (one-shot) |
| `npm run watch` / `npm start` | Watch `styles/**/*.less`, recompile on change |
No test or lint scripts exist.
## Entry Point & Architecture
`module/bol.js` — wires everything in `Hooks.once('init', ...)` and `Hooks.once('ready', ...)`.
| Path | Role |
|------|------|
| `module/bol.js` | System init, sheet/data model registration, socket setup |
| `module/system/config.js` | `BOL` constants, `System.debugMode` flag |
| `module/system/bol-utility.js` | Static helpers, settings (`bol` namespace), socket handler (`system.bol`) |
| `module/controllers/bol-rolls.js` | All roll logic — `BoLRoll` static methods |
| `module/models/` | DataModel classes (`.mjs`) for Actor/Item types |
| `module/applications/sheets/` | **AppV2 sheets** (`ActorSheetV2`/`ItemSheetV2` + `HandlebarsApplicationMixin`) |
| `styles/` | LESS sources → compiled to `css/bol.css` |
| `templates/` | Handlebars `.hbs` partials |
| `lang/` | `fr.json`, `en.json`, `de.json`, `es.json` |
## Key Conventions
- **AppV2 sheets** — base classes are `foundry.applications.sheets.ActorSheetV2` / `ItemSheetV2` mixed with `HandlebarsApplicationMixin`. Do NOT use `foundry.appv1.sheets.*`.
- **`game.bol`** — system exposes `BoLActor`, `BoLItem`, `BoLRoll`, `BoLUtility`, `Macros`, `BOL` config, `models`, `sheets` on this namespace after init.
- **i18n prefix** — all keys start with `BOL.`; use `game.i18n.localize("BOL.xxx")`.
- **FR-first** — `fr.json` is most complete. EN compendium translation requires [Babele](https://gitlab.com/riccisi/foundryvtt-babele) module. A warning fires at startup if EN is selected without Babele.
- **`System.debugMode = true`** in `module/system/config.js:8` — set to `false` before release.
- **LESS only** — never edit `css/bol.css` directly. Edit `.less` files under `styles/`, recompile with `npm run css`.
- **Data models** — `template.json` defines schema via `Actor.types` (character, encounter, horde, vehicle) and `Item.types` (item, feature). All data lives under `.system`.
- **Sheet partials** — registered in `module/system/templates.js`. Add new partials there.
- **Static classes** — `BoLRoll` and `BoLUtility` are purely static; never instantiate.
- **`template.json.SAVED`** in root is the data model reference; the actual `template.json` may need regeneration.
- **`package.json` and lockfile are in `.gitignore`** — npm is dev-only for LESS compilation. Not needed to run the system in Foundry.
- **`{{formInput}}` for HTML fields** — always use `{{formInput fieldDef enriched=x value=y name="system.path" toggled=isEditable}}` for `HTMLField` in AppV2 sheets. Never use raw `<prose-mirror>` elements; they break form submission.
- **Tab switching** — use CSS-only toggle (no `this.render()`) to preserve ProseMirror editor state. See `base-item-sheet.mjs` pattern.
## CI & Release
- CI triggers **only on release publish** (`.gitea/workflows/main.yml`).
- Release zips: `system.json template.json README.md LICENSE assets/ compendiums/ css/ fonts/ images/ lang/ module/ packs/ styles/ templates/ ui/`.
- Version/URL manifest/download are substituted in `system.json` during CI.
- Published to Foundry package registry via `foundryvtt-publish-package-action`.
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# Migration AppV2 - Item Sheets
## Vue d'ensemble
Migration des feuilles d'items de BoL vers l'architecture **ApplicationV2** de Foundry VTT v12+.
## Fichiers créés
### Classes AppV2 (module/applications/sheets/)
1. **base-item-sheet.mjs** - Classe de base pour tous les item sheets
- Hérite de `foundry.applications.sheets.ItemSheetV2`
- Utilise `HandlebarsApplicationMixin`
- Gère les tabs, drag & drop, actions communes
- 272 lignes de code
2. **item-sheet.mjs** - Sheet pour le type "item"
- Équipements, armes, protections, sorts, etc.
- Hérite de `BoLBaseItemSheet`
- Contexte spécifique aux items
3. **feature-sheet.mjs** - Sheet pour le type "feature"
- Boons, flaws, careers, origins, races, etc.
- Hérite de `BoLBaseItemSheet`
- Contexte spécifique aux features
4. **_module.mjs** - Export des sheets
### Templates (templates/item/)
1. **item-sheet.hbs** - Template pour les items
2. **feature-sheet.hbs** - Template pour les features
3. **parts/item-header.hbs** - Header mis à jour pour AppV2
### Backups
- `templates/item.backup/` - Backup des templates originaux
- `module/item.backup/` - Backup de l'ancienne classe ItemSheet
- `templates/item/parts/item-header.hbs.backup` - Backup du header
## Architecture AppV2
### Différences avec AppV1
| Aspect | AppV1 (avant) | AppV2 (après) |
|--------|---------------|---------------|
| Classe de base | `ItemSheet` | `ItemSheetV2` |
| Options | `static get defaultOptions()` | `static DEFAULT_OPTIONS` |
| getData | `async getData()` | `async _prepareContext()` |
| Template | Unique | Peut utiliser PARTS |
| Tabs | Automatiques | Gestion manuelle |
| Actions | Event listeners | `actions:` dans OPTIONS |
| Render | `activateListeners()` | `_onRender()` |
### Structure de BoLBaseItemSheet
```javascript
class BoLBaseItemSheet extends ItemSheetV2 {
// Options statiques
static DEFAULT_OPTIONS = {
classes, position, form, window,
actions, dragDrop, tabs
}
// State
tabGroups = { primary: "description" }
// Méthodes principales
async _prepareContext() // Prépare les données
_onRender() // Après le render
_activateTabs() // Active les tabs
_activateListeners() // Event listeners
// Actions
static #onEditImage() // data-action="editImage"
static #onPostItem() // data-action="postItem"
// Drag & Drop
#createDragDropHandlers()
_canDragStart()
_onDragStart()
}
```
## Fonctionnalités migrées
### ✅ Depuis l'ancien BoLItemSheet
1. **getData****_prepareContext**
- Enrichissement de la description
- Configuration des données dynamiques
- Gestion des catégories
- Propriétés des items
- Careers depuis l'actor
2. **Tabs**
- Navigation entre Description et Properties
- State persistant avec `tabGroups`
- Activation manuelle des tabs
3. **Actions**
- Edit Image (FilePicker)
- Post Item (chat)
4. **Listeners spécifiques**
- Armor quality → soak formula
5. **Dynamic defaults**
- Category par défaut
- Spell conditions (mandatory/optional)
- Equipment slots
## Utilisation dans les templates
### Actions (data-action)
```handlebars
{{!-- Éditer l'image --}}
<img data-action="editImage" src="{{item.img}}" />
{{!-- Poster au chat --}}
<button data-action="postItem">
<i class="fas fa-comment"></i>
</button>
```
### Tabs
```handlebars
{{!-- Navigation --}}
<nav class="tabs" data-group="primary">
{{#each tabs}}
<a data-tab="{{this.id}}" class="{{#if (eq ../activeTab this.id)}}active{{/if}}">
{{localize this.label}}
</a>
{{/each}}
</nav>
{{!-- Contenu --}}
<div class="tab {{#if (eq activeTab 'description')}}active{{/if}}"
data-tab="description">
...
