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28 Commits
Author SHA1 Message Date
uberwald 215a8a1a45 Sync compendiums
Release Creation / build (release) Successful in 3m4s
2026-08-03 06:41:09 +02:00
uberwald 1b24d0223a feat: publicité des modules premium en tchat quand ils ne sont pas activés 2026-08-03 06:38:54 +02:00
uberwald 33d4c26619 fix(style): lisibilité des journaux (texte sombre sur fond blanc en vue et édition) 2026-08-03 06:19:05 +02:00
uberwald cc81acce5b fix(appv2): correction sauvegarde champs description HTML
- Remplacer les balises <prose-mirror> brutes par {{formInput}}
  pour les champs HTMLField (biographie, notes, description)
- Onglets passent en basculement CSS sans re-render
- Ajout de systemFields au contexte des feuilles d'acteur
2026-07-30 21:23:25 +02:00
uberwald c56903c8e4 Fix release numbering 2026-06-14 23:22:30 +02:00
uberwald d27d580d8c Fix for Babele translation
Release Creation / build (release) Successful in 56s
2026-05-25 23:02:08 +02:00
uberwald 967383f5b3 COrrection sur icones des effets
Release Creation / build (release) Successful in 55s
2026-04-25 09:20:15 +02:00
uberwald e4cc556705 Fix beguiling boon
Release Creation / build (release) Successful in 48s
2026-04-18 17:48:30 +02:00
uberwald 405bcd7cf5 AJout d'une aide pour les macros
Release Creation / build (release) Successful in 55s
2026-04-11 21:29:40 +02:00
uberwald 846e6f88b7 AJout d'une aide pour les macros 2026-04-11 21:29:06 +02:00
uberwald 1a0f4cd3e9 Foundryv14 migration
Release Creation / build (release) Successful in 44s
2026-04-01 23:01:25 +02:00
uberwald 8ef5c3c516 Foundryv14 migration
Release Creation / build (release) Successful in 52s
2026-04-01 22:59:46 +02:00
uberwald 0eb952e43e BOL : Fix damage error, rework roll dialog and new damage targetting
Release Creation / build (release) Successful in 56s
2026-03-16 20:19:33 +01:00
uberwald a549262d25 BOL : Fix damage error, rework roll dialog and new damage targetting 2026-03-16 20:16:58 +01:00
uberwald 7adc1b3f07 Auto-release
Release Creation / build (release) Successful in 2m22s
2026-03-01 09:41:06 +01:00
uberwald 6c70dc147c DataModels + Appv2 migration : OK 2026-03-01 01:12:00 +01:00
uberwald 1ffb8b08fc DataModels + Appv2 migration : OK 2026-02-28 21:00:06 +01:00
uberwald 8017bb207d Datamodel + Appv2 migration, WIP 2026-01-13 08:10:04 +01:00
uberwald 364278527d Datamodel + Appv2 migration, WIP 2026-01-13 08:09:11 +01:00
uberwald 93d35abde2 Datamodel + Appv2 migration, WIP 2026-01-12 23:33:35 +01:00
uberwald 0409be64eb Datamodel + Appv2 migration, WIP 2026-01-12 23:33:14 +01:00
uberwald ed76a49e7d Datamodel + Appv2 migration, WIP 2026-01-12 23:32:51 +01:00
uberwald 2abd2c881a Sync bol compendiums 2026-01-12 23:01:53 +01:00
uberwald 3fa5ca66d1 Minor fix for chronicles v1 2025-12-04 18:26:26 +01:00
uberwald 6de15eeda7 Ajout alignement Mythic+
Release Creation / build (release) Failing after 43s
2025-09-28 20:52:09 +02:00
uberwald 724c096743 Ajout alignement Mythic+
Release Creation / build (release) Failing after 39s
2025-09-28 20:47:31 +02:00
uberwald 3e3a4b9ec1 Ajout alignement Mythic+
Release Creation / build (release) Failing after 41s
2025-09-28 20:42:01 +02:00
uberwald 425a2a1fc0 Fix odd difficulties
Release Creation / build (release) Failing after 45s
2025-08-24 22:18:39 +02:00
307 changed files with 9234 additions and 2543 deletions
+16 -7
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@@ -12,15 +12,13 @@ jobs:
#- uses: actions/checkout@v3
- uses: RouxAntoine/checkout@v3.5.4
with:
ref: "v13"
# get part of the tag after the `v`
- name: Extract tag version number
id: get_version
uses: battila7/get-version-action@v2
# Substitute the Manifest and Download URLs in the module.json
# Substitute the Manifest and Download URLs in the system.json
- name: Substitute Manifest and Download Links For Versioned Ones