</div>
```
### Editor
```handlebars
{{!-- AppV2 avec ProseMirror --}}
{{editor enrichedDescription
target="system.description"
button=true
editable=isEditable
engine="prosemirror"}}
```
## Context disponible dans les templates
```javascript
{
// Document & system
fields: schema.fields,
systemFields: system.schema.fields,
item: document,
system: document.system,
source: document.toObject(),
// Content
enrichedDescription: "HTML enrichi",
category: "equipment|weapon|spell|...",
itemProperties: ["prop1", "prop2"],
// Config
config: game.bol.config,
isGM: boolean,
isEditable: boolean,
// Tabs
tabs: [{id, label, icon}],
activeTab: "description|properties",
// Type-specific (item-sheet.mjs)
isItem: true,
isEquipment: boolean,
isWeapon: boolean,
isProtection: boolean,
isSpell: boolean,
// Type-specific (feature-sheet.mjs)
isFeature: true,
isBoon: boolean,
isFlaw: boolean,
isCareer: boolean,
isOrigin: boolean,
isRace: boolean,
// Optional
careers: actor.careers // Si item sur actor
}
```
## Configuration dans bol.js
```javascript
// Import
import * as sheets from "./applications/sheets/_module.mjs"
// Enregistrement
foundry.documents.collections.Items.unregisterSheet("core", ...)
foundry.documents.collections.Items.registerSheet("bol",
sheets.BoLItemSheet,
{ types: ["item"], makeDefault: true }
)
foundry.documents.collections.Items.registerSheet("bol",
sheets.BoLFeatureSheet,
{ types: ["feature"], makeDefault: true }
)
```
## Avantages de AppV2
1. **Performance** : Meilleur rendu et gestion des updates
2. **Structure** : Code plus organisé et maintenable
3. **Actions** : Système d'actions déclaratif
4. **Context** : Préparation des données séparée du template
5. **Standard** : Aligné sur Foundry VTT v12+
6. **Future-proof** : Architecture pérenne
## Points d'attention
### Compatibilité
- Les données restent 100% compatibles
- Seule l'interface de sheet change
- Pas de migration de données nécessaire
### Tabs
Les tabs ne sont plus automatiques dans AppV2 :
- Navigation manuelle avec `_activateTabs()`
- State persistant avec `tabGroups`
- CSS `.active` géré manuellement
### Editor
ProseMirror est maintenant le moteur par défaut :
```handlebars
{{editor content engine="prosemirror"}}
```
### Actions
Système déclaratif :
```javascript
actions: {
myAction: ClassName.#onMyAction
}
```
Dans le template :
```handlebars
<button data-action="myAction">Click</button>
```
## Prochaines étapes
### Court terme
1. Tester les sheets dans Foundry
2. Vérifier toutes les fonctionnalités
3. Ajuster les CSS si nécessaire
### Moyen terme
4. Migrer les actor sheets vers AppV2
5. Ajouter des features AppV2 (parts, etc.)
6. Optimiser les templates
### Long terme
7. Utiliser PARTS pour modularité
8. Ajouter des actions avancées
9. Améliorer la UX
## Références
- [Foundry AppV2 Documentation](https://foundryvtt.com/api/classes/foundry.applications.api.ApplicationV2.html)
- [ItemSheetV2 API](https://foundryvtt.com/api/classes/foundry.applications.sheets.ItemSheetV2.html)
- Exemples : fvtt-cthulhu-eternal, fvtt-mournblade
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{
"label": "Game Aid",
"mapping": {
"name": "name",
"description": "content",
"categories": {
"path": "categories",
"converter": "nameCollection"
},
"pages": {
"path": "pages",
"converter": "pages"
}
},
"entries": {
"Aide du Jeu": "Game Aid",
"8ihDiCxC47fcdKVA": {
"name": "Game Aid",
"pages": {
"8agBoLYo99u530d1": {
"name": "Credits",
"text": "<p>This system was started by Zigmund, then taken over, completed and maintained by LeRatierBretonnien.</p><p>You can contact me on the French Foundry Discord: LeRatierBretonnien#2065</p><p>The git repository is available here: <a href=\"https://www.uberwald.me/gitea/public/bol\">https://www.uberwald.me/gitea/public/bol</a></p><p>Barbarians of Lemuria is a game by Simon Washbourne (Beyond Belief Games), translated into French by Ludospherik.</p><p>The full range is available on this page: <a href=\"http://www.ludospherik.fr/content/14-barbarians-of-lemuria\">http://www.ludospherik.fr/content/14-barbarians-of-lemuria</a></p><img src=\"systems/bol/assets/pages/b9BjVFaWB6uyyKsD-pages-8agBoLYo99u530d1-image-Rg2nVaMlglfJ6Qcm.png\" />"
},
"NAcpMm6NlyhwvWRA": {
"name": "Features",
"text": "<p>The BoL system under Foundry allows you to:</p><ul><li><p>create characters and NPCs (minions, toughs, rivals),</p></li><li><p>create creatures,</p></li><li><p>make dice rolls for attributes, aptitudes, and careers,</p></li><li><p>make dice rolls for combat attacks,</p></li><li><p>manage initiative,</p></li><li><p>make dice rolls to cast spells or perform alchemical recipes,</p></li><li><p>manage damage and lifeblood loss,</p></li><li><p>display and manage automations in chat windows, with assistance for the use of Hero Points and critical successes.</p></li></ul>"
},
"hdQixhZGfAytdbSg": {
"name": "Compendiums",
"text": "<p>The system comes with a series of compendiums providing quick access to careers, boons, and equipment.</p><p>The official cards are available, with the kind permission of Ludospherik.</p><p>To use content from a compendium, simply drag and drop the item into the world. For example: open the armours compendium, select <em>Light Armour</em>, and drag it onto a character sheet.</p><img src=\"systems/bol/assets/pages/help-en-compendium.png\" />"
},
"UfvTY80U49k6YFwe": {
"name": "Dice Rolls (Attributes/Aptitudes)",
"text": "<p>When a player clicks an attribute or aptitude, the following window appears:</p><img src=\"systems/bol/assets/pages/help-en-attribute-dialog.png\" /><ol><li><p>Attribute the player clicked on. It can be changed with this drop-down menu.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"4CLyyt3dtpG6YNMi": {
"name": "Dice Rolls (Weapon)",
"text": "<p>To make an attack with a weapon, go to the <strong>Actions</strong> tab and click the weapon's name. Targeting an opponent is recommended in order to take advantage of the system automations.</p><img src=\"systems/bol/assets/pages/help-en-weapon-dialog.png\" /><ol><li><p>Default weapon attribute. It can be changed with this drop-down menu.</p></li><li><p>Default weapon aptitude. It can be changed with this drop-down menu.</p></li><li><p>Possible weapon bonus on the attack roll.</p></li><li><p>Target defence, when an opponent is targeted.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Information area if the weapon has the <em>Bonus Die</em> option enabled.</p></li><li><p>Agility penalty from armour and shield.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"r003R5yIaiKxThOc": {
"name": "Character Sheet",
"text": "<h2>Attributes</h2><img src=\"systems/bol/assets/pages/help-en-sheet-attributes.png\" /><ol><li><p>Name + Experience area.</p></li><li><p>Tab bar for moving between sections.</p></li><li><p>Attributes area. Clicking a name opens the roll dialog, clicking a number allows editing.</p></li><li><p>Aptitudes area, same idea as attributes.</p></li><li><p>Counters area. The red value is the current one, the black value underneath is the maximum.</p></li></ol><h2>Actions</h2><img src=\"systems/bol/assets/pages/help-en-sheet-actions.png\" /><ol><li><p>Weapons. Clicking the name opens the attack dialog for that weapon.</p></li><li><p>Damage. Clicking the damage formula rolls it.</p></li><li><p>List of protections.</p></li><li><p>Clicking the protection formula rolls it.</p></li><li><p>List of shields.</p></li><li><p>Combat options the character knows. Once activated, they appear in the weapon attack dialog.</p></li></ol><h2>Traits</h2><img src=\"systems/bol/assets/pages/help-en-sheet-traits.png\" /><ol><li><p>List of careers. Left-click a career for details.</p></li><li><p>Career rank helper.</p></li><li><p>List of origins. Left-click for details.</p></li><li><p>List of boons. Left-click for details.</p></li><li><p>List of flaws. Left-click for details.</p></li><li><p>List of spoken languages. Left-click for details.</p></li><li><p>List of known combat options. Left-click for details.</p></li><li><p>List of beliefs. Left-click for details.</p></li><li><p>List of active effects. Left-click for details.</p></li></ol><h2>Equipment</h2><img src=\"systems/bol/assets/pages/help-en-sheet-equipment.png\" /><ol><li><p>Quick equipment creation controls.</p></li><li><p>Purse state (optional rule, system setting).</p></li><li><p>Weapons, with quantity management.</p></li><li><p>Shield equip / unequip control.</p></li><li><p>List of protections.</p></li><li><p>Armour equip / unequip control.</p></li></ol><h2>Spells &amp; Alchemy</h2><p>This tab is only available if the character has the Alchemist or Sorcerer career.</p><img src=\"systems/bol/assets/pages/help-en-sheet-spells.png\" /><ol><li><p>List of spells. Left-click the name to open the dedicated roll dialog.</p></li><li><p>Reminder of circle and difficulty.</p></li><li><p>The square button opens the spell details.</p></li><li><p>List of known alchemical preparations.</p></li><li><p>Crafting progress management.</p></li><li><p>The square button opens the preparation details.</p></li></ol><h2>Description</h2><img src=\"systems/bol/assets/pages/help-en-sheet-description.png\" /><p>The description area contains free-form fields for customising the character.</p>"
},
"eRbEqbCW4AhU0cpm": {
"name": "Effects",
"text": "<p>Effects allow permanent modifiers to be applied as long as they are present on the character sheet.</p><p><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Example</span></span>: a character is poisoned, and the poison causes mental fatigue. In game terms, they suffer a -2 penalty to all Mind rolls. To represent this, create an <em>Effect</em> like this:</p><img src=\"systems/bol/assets/pages/help-en-effect-sheet.png\" /><ol><li><p>Create a <em>Trait</em>, and in the <em>Details</em> tab select the subtype <em>Effect</em>.</p></li><li><p>Select <em>Mind</em>.</p></li><li><p>Set a -2 modifier.</p></li></ol><p>Once placed on a character, the penalty is automatically applied whenever a Mind roll is requested. Remove the effect from the character sheet (<em>Traits</em> tab) to remove both the effect and its penalty.<br />A compendium of basic effects is available in the system.</p>"
},
"QmNF6p0lJf3pJoAy": {
"name": "Commands",