id: sub_manifest_link_version
uses: microsoft/variable-substitution@v1
@@ -28,9 +26,9 @@ jobs:
files: "system.json"
env:
version: ${{steps.get_version.outputs.version-without-v}}
url: https://www.uberwald.me/gitea/public/bol
manifest: https://www.uberwald.me/gitea/public/bol/releases/latest/system.json
download: https://www.uberwald.me/gitea/public/bol/releases/download/${{github.event.release.tag_name}}/bol.zip
url: https://www.uberwald.me/gitea/${{gitea.repository}}
manifest: https://www.uberwald.me/gitea/public/bol/releases/download/latest/system.json
download: https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/bol.zip
# Create a zip file with all files required by the module to add to the release
- run: |
@@ -51,4 +49,15 @@ jobs:
files: |-
./bol.zip
system.json
api_key: "${{secrets.RELEASE_TOKEN_UBERWALD}}"
api_key: "${{secrets.ALLOW_PUSH_RELEASE}}"
- name: Publish to Foundry server
uses: https://github.com/djlechuck/foundryvtt-publish-package-action@v1
with:
token: ${{ secrets.FOUNDRYVTT_RELEASE_TOKEN }}
id: "bol"
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: "14"
compatibility-verified: "14"
+1
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@@ -8,3 +8,4 @@ todo.md
/jsconfig.json
/package.json
/package-lock.json
/.github
+51
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@@ -0,0 +1,51 @@
# 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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{
"label": "Game Aid",
"mapping": {
"name": "name",
"description": "content",
"categories": {
"path": "categories",
"converter": "nameCollection"
},
"pages": {
"path": "pages",
"converter": "pages"
}
},
"entries": {
"Aide du Jeu": "Game Aid",
"8ihDiCxC47fcdKVA": {
"name": "Game Aid",
"pages": {
"8agBoLYo99u530d1": {
"name": "Credits",
"text": "<p>This system was started by Zigmund, then taken over, completed and maintained by LeRatierBretonnien.</p><p>You can contact me on the French Foundry Discord: LeRatierBretonnien#2065</p><p>The git repository is available here: <a href=\"https://www.uberwald.me/gitea/public/bol\">https://www.uberwald.me/gitea/public/bol</a></p><p>Barbarians of Lemuria is a game by Simon Washbourne (Beyond Belief Games), translated into French by Ludospherik.</p><p>The full range is available on this page: <a href=\"http://www.ludospherik.fr/content/14-barbarians-of-lemuria\">http://www.ludospherik.fr/content/14-barbarians-of-lemuria</a></p><img src=\"systems/bol/assets/pages/b9BjVFaWB6uyyKsD-pages-8agBoLYo99u530d1-image-Rg2nVaMlglfJ6Qcm.png\" />"
},
"NAcpMm6NlyhwvWRA": {
"name": "Features",
"text": "<p>The BoL system under Foundry allows you to:</p><ul><li><p>create characters and NPCs (minions, toughs, rivals),</p></li><li><p>create creatures,</p></li><li><p>make dice rolls for attributes, aptitudes, and careers,</p></li><li><p>make dice rolls for combat attacks,</p></li><li><p>manage initiative,</p></li><li><p>make dice rolls to cast spells or perform alchemical recipes,</p></li><li><p>manage damage and lifeblood loss,</p></li><li><p>display and manage automations in chat windows, with assistance for the use of Hero Points and critical successes.</p></li></ul>"
},
"hdQixhZGfAytdbSg": {
"name": "Compendiums",
"text": "<p>The system comes with a series of compendiums providing quick access to careers, boons, and equipment.</p><p>The official cards are available, with the kind permission of Ludospherik.</p><p>To use content from a compendium, simply drag and drop the item into the world. For example: open the armours compendium, select <em>Light Armour</em>, and drag it onto a character sheet.</p><img src=\"systems/bol/assets/pages/help-en-compendium.png\" />"
},
"UfvTY80U49k6YFwe": {
"name": "Dice Rolls (Attributes/Aptitudes)",
"text": "<p>When a player clicks an attribute or aptitude, the following window appears:</p><img src=\"systems/bol/assets/pages/help-en-attribute-dialog.png\" /><ol><li><p>Attribute the player clicked on. It can be changed with this drop-down menu.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"4CLyyt3dtpG6YNMi": {
"name": "Dice Rolls (Weapon)",
"text": "<p>To make an attack with a weapon, go to the <strong>Actions</strong> tab and click the weapon's name. Targeting an opponent is recommended in order to take advantage of the system automations.</p><img src=\"systems/bol/assets/pages/help-en-weapon-dialog.png\" /><ol><li><p>Default weapon attribute. It can be changed with this drop-down menu.</p></li><li><p>Default weapon aptitude. It can be changed with this drop-down menu.</p></li><li><p>Possible weapon bonus on the attack roll.</p></li><li><p>Target defence, when an opponent is targeted.</p></li><li><p>Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.</p></li><li><p>Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.</p></li><li><p>Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.</p></li><li><p>Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.</p></li><li><p>Manual addition of penalty or bonus dice.</p></li><li><p>Information area if the weapon has the <em>Bonus Die</em> option enabled.</p></li><li><p>Agility penalty from armour and shield.</p></li><li><p>Manual modifiers, according to the GM's ruling.</p></li><li><p>Reminder of the number of dice, based on the choices made in the dialog.</p></li><li><p>Complete list of modifiers applied to the roll.</p></li></ol>"
},
"r003R5yIaiKxThOc": {
"name": "Character Sheet",
"text": "<h2>Attributes</h2><img src=\"systems/bol/assets/pages/help-en-sheet-attributes.png\" /><ol><li><p>Name + Experience area.</p></li><li><p>Tab bar for moving between sections.</p></li><li><p>Attributes area. Clicking a name opens the roll dialog, clicking a number allows editing.</p></li><li><p>Aptitudes area, same idea as attributes.</p></li><li><p>Counters area. The red value is the current one, the black value underneath is the maximum.</p></li></ol><h2>Actions</h2><img src=\"systems/bol/assets/pages/help-en-sheet-actions.png\" /><ol><li><p>Weapons. Clicking the name opens the attack dialog for that weapon.</p></li><li><p>Damage. Clicking the damage formula rolls it.</p></li><li><p>List of protections.</p></li><li><p>Clicking the protection formula rolls it.</p></li><li><p>List of shields.</p></li><li><p>Combat options the character knows. Once activated, they appear in the weapon attack dialog.</p></li></ol><h2>Traits</h2><img src=\"systems/bol/assets/pages/help-en-sheet-traits.png\" /><ol><li><p>List of careers. Left-click a career for details.</p></li><li><p>Career rank helper.</p></li><li><p>List of origins. Left-click for details.</p></li><li><p>List of boons. Left-click for details.</p></li><li><p>List of flaws. Left-click for details.</p></li><li><p>List of spoken languages. Left-click for details.</p></li><li><p>List of known combat options. Left-click for details.</p></li><li><p>List of beliefs. Left-click for details.</p></li><li><p>List of active effects. Left-click for details.</p></li></ol><h2>Equipment</h2><img src=\"systems/bol/assets/pages/help-en-sheet-equipment.png\" /><ol><li><p>Quick equipment creation controls.</p></li><li><p>Purse state (optional rule, system setting).</p></li><li><p>Weapons, with quantity management.</p></li><li><p>Shield equip / unequip control.</p></li><li><p>List of protections.</p></li><li><p>Armour equip / unequip control.</p></li></ol><h2>Spells &amp; Alchemy</h2><p>This tab is only available if the character has the Alchemist or Sorcerer career.</p><img src=\"systems/bol/assets/pages/help-en-sheet-spells.png\" /><ol><li><p>List of spells. Left-click the name to open the dedicated roll dialog.</p></li><li><p>Reminder of circle and difficulty.</p></li><li><p>The square button opens the spell details.</p></li><li><p>List of known alchemical preparations.</p></li><li><p>Crafting progress management.</p></li><li><p>The square button opens the preparation details.</p></li></ol><h2>Description</h2><img src=\"systems/bol/assets/pages/help-en-sheet-description.png\" /><p>The description area contains free-form fields for customising the character.</p>"