"text": "<p>The system provides commands (currently just one) for a few automated tasks.</p><p><strong><span style=\"text-decoration:underline\">This command is only available if the BoL-rulebook module is installed.</span></strong></p><h3>/adventure command</h3><img src=\"systems/bol/assets/pages/help-en-command.png\" /><ol><li><p>Type <code>/adventure</code> in the chat input area (or trigger it from a macro).</p></li><li><p>The system generates an adventure from the core rulebook tables and posts the result in chat.</p></li></ol>"
},
"MOWru5Dbvs4iozXm": {
"name": "Macros",
"text": "<p>The system exposes macros through <code>game.bol.macros</code>. They provide quick access to the most common rolls from a Foundry macro.</p><p><strong>Automatic actor selection:</strong></p><ul><li><p>if exactly one token is selected, the macro uses it;</p></li><li><p>if several tokens are selected, the macro shows a warning;</p></li><li><p>if no token is selected, a GM must select one; a player automatically falls back to their assigned character.</p></li></ul><p><strong>Available rolls</strong></p><p>Attributes (internal keys):</p><pre><code>game.bol.macros.rollAttribute(\"vigor\")\ngame.bol.macros.rollAttribute(\"agility\")\ngame.bol.macros.rollAttribute(\"mind\")\ngame.bol.macros.rollAttribute(\"appeal\")</code></pre><p>Aptitudes:</p><pre><code>game.bol.macros.rollAptitude(\"init\")\ngame.bol.macros.rollAptitude(\"melee\")\ngame.bol.macros.rollAptitude(\"ranged\")\ngame.bol.macros.rollAptitude(\"def\")</code></pre><p>Weapons, spells, and alchemy:</p><pre><code>game.bol.macros.rollWeapon(\"Spear\")\ngame.bol.macros.rollWeapon(0)\n\ngame.bol.macros.rollSpell(\"Javelin\")\ngame.bol.macros.rollSpell(0)\n\ngame.bol.macros.rollAlchemy(\"Fire\")\ngame.bol.macros.rollAlchemy(0)</code></pre><p>For weapons, spells, and alchemical preparations, name lookup is <strong>partial</strong> and <strong>case-insensitive</strong>. You may also use a numeric index.</p><p>Horoscope:</p><pre><code>game.bol.macros.rollHoroscope(\"minor\")\ngame.bol.macros.rollHoroscope(\"major\")</code></pre><p><strong>Generic macro</strong></p><pre><code>game.bol.macros.roll(\"attribute\", \"vigor\")\ngame.bol.macros.roll(\"aptitude\", \"melee\")\ngame.bol.macros.roll(\"weapon\", \"Spear\")\ngame.bol.macros.roll(\"spell\", \"Javelin\")\ngame.bol.macros.roll(\"alchemy\", 0)\ngame.bol.macros.roll(\"horoscope\", \"minor\")</code></pre><p><strong>Compatibility</strong></p><p>The legacy entry point <code>game.bol.macros.rollMacro(type, key)</code> is still available for existing macros.</p>"
},
"rERizrPxSAsvsZY2": {
"name": "Initiative",
"text": "<p>In BoL, initiative is rolled once at the start of combat.</p><p>You can request it automatically through the Combat Tracker, or roll Initiative manually and tick the corresponding box in the dialog:</p><img src=\"systems/bol/assets/pages/help-en-initiative-dialog.png\" /><p>According to the roll result, an initiative rank from 10 to 3 is assigned as follows:</p><p><strong>10</strong> - PC: Legendary Success<br /><strong>9</strong> - PC: Heroic Success<br /><strong>8</strong> - PC: Normal Success<br /><strong>7</strong> - NPC: Opponents or creatures larger than medium size<br /><strong>6</strong> - NPC: Toughs or creatures of medium size or smaller<br /><strong>5</strong> - PC: Normal Failure<br /><strong>4</strong> - NPC: Minions<br /><strong>3</strong> - PC: Critical Failure</p>"
}
}
}
}
}
+5 -1
View File
@@ -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>"
+25 -1
View File
@@ -1,10 +1,34 @@
{
"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>"
+25 -11
View File
@@ -1512,6 +1512,21 @@ h2.bad {
.bol-welcome-card .welcome-body a {
color: darkred;
}
.bol-welcome-card .welcome-body .welcome-premium {
margin-top: 6px;
padding: 6px 10px;
font-size: 0.8rem;
color: #191813;
background: linear-gradient(135deg, #fdf7e6, #f6e8c8);
border: 1px solid #c9a227;
border-left: 4px solid #c9a227;
border-radius: 3px;
box-shadow: 0 1px 2px rgba(0, 0, 0, 0.08);
}
.bol-welcome-card .welcome-body .welcome-premium a {
color: #7a5c00;
font-weight: bold;
}
.bol-welcome-card .welcome-footer {
margin-top: 8px;
padding: 4px 10px;
@@ -1522,15 +1537,6 @@ h2.bad {
border-radius: 4px;
letter-spacing: 0.5px;
}
.bol-welcome-card .welcome-warning {
margin-top: 6px;
padding: 4px 8px;
font-size: 0.8rem;
color: #7a0000;
background: #fff3f3;
border: 1px solid #e57373;
border-radius: 3px;
}
/* Component Styles */
/* ----------------------------------------- */
/* Common Sheet Styles */
@@ -1538,8 +1544,16 @@ h2.bad {
body.system-bol img#logo {
content: url("/systems/bol/ui/logo2.webp");
}
.journal-page-content {
/* Reserved for future use */
.journal-page-content,
.journal-page-content p,
.journal-page-content div,
.journal-page-content span {
color: #191813 !important;
}
.sheet.journal-entry prose-mirror.journal-page-content,
prose-mirror.journal-page-content {
background-color: white;
background: white;
}
.bol.dialog > section.window-content {
background: white;
+2 -1
View File
@@ -469,7 +469,8 @@
"BOL.chat.welcome4": "Im Discord findet ihr Support für die FoundryVTT-Implementierung dieses Systems: https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!",
"BOL.chat.welcome6": "",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !",
"BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.settings.rollArmor": "Roll for armor",
"BOL.settings.rollArmorTooltip": "Roll for armor value, fixed value if unchecked",
+2 -1
View File
@@ -545,7 +545,8 @@
"BOL.chat.criticalbuttonjournal": "Legendary/Heroic Success",
"BOL.chat.nodamage": "Do not apply damages",
"BOL.chat.armorRoll": "Armor roll",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !",
"BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.dialog.soeasy": "So easy (+4)",
"BOL.dialog.soeasy3": "So easy (+3)",
+2 -1
View File
@@ -535,7 +535,8 @@
"BOL.chat.criticalinfo": "¡Esto es un éxito Asombroso o Legendario! Escoge tus opciones y efectos",
"BOL.chat.criticalbuttonjournal": "Éxito Asombroso/Legendario",
"BOL.chat.armorRoll": "Tirada de Armadura",
"BOL.chat.bolRulebookMessage": "Don't miss the full Rulebook module (including Sagas) available at : https://www.ludospherik-editions.com/en_gb/ !",
"BOL.chat.bolRulebookMessage": "Don't miss the premium Rulebook module (including Sagas), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Discover the premium Chronicles of Lemuria module (vol. 1), available on the Foundry website : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.dialog.soeasy": "Demasiado fácil (+4)",
"BOL.dialog.veryeasy": "Muy fácil (+2)",
+2 -1
View File
@@ -571,7 +571,8 @@
"BOL.chat.criticalinfo": "C'est un succès Héroïque ! Choisissez vos options et effets !",
"BOL.chat.criticallegendaryinfo": "C'est un succès Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.chat.bolRulebookMessage": "N'oubliez pas le module complet du Livre de Règle et des Sagas disponible ici : https://www.ludospherik-editions.com !",
"BOL.chat.bolRulebookMessage": "N'oubliez pas le module premium du Livre de Règle et des Sagas, disponible sur le site Foundry : <a href='https://foundryvtt.com/packages/bol-rulebook' target='_blank'>https://foundryvtt.com/packages/bol-rulebook</a>",
"BOL.chat.bolChroniclesMessage": "Découvrez le module premium des Chroniques de Lémurie (vol. 1), disponible sur le site Foundry : <a href='https://foundryvtt.com/packages/bol-chronicles-1' target='_blank'>https://foundryvtt.com/packages/bol-chronicles-1</a>",
"BOL.chat.losshp": "{name} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
+2 -2
View File
@@ -866,12 +866,12 @@ export class BoLActor extends Actor {
if (this.system.resources.hp.value <= 0) {
if (!prone) {
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) {
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({
@@ -49,6 +49,7 @@ export default class BoLBaseActorSheet extends HandlebarsApplicationMixin(foundr
return {
actor,
system: actor.system,
systemFields: actor.system.schema.fields,
config: game.bol.config,
isGM: game.user.isGM,
isEditable: this.isEditable,
@@ -112,7 +113,8 @@ export default class BoLBaseActorSheet extends HandlebarsApplicationMixin(foundr
link.addEventListener("click", (event) => {
event.preventDefault()
this.tabGroups[group] = tab
this.render()
nav.querySelectorAll("[data-tab]").forEach(l => l.classList.toggle("active", l.dataset.tab === tab))
this.element.querySelectorAll(`[data-group="${group}"][data-tab]`).forEach(c => c.classList.toggle("active", c.dataset.tab === tab))
})
})
+10 -8
View File
@@ -78,7 +78,7 @@ Hooks.once('init', async function () {
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet);
foundry.documents.collections.Items.registerSheet("bol", sheets.BoLItemSheet, { types: ["item"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("bol", sheets.BoLFeatureSheet, { types: ["feature"], makeDefault: true });
// Debug: Verify AppV2 sheets are loaded
console.log("BoL Item Sheets registered:", {
BoLItemSheet: sheets.BoLItemSheet.name,
@@ -101,24 +101,26 @@ Hooks.once('init', async function () {
// Register hooks
registerHooks()
if (typeof Babele !== 'undefined') {
Babele.get().setSystemTranslationsDir("compendiums");
}
});
/* -------------------------------------------- */
Hooks.once("babele.init", (babele) => {
console.log("Initializing Babele translations")
babele.setSystemTranslationsDir("compendiums");
});
/* -------------------------------------------- */
async function welcomeMessage() {
const noRulebook = !game.modules.find(m => m.id === "bol-rulebook")
const noRulebook = !game.modules.get("bol-rulebook")?.active
const noChronicles = !game.modules.get("bol-chronicles-1")?.active
const content = await foundry.applications.handlebars.renderTemplate(
"systems/bol/templates/chat/chat-welcome.hbs",
{ noRulebook }
{ noRulebook, noChronicles }
)
ChatMessage.create({ user: game.user.id, whisper: [game.user.id], content })
if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.find(m => m.id == "babele")) {
if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.get("babele")?.active) {
ChatMessage.create({
user: game.user.id,
whisper: [game.user.id],
+5
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 !")