},
"eRbEqbCW4AhU0cpm": {
"name": "Effects",
"text": "<p>Effects allow permanent modifiers to be applied as long as they are present on the character sheet.</p><p><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Example</span></span>: a character is poisoned, and the poison causes mental fatigue. In game terms, they suffer a -2 penalty to all Mind rolls. To represent this, create an <em>Effect</em> like this:</p><img src=\"systems/bol/assets/pages/help-en-effect-sheet.png\" /><ol><li><p>Create a <em>Trait</em>, and in the <em>Details</em> tab select the subtype <em>Effect</em>.</p></li><li><p>Select <em>Mind</em>.</p></li><li><p>Set a -2 modifier.</p></li></ol><p>Once placed on a character, the penalty is automatically applied whenever a Mind roll is requested. Remove the effect from the character sheet (<em>Traits</em> tab) to remove both the effect and its penalty.<br />A compendium of basic effects is available in the system.</p>"
},
"QmNF6p0lJf3pJoAy": {
"name": "Commands",
"text": "<p>The system provides commands (currently just one) for a few automated tasks.</p><p><strong><span style=\"text-decoration:underline\">This command is only available if the BoL-rulebook module is installed.</span></strong></p><h3>/adventure command</h3><img src=\"systems/bol/assets/pages/help-en-command.png\" /><ol><li><p>Type <code>/adventure</code> in the chat input area (or trigger it from a macro).</p></li><li><p>The system generates an adventure from the core rulebook tables and posts the result in chat.</p></li></ol>"
},
"MOWru5Dbvs4iozXm": {
"name": "Macros",
"text": "<p>The system exposes macros through <code>game.bol.macros</code>. They provide quick access to the most common rolls from a Foundry macro.</p><p><strong>Automatic actor selection:</strong></p><ul><li><p>if exactly one token is selected, the macro uses it;</p></li><li><p>if several tokens are selected, the macro shows a warning;</p></li><li><p>if no token is selected, a GM must select one; a player automatically falls back to their assigned character.</p></li></ul><p><strong>Available rolls</strong></p><p>Attributes (internal keys):</p><pre><code>game.bol.macros.rollAttribute(\"vigor\")\ngame.bol.macros.rollAttribute(\"agility\")\ngame.bol.macros.rollAttribute(\"mind\")\ngame.bol.macros.rollAttribute(\"appeal\")</code></pre><p>Aptitudes:</p><pre><code>game.bol.macros.rollAptitude(\"init\")\ngame.bol.macros.rollAptitude(\"melee\")\ngame.bol.macros.rollAptitude(\"ranged\")\ngame.bol.macros.rollAptitude(\"def\")</code></pre><p>Weapons, spells, and alchemy:</p><pre><code>game.bol.macros.rollWeapon(\"Spear\")\ngame.bol.macros.rollWeapon(0)\n\ngame.bol.macros.rollSpell(\"Javelin\")\ngame.bol.macros.rollSpell(0)\n\ngame.bol.macros.rollAlchemy(\"Fire\")\ngame.bol.macros.rollAlchemy(0)</code></pre><p>For weapons, spells, and alchemical preparations, name lookup is <strong>partial</strong> and <strong>case-insensitive</strong>. You may also use a numeric index.</p><p>Horoscope:</p><pre><code>game.bol.macros.rollHoroscope(\"minor\")\ngame.bol.macros.rollHoroscope(\"major\")</code></pre><p><strong>Generic macro</strong></p><pre><code>game.bol.macros.roll(\"attribute\", \"vigor\")\ngame.bol.macros.roll(\"aptitude\", \"melee\")\ngame.bol.macros.roll(\"weapon\", \"Spear\")\ngame.bol.macros.roll(\"spell\", \"Javelin\")\ngame.bol.macros.roll(\"alchemy\", 0)\ngame.bol.macros.roll(\"horoscope\", \"minor\")</code></pre><p><strong>Compatibility</strong></p><p>The legacy entry point <code>game.bol.macros.rollMacro(type, key)</code> is still available for existing macros.</p>"