-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
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@@ -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
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@@ -413,108 +413,108 @@ BOL.bolEffectModifier = {
BOL.statusEffects = [
{
"id": "dead",
"label": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg"
"name": "EFFECT.StatusDead",
"img": "icons/svg/skull.svg"
},
{
"id": "unconscious",
"label": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg"
"name": "EFFECT.StatusUnconscious",
"img": "icons/svg/unconscious.svg"
},
{
"id": "sleep",
"label": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg"
"name": "EFFECT.StatusAsleep",
"img": "icons/svg/sleep.svg"
},
{
"id": "stun",
"label": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg"
"name": "EFFECT.StatusStunned",
"img": "icons/svg/daze.svg"
},
{
"id": "prone",
"label": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg"
"name": "EFFECT.StatusProne",
"img": "icons/svg/falling.svg"
},
{
"id": "restrain",
"label": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg"
"name": "EFFECT.StatusRestrained",
"img": "icons/svg/net.svg"
},
{
"id": "paralysis",
"label": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg"
"name": "EFFECT.StatusParalysis",
"img": "icons/svg/paralysis.svg"
},
{
"id": "fly",
"label": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg"
"name": "EFFECT.StatusFlying",
"img": "icons/svg/wing.svg"
},
{
"id": "blind",
"label": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg"
"name": "EFFECT.StatusBlind",
"img": "icons/svg/blind.svg"
},
{
"id": "deaf",
"label": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg"
"name": "EFFECT.StatusDeaf",
"img": "icons/svg/deaf.svg"
},
{
"id": "silence",
"label": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg"
"name": "EFFECT.StatusSilenced",
"img": "icons/svg/silenced.svg"
},
{
"id": "fear",
"label": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg"
"name": "EFFECT.StatusFear",
"img": "icons/svg/terror.svg"
},
{
"id": "burning",
"label": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg"
"name": "EFFECT.StatusBurning",
"img": "icons/svg/fire.svg"
},
{
"id": "frozen",
"label": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg"
"name": "EFFECT.StatusFrozen",
"img": "icons/svg/frozen.svg"
},
{
"id": "shock",
"label": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg"
"name": "EFFECT.StatusShocked",
"img": "icons/svg/lightning.svg"
},
{
"id": "disease",
"label": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg"
"name": "EFFECT.StatusDisease",
"img": "icons/svg/biohazard.svg"
},
{
"id": "poison",
"label": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg"
"name": "EFFECT.StatusPoison",
"img": "icons/svg/poison.svg"
},
{
"id": "curse",
"label": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg"
"name": "EFFECT.StatusCursed",
"img": "icons/svg/sun.svg"
},
{
"id": "invisible",
"label": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg"
"name": "EFFECT.StatusInvisible",
"img": "icons/svg/invisible.svg"
},
{
"id": "target",
"label": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg"
"name": "EFFECT.StatusTarget",
"img": "icons/svg/target.svg"
},
{
"id": "eye",
"label": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg"
"name": "EFFECT.StatusMarked",
"img": "icons/svg/eye.svg"
}
]
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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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2026/03/16-20:16:08.428629 7f7668bfb6c0 Delete type=0 #1085
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2026/03/16-20:16:08.454928 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.459641 7f7668bfb6c0 Generated table #1088@0: 24 keys, 28007 bytes
2026/03/16-20:16:08.459663 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 28007 bytes
2026/03/16-20:16:08.466040 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.466219 7f7668bfb6c0 Delete type=2 #774
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2026/08/03-06:19:48.779385 7f0fa7fff6c0 Recovering log #1231
2026/08/03-06:19:48.790078 7f0fa7fff6c0 Delete type=3 #1229
2026/08/03-06:19:48.790149 7f0fa7fff6c0 Delete type=0 #1231
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2026/03/16-19:46:09.175786 7f766a3fe6c0 Log #1082: 0 ops saved to Table #1083 OK
2026/03/16-19:46:09.176080 7f766a3fe6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/aides-de-jeu/001082.log: OK
2026/03/16-19:46:09.177100 7f766a3fe6c0 Table #774: 24 entries OK
2026/03/16-19:46:09.180960 7f766a3fe6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/aides-de-jeu; recovered 1 files; 28007 bytes. Some data may have been lost. ****
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2026/08/03-06:38:26.817856 7f0fa6ffd6c0 Level-0 table #1137: started
2026/08/03-06:38:26.817889 7f0fa6ffd6c0 Level-0 table #1137: 0 bytes OK
2026/08/03-06:38:26.824151 7f0fa6ffd6c0 Delete type=0 #1135
2026/08/03-06:38:26.824513 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:09.120613 7f7669bfd6c0 Log #987: 0 ops saved to Table #988 OK
2026/03/16-19:46:09.120850 7f7669bfd6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/armors/000987.log: OK
2026/03/16-19:46:09.121424 7f7669bfd6c0 Table #679: 6 entries OK
2026/03/16-19:46:09.125224 7f7669bfd6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/armors; recovered 1 files; 5424 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.674797 7f0fa7fff6c0 Recovering log #1128
2026/08/03-05:42:23.703359 7f0fa7fff6c0 Delete type=3 #1126
2026/08/03-05:42:23.703453 7f0fa7fff6c0 Delete type=0 #1128
2026/08/03-06:19:13.162949 7f0fa6ffd6c0 Level-0 table #1133: started
2026/08/03-06:19:13.162995 7f0fa6ffd6c0 Level-0 table #1133: 0 bytes OK
2026/08/03-06:19:13.170299 7f0fa6ffd6c0 Delete type=0 #1131
2026/08/03-06:19:13.184757 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001083
MANIFEST-001228
+7 -11
View File
@@ -1,11 +1,7 @@
2026/03/16-19:46:08.857890 7f766abff6c0 Delete type=3 #1
2026/03/16-20:16:08.265157 7f7668bfb6c0 Level-0 table #1086: started
2026/03/16-20:16:08.265207 7f7668bfb6c0 Level-0 table #1086: 0 bytes OK
2026/03/16-20:16:08.272133 7f7668bfb6c0 Delete type=0 #1084
2026/03/16-20:16:08.299945 7f7668bfb6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at '!items!zgspy1QKaxdEetEw' @ 533 : 1
2026/03/16-20:16:08.299966 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.305068 7f7668bfb6c0 Generated table #1087@0: 61 keys, 20970 bytes
2026/03/16-20:16:08.305111 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 20970 bytes
2026/03/16-20:16:08.311829 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.312005 7f7668bfb6c0 Delete type=2 #843
2026/03/16-20:16:08.335606 7f7668bfb6c0 Manual compaction at level-0 from '!items!zgspy1QKaxdEetEw' @ 533 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.636406 7f0ff4ffe6c0 Recovering log #1226
2026/08/03-06:19:48.647892 7f0ff4ffe6c0 Delete type=3 #1224
2026/08/03-06:19:48.647974 7f0ff4ffe6c0 Delete type=0 #1226
2026/08/03-06:38:26.769280 7f0fa6ffd6c0 Level-0 table #1231: started
2026/08/03-06:38:26.769359 7f0fa6ffd6c0 Level-0 table #1231: 0 bytes OK
2026/08/03-06:38:26.776073 7f0fa6ffd6c0 Delete type=0 #1229
2026/08/03-06:38:26.797077 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:08.539383 7f766abff6c0 Log #1081: 0 ops saved to Table #1082 OK
2026/03/16-19:46:08.539570 7f766abff6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/boons/001081.log: OK
2026/03/16-19:46:08.540406 7f766abff6c0 Table #843: 61 entries OK
2026/03/16-19:46:08.544540 7f766abff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/boons; recovered 1 files; 20970 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.425060 7f0fa7fff6c0 Recovering log #1222
2026/08/03-05:42:23.456278 7f0fa7fff6c0 Delete type=3 #1220
2026/08/03-05:42:23.456346 7f0fa7fff6c0 Delete type=0 #1222
2026/08/03-06:19:13.105722 7f0fa6ffd6c0 Level-0 table #1227: started
2026/08/03-06:19:13.105794 7f0fa6ffd6c0 Level-0 table #1227: 0 bytes OK
2026/08/03-06:19:13.112554 7f0fa6ffd6c0 Delete type=0 #1225
2026/08/03-06:19:13.133354 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001082
MANIFEST-001227
+7 -11
View File
@@ -1,11 +1,7 @@
2026/03/16-19:46:08.909016 7f76693fc6c0 Delete type=3 #1
2026/03/16-20:16:08.272330 7f7668bfb6c0 Level-0 table #1085: started
2026/03/16-20:16:08.272372 7f7668bfb6c0 Level-0 table #1085: 0 bytes OK
2026/03/16-20:16:08.279546 7f7668bfb6c0 Delete type=0 #1083
2026/03/16-20:16:08.312273 7f7668bfb6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at '!items!yofwG0YrsL902G77' @ 64 : 1
2026/03/16-20:16:08.312291 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.316030 7f7668bfb6c0 Generated table #1086@0: 8 keys, 2453 bytes
2026/03/16-20:16:08.316070 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 2453 bytes
2026/03/16-20:16:08.323057 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.323234 7f7668bfb6c0 Delete type=2 #772
2026/03/16-20:16:08.335626 7f7668bfb6c0 Manual compaction at level-0 from '!items!yofwG0YrsL902G77' @ 64 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.651558 7f0ff57ff6c0 Recovering log #1225
2026/08/03-06:19:48.662260 7f0ff57ff6c0 Delete type=3 #1223
2026/08/03-06:19:48.662354 7f0ff57ff6c0 Delete type=0 #1225
2026/08/03-06:38:26.782903 7f0fa6ffd6c0 Level-0 table #1230: started
2026/08/03-06:38:26.782939 7f0fa6ffd6c0 Level-0 table #1230: 0 bytes OK
2026/08/03-06:38:26.790042 7f0fa6ffd6c0 Delete type=0 #1228
2026/08/03-06:38:26.797110 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:08.865328 7f76693fc6c0 Log #1080: 0 ops saved to Table #1081 OK
2026/03/16-19:46:08.865565 7f76693fc6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/boonsflawscreatures/001080.log: OK
2026/03/16-19:46:08.865990 7f76693fc6c0 Table #772: 8 entries OK
2026/03/16-19:46:08.869744 7f76693fc6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/boonsflawscreatures; recovered 1 files; 2453 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.460746 7f0fa77fe6c0 Recovering log #1221
2026/08/03-05:42:23.486451 7f0fa77fe6c0 Delete type=3 #1219
2026/08/03-05:42:23.486511 7f0fa77fe6c0 Delete type=0 #1221
2026/08/03-06:19:13.112716 7f0fa6ffd6c0 Level-0 table #1226: started
2026/08/03-06:19:13.112749 7f0fa6ffd6c0 Level-0 table #1226: 0 bytes OK
2026/08/03-06:19:13.119007 7f0fa6ffd6c0 Delete type=0 #1224
2026/08/03-06:19:13.133376 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001082
MANIFEST-001227
+7 -11
View File
@@ -1,11 +1,7 @@
2026/03/16-19:46:09.002243 7f76693fc6c0 Delete type=3 #1
2026/03/16-20:16:08.279807 7f7668bfb6c0 Level-0 table #1085: started
2026/03/16-20:16:08.279852 7f7668bfb6c0 Level-0 table #1085: 0 bytes OK
2026/03/16-20:16:08.287482 7f7668bfb6c0 Delete type=0 #1083
2026/03/16-20:16:08.323479 7f7668bfb6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at '!items!zxY3sW0iCJBvwjOS' @ 215 : 1
2026/03/16-20:16:08.323495 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.328403 7f7668bfb6c0 Generated table #1086@0: 27 keys, 42639 bytes
2026/03/16-20:16:08.328434 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 42639 bytes
2026/03/16-20:16:08.335062 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.335267 7f7668bfb6c0 Delete type=2 #772
2026/03/16-20:16:08.335642 7f7668bfb6c0 Manual compaction at level-0 from '!items!zxY3sW0iCJBvwjOS' @ 215 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.681657 7f0ff4ffe6c0 Recovering log #1225
2026/08/03-06:19:48.692268 7f0ff4ffe6c0 Delete type=3 #1223
2026/08/03-06:19:48.692351 7f0ff4ffe6c0 Delete type=0 #1225
2026/08/03-06:38:26.790164 7f0fa6ffd6c0 Level-0 table #1230: started
2026/08/03-06:38:26.790190 7f0fa6ffd6c0 Level-0 table #1230: 0 bytes OK
2026/08/03-06:38:26.796894 7f0fa6ffd6c0 Delete type=0 #1228