},
"rERizrPxSAsvsZY2": {
"name": "Initiative",
"text": "<p>In BoL, initiative is rolled once at the start of combat.</p><p>You can request it automatically through the Combat Tracker, or roll Initiative manually and tick the corresponding box in the dialog:</p><img src=\"systems/bol/assets/pages/help-en-initiative-dialog.png\" /><p>According to the roll result, an initiative rank from 10 to 3 is assigned as follows:</p><p><strong>10</strong> - PC: Legendary Success<br /><strong>9</strong> - PC: Heroic Success<br /><strong>8</strong> - PC: Normal Success<br /><strong>7</strong> - NPC: Opponents or creatures larger than medium size<br /><strong>6</strong> - NPC: Toughs or creatures of medium size or smaller<br /><strong>5</strong> - PC: Normal Failure<br /><strong>4</strong> - NPC: Minions<br /><strong>3</strong> - PC: Critical Failure</p>"
}
}
}
}
}
+4
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@@ -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>"
+24
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@@ -5,6 +5,30 @@
},
"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>"
+1796 -272
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File diff suppressed because it is too large Load Diff
-5
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@@ -1,5 +0,0 @@
[Dolphin]
Timestamp=2024,11,2,20,30,2.2800000000000002
Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails
+3 -1
View File
@@ -290,6 +290,7 @@
"BOL.itemProperty.difficulty": "Schwierigkeit",
"BOL.itemProperty.natural": "Natürliche Waffe",
"BOL.itemProperty.onlymodifier": "Nur Modifikator (d.h. Angriffe von Kreaturen)",
"BOL.itemProperty.attackMalusDice": "Angriffsmalus (Würfel)",
"BOL.itemStat.quantity": "Anzahl",
"BOL.itemStat.weight": "Gewicht",
@@ -468,7 +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",
+16 -2
View File
@@ -365,6 +365,7 @@
"BOL.itemProperty.difficulty": "Difficulty",
"BOL.itemProperty.natural": "Natural weapon",
"BOL.itemProperty.onlymodifier": "Modifier only (ie creatures attacks)",
"BOL.itemProperty.attackMalusDice": "Attack Malus (Dice)",
"BOL.itemStat.quantity": "Quantity",
"BOL.itemStat.weight": "Weight",
@@ -477,6 +478,7 @@
"BOL.chat.damageresult": "Damages of {name} : {total}",
"BOL.chat.damagetarget": "Target : {target}",
"BOL.chat.applydamagetotarget": "Apply damages to the target",
"BOL.chat.selecttarget": "Choose a target:",
"BOL.chat.fightoption": "Combat options",
"BOL.chat.reroll": "Reroll (1 HP)",
"BOL.chat.heroicreminder": "In addition of the actions below, you can : <ul><li>Carnage : Do a second free attack on the same opponent</li><li>Precise : 1 Malus Die on your opponent on a chosen location</li><li>Disarm</li><li>Rabble Massacre</li><li>Prone : Push your opponent on the ground (max +1 size)</li></ul>If you spent 1 Hero Point in addition, all these effects can be doubled.",
@@ -543,18 +545,25 @@
"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)",
"BOL.dialog.veryeasy": "Very easy (+2)",
"BOL.dialog.easy": "Easy (+1)",
"BOL.dialog.moderate": "Moderate (0)",
"BOL.dialog.hard": "Hard (-1)",
"BOL.dialog.tough": "Tough (-2)",
"BOL.dialog.tough3": "Tough (-3)",
"BOL.dialog.demanding": "Demanding (-4)",
"BOL.dialog.demanding5": "Demanding (-5)",
"BOL.dialog.formidable": "Formidable (-6)",
"BOL.dialog.formidable7": "Formidable (-7)",
"BOL.dialog.heroic": "Heroic (-8)",
"BOL.dialog.heroic9": "Heroic (-9)",
"BOL.dialog.mythic": "Mythic (-10)",
"BOL.dialog.mythic11": "Mythic (-11)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Point blank (+1)",
@@ -602,5 +611,10 @@
"BOL.settings.defaultLogoActorSheetPath" : "Path for Actor sheet logo",
"BOL.settings.defaultLogoPathActorSheetTooltip": "Path of the Actor sheet logo (346 x 200, default : /systems/bol/ui/logo.webp)",
"BOL.settings.defaultLogoTopLeftPath" : "Path for main top left logo",
"BOL.settings.defaultLogoTopLeftPathTooltip": "Path of the logo in the top left window (718 x 416, default : /systems/bol/ui/logo2.webp)"
"BOL.settings.defaultLogoTopLeftPathTooltip": "Path of the logo in the top left window (718 x 416, default : /systems/bol/ui/logo2.webp)",
"BOL.ui.charSummaryTitle": "Character Summary",
"BOL.ui.colGroupAttributes": "Attributes",
"BOL.ui.colGroupAptitudes": "Aptitudes",
"BOL.ui.colGroupResources": "Resources"
}
+3 -1
View File
@@ -359,6 +359,7 @@
"BOL.itemProperty.difficulty": "Dificultad",
"BOL.itemProperty.natural": "Arma natural",
"BOL.itemProperty.onlymodifier": "Sólo modificador (ej criatura)",
"BOL.itemProperty.attackMalusDice": "Dado Desventaja Ataque",
"BOL.itemStat.quantity": "Cantidad",
"BOL.itemStat.weight": "Peso",
@@ -534,7 +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)",
+18 -3
View File
@@ -394,6 +394,7 @@
"BOL.itemProperty.isboarding": "Abordage",
"BOL.itemProperty.isspur": "Eperonnage",
"BOL.itemProperty.isbreakrow": "Briser les rames",
"BOL.itemProperty.attackMalusDice": "Malus d'attaque (Dés)",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",
@@ -505,6 +506,7 @@
"BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}",
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.selecttarget": "Choisir une cible :",
"BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point d'Héroisme en plus, tout ces effets peuvent être doublés",
@@ -569,21 +571,30 @@
"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.",
"BOL.chat.defenseReduceDamage2": "Vous pouvez également dépenser 1 Point d'Héroisme/Vilainie pour regagner [[/r 2d6KH(1D6B)]] points de vitalité, cela vous coutera votre prochaine action.",
"BOL.chat.armorRoll": "Jet d'armure ",
"BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.soeasy3": "Inmanquable (+3)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",
"BOL.dialog.moderate": "Moyenne (0)",
"BOL.dialog.hard": "Ardue (-1)",
"BOL.dialog.tough": "Difficile (-2)",
"BOL.dialog.tough3": "Difficile (-3)",
"BOL.dialog.demanding": "Très Difficile (-4)",
"BOL.dialog.demanding5": "Très Difficile (-5)",
"BOL.dialog.formidable": "Impossible (-6)",
"BOL.dialog.formidable7": "Impossible (-7)",
"BOL.dialog.heroic": "Héroïque (-8)",
"BOL.dialog.heroic9": "Héroïque (-9)",
"BOL.dialog.mythic": "Mythique (-10)",
"BOL.dialog.mythic11": "Mythique (-11)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Bout portant (+1)",
@@ -620,7 +631,6 @@
"BOL.chat.pcwarningmsg": "<b>ATTENTION</b> Le joueur n'est relié à aucun personnage !",
"BOL.chat.pcnotlinked": "Le token du personnage joueur n'est pas relié à l'acteur",
"BOL.chat.pcnotlinkedmsg": "<b>ATTENTION</b> Le token du personnage joueur n'est pas relié à l'acteur !",
"BOL.chat.armorRoll": "Jet d'armure",
"BOL.settings.rollArmor": "Effectuer des jets pour les armures",
"BOL.settings.rollArmorTooltip": "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
@@ -642,5 +652,10 @@
"BOL.settings.defaultLogoTopLeftPathTooltip": "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)",
"EFFECT.StatusProne": "A terre",
"EFFECT.StatusDead": "Mort"
"EFFECT.StatusDead": "Mort",
"BOL.ui.charSummaryTitle": "Résumé des Personnages",
"BOL.ui.colGroupAttributes": "Attributs",
"BOL.ui.colGroupAptitudes": "Aptitudes",
"BOL.ui.colGroupResources": "Ressources"
}
+13 -5
View File
@@ -7,6 +7,8 @@ import { BoLUtility } from "../system/bol-utility.js";
*/
export class BoLActor extends Actor {
static _healthLock = new Set()
static async create(data, options) {
// Case of compendium global import
@@ -357,7 +359,7 @@ export class BoLActor extends Actor {
ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await 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 })
})
}
@@ -852,6 +854,9 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
async manageHealthState() {
if (BoLActor._healthLock.has(this.id)) return
BoLActor._healthLock.add(this.id)
try {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
@@ -861,18 +866,18 @@ 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({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
})
} else {
if (prone) {
@@ -883,6 +888,9 @@ export class BoLActor extends Actor {
}
}
}
} finally {
BoLActor._healthLock.delete(this.id)
}
}
/*-------------------------------------------- */
@@ -904,7 +912,7 @@ export class BoLActor extends Actor {
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
name: this.name,
img: this.img,
actorId: this.id,
+7
View File
@@ -0,0 +1,7 @@
export { default as BoLBaseItemSheet } from "./base-item-sheet.mjs"
export { default as BoLItemSheet } from "./item-sheet.mjs"
export { default as BoLFeatureSheet } from "./feature-sheet.mjs"
export { default as BoLBaseActorSheet } from "./base-actor-sheet.mjs"
export { default as BoLActorSheet } from "./actor-sheet.mjs"
export { default as BoLHordeSheet } from "./horde-sheet.mjs"
export { default as BoLVehicleSheet } from "./vehicle-sheet.mjs"
+144
View File
@@ -0,0 +1,144 @@
import BoLBaseActorSheet from "./base-actor-sheet.mjs"
import { BoLUtility } from "../../system/bol-utility.js"
/**
* Actor Sheet for BoL characters and encounters using AppV2
*/
export default class BoLActorSheet extends BoLBaseActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
actions: {
...super.DEFAULT_OPTIONS.actions,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/bol/templates/actor/actor-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "stats" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
context.data = actor.toObject()
context.details = actor.details
context.attributes = actor.attributes
context.aptitudes = actor.aptitudes
context.resources = actor.getResourcesFromType()
context.xp = actor.system.xp
context.equipment = actor.equipment
context.equipmentCreature = actor.equipmentCreature
context.weapons = actor.weapons
context.protections = actor.protections
context.spells = actor.spells
context.alchemy = actor.alchemy
context.containers = actor.containers
context.treasure = actor.treasure
context.boleffects = actor.boleffects
context.alchemyrecipe = actor.alchemyrecipe
context.horoscopes = actor.horoscopes
context.vehicles = actor.vehicles
context.fightoptions = actor.fightoptions
context.ammos = actor.ammos
context.misc = actor.misc
context.xplog = actor.xplog
context.combat = actor.buildCombat()
context.initiativeRank = actor.getInitiativeRank()
context.features = actor.buildFeatures()
context.options = this.options
context.editScore = this.options.editScore
context.useBougette = (actor.type === "character" && BoLUtility.getUseBougette()) || false
context.bougette = actor.getBougette()
context.charType = actor.getCharType()
context.villainy = actor.getVillainy()
context.isUndead = actor.isUndead()
context.biography = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
actor.system.details?.biography || "", { async: true }
)
context.notes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
actor.system.details?.notes || "", { async: true }
)
context.isSorcerer = actor.isSorcerer()
context.isAlchemist = actor.isAlchemist()
context.isAstrologer = actor.isAstrologer()
context.isMysteries = context.isSorcerer || context.isAlchemist || context.isAstrologer
context.isPriest = actor.isPriest()
context.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
console.log("ACTORDATA (AppV2)", context)
return context
}
/** @override */
_activateListeners() {
super._activateListeners()
if (!this.isEditable) return