2026/08/03-06:38:26.797197 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:08.971933 7f76693fc6c0 Log #1080: 0 ops saved to Table #1081 OK
2026/03/16-19:46:08.972193 7f76693fc6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/careers/001080.log: OK
2026/03/16-19:46:08.973605 7f76693fc6c0 Table #772: 27 entries OK
2026/03/16-19:46:08.977409 7f76693fc6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/careers; recovered 1 files; 42639 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.515629 7f0fa77fe6c0 Recovering log #1221
2026/08/03-05:42:23.541236 7f0fa77fe6c0 Delete type=3 #1219
2026/08/03-05:42:23.541308 7f0fa77fe6c0 Delete type=0 #1221
2026/08/03-06:19:13.126577 7f0fa6ffd6c0 Level-0 table #1226: started
2026/08/03-06:19:13.126609 7f0fa6ffd6c0 Level-0 table #1226: 0 bytes OK
2026/08/03-06:19:13.133180 7f0fa6ffd6c0 Delete type=0 #1224
2026/08/03-06:19:13.133414 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001080
MANIFEST-001225
+7 -11
View File
@@ -1,11 +1,7 @@
2026/03/16-19:46:09.384452 7f766abff6c0 Delete type=3 #1
2026/03/16-20:16:08.596026 7f7668bfb6c0 Level-0 table #1083: started
2026/03/16-20:16:08.596072 7f7668bfb6c0 Level-0 table #1083: 0 bytes OK
2026/03/16-20:16:08.604284 7f7668bfb6c0 Delete type=0 #1081
2026/03/16-20:16:08.616512 7f7668bfb6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at '!items!zwSNMO9HpiqUCMt8' @ 24 : 1
2026/03/16-20:16:08.616529 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.620595 7f7668bfb6c0 Generated table #1084@0: 4 keys, 990 bytes
2026/03/16-20:16:08.620628 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 990 bytes
2026/03/16-20:16:08.627657 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.627801 7f7668bfb6c0 Delete type=2 #770
2026/03/16-20:16:08.667532 7f7668bfb6c0 Manual compaction at level-0 from '!items!zwSNMO9HpiqUCMt8' @ 24 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.879803 7f0ff57ff6c0 Recovering log #1223
2026/08/03-06:19:48.890084 7f0ff57ff6c0 Delete type=3 #1221
2026/08/03-06:19:48.890177 7f0ff57ff6c0 Delete type=0 #1223
2026/08/03-06:38:26.891447 7f0fa6ffd6c0 Level-0 table #1228: started
2026/08/03-06:38:26.891477 7f0fa6ffd6c0 Level-0 table #1228: 0 bytes OK
2026/08/03-06:38:26.898218 7f0fa6ffd6c0 Delete type=0 #1226
2026/08/03-06:38:26.913139 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:09.364109 7f766abff6c0 Log #1078: 0 ops saved to Table #1079 OK
2026/03/16-19:46:09.364398 7f766abff6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/effets-exemples/001078.log: OK
2026/03/16-19:46:09.364562 7f766abff6c0 Table #770: 4 entries OK
2026/03/16-19:46:09.368408 7f766abff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/effets-exemples; recovered 1 files; 990 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.971932 7f0fa7fff6c0 Recovering log #1219
2026/08/03-05:42:24.003012 7f0fa7fff6c0 Delete type=3 #1217
2026/08/03-05:42:24.003097 7f0fa7fff6c0 Delete type=0 #1219
2026/08/03-06:19:13.219392 7f0fa6ffd6c0 Level-0 table #1224: started
2026/08/03-06:19:13.219417 7f0fa6ffd6c0 Level-0 table #1224: 0 bytes OK
2026/08/03-06:19:13.225913 7f0fa6ffd6c0 Delete type=0 #1222
2026/08/03-06:19:13.239931 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
View File
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001083
MANIFEST-001228
+7 -11
View File
@@ -1,11 +1,7 @@
2026/03/16-19:46:09.085657 7f766abff6c0 Delete type=3 #1
2026/03/16-20:16:08.351512 7f7668bfb6c0 Level-0 table #1086: started
2026/03/16-20:16:08.351558 7f7668bfb6c0 Level-0 table #1086: 0 bytes OK
2026/03/16-20:16:08.358533 7f7668bfb6c0 Delete type=0 #1084
2026/03/16-20:16:08.390133 7f7668bfb6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at '!items!yE8UH6YAgNGjKDEu' @ 499 : 1
2026/03/16-20:16:08.390150 7f7668bfb6c0 Compacting 1@0 + 0@1 files
2026/03/16-20:16:08.394184 7f7668bfb6c0 Generated table #1087@0: 43 keys, 9886 bytes
2026/03/16-20:16:08.394206 7f7668bfb6c0 Compacted 1@0 + 0@1 files => 9886 bytes
2026/03/16-20:16:08.401465 7f7668bfb6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
2026/03/16-20:16:08.401654 7f7668bfb6c0 Delete type=2 #773
2026/03/16-20:16:08.413820 7f7668bfb6c0 Manual compaction at level-0 from '!items!yE8UH6YAgNGjKDEu' @ 499 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.722782 7f0ff57ff6c0 Recovering log #1226
2026/08/03-06:19:48.732938 7f0ff57ff6c0 Delete type=3 #1224
2026/08/03-06:19:48.733013 7f0ff57ff6c0 Delete type=0 #1226
2026/08/03-06:38:26.811182 7f0fa6ffd6c0 Level-0 table #1231: started
2026/08/03-06:38:26.811213 7f0fa6ffd6c0 Level-0 table #1231: 0 bytes OK
2026/08/03-06:38:26.817698 7f0fa6ffd6c0 Delete type=0 #1229
2026/08/03-06:38:26.824339 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
+7 -4
View File
@@ -1,4 +1,7 @@
2026/03/16-19:46:09.065759 7f766abff6c0 Log #1081: 0 ops saved to Table #1082 OK
2026/03/16-19:46:09.065989 7f766abff6c0 Archiving /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/equipment/001081.log: OK
2026/03/16-19:46:09.066756 7f766abff6c0 Table #773: 43 entries OK
2026/03/16-19:46:09.070319 7f766abff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-v13/Data/systems/bol/packs/equipment; recovered 1 files; 9886 bytes. Some data may have been lost. ****
2026/08/03-05:42:23.605916 7f0fa7fff6c0 Recovering log #1222
2026/08/03-05:42:23.631047 7f0fa7fff6c0 Delete type=3 #1220
2026/08/03-05:42:23.631116 7f0fa7fff6c0 Delete type=0 #1222
2026/08/03-06:19:13.148540 7f0fa6ffd6c0 Level-0 table #1227: started
2026/08/03-06:19:13.148573 7f0fa6ffd6c0 Level-0 table #1227: 0 bytes OK
2026/08/03-06:19:13.155217 7f0fa6ffd6c0 Delete type=0 #1225
2026/08/03-06:19:13.162717 7f0fa6ffd6c0 Manual compaction at level-0 from '!items!0ErhyqifZLDCmMfT' @ 72057594037927935 : 1 .. '!items!yE8UH6YAgNGjKDEu' @ 0 : 0; will stop at (end)
Binary file not shown.
Binary file not shown.
View File
View File
View File
+1 -1
View File
@@ -1 +1 @@
MANIFEST-001082
MANIFEST-001227

Some files were not shown because too many files have changed in this diff Show More