// Create generic item
this.element.querySelectorAll(".create-item").forEach((el) => {
el.addEventListener("click", () => {
this.actor.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("BOL.ui.newEquipment"), type: "item" }], { renderSheet: true })
})
})
// Create natural weapon
this.element.querySelectorAll(".create-natural-weapon").forEach((el) => {
el.addEventListener("click", () => {
const system = foundry.utils.duplicate(game.bol.config.defaultNaturalWeapon)
this.actor.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("BOL.ui.newNaturalWeapon"), type: "item", system }], { renderSheet: true })
})
})
// Create natural protection
this.element.querySelectorAll(".create-natural-protection").forEach((el) => {
el.addEventListener("click", () => {
const system = foundry.utils.duplicate(game.bol.config.defaultNaturalProtection)
this.actor.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("BOL.ui.newNaturalProtection"), type: "item", system }], { renderSheet: true })
})
})
// Item create via header dataset (type-based creation)
this.element.querySelectorAll(".item-create").forEach((el) => {
el.addEventListener("click", (ev) => {
ev.preventDefault()
const header = ev.currentTarget
const type = header.dataset.type
const data = foundry.utils.duplicate(header.dataset)
const name = `New ${type}`
delete data.type
this.actor.createEmbeddedDocuments("Item", [{ name, type, data }])
})
})
// Add XP Log entry
this.element.querySelectorAll(".xplog-add").forEach((el) => {
el.addEventListener("click", (ev) => {
ev.preventDefault()
this.actor.addXPLog("other", "Nouveau", 0, 0)
})
})
// Add item by category/subtype (equipment tab headers)
this.element.querySelectorAll(".item-add").forEach((el) => {
el.addEventListener("click", (ev) => {
ev.preventDefault()
const { itemType, category, subtype } = ev.currentTarget.dataset
const system = { category, subtype }
this.actor.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("BOL.ui.newEquipment"),
type: itemType || "item",
system,
}], { renderSheet: true })
})
})
}
}
@@ -0,0 +1,309 @@
const { HandlebarsApplicationMixin } = foundry.applications.api
import { BoLRoll } from "../../controllers/bol-rolls.js"
import { BoLUtility } from "../../system/bol-utility.js"
/**
* Base Actor Sheet for BoL system using AppV2
* @extends {ActorSheetV2}
*/
export default class BoLBaseActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["bol", "sheet", "actor"],
position: {
width: 836,
height: 807,
},
form: {
submitOnChange: true,
closeOnSubmit: false,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: "nav[data-group=\"primary\"]",
contentSelector: "section.sheet-body",
initial: "stats",
},
],
dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
actions: {},
}
/** Tab groups state */
tabGroups = { primary: "stats" }
/** @override */
async _prepareContext() {
const actor = this.document
return {
actor,
system: actor.system,
systemFields: actor.system.schema.fields,
config: game.bol.config,
isGM: game.user.isGM,
isEditable: this.isEditable,
owner: this.document.isOwner,
cssClass: this.options.classes.join(" "),
}
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach((d) => d.bind(this.element))
this._activateTabs()
this._activateListeners()
this._applyBackgroundImage()
this._activateImageEdit()
}
/**
* Apply background image to the actor form
* @private
*/
_applyBackgroundImage() {
const logoUrl = BoLUtility.getLogoActorSheet()
const form = this.element.querySelector(".bol-actor-form")
if (form) form.style.backgroundImage = `url(${logoUrl})`
}
/**
* Activate image editing via FilePicker
* @private
*/
_activateImageEdit() {
const img = this.element.querySelector('[data-edit="img"]')
if (img && this.isEditable) {
img.style.cursor = "pointer"
img.addEventListener("click", () => {
new FilePicker({
type: "image",
current: this.document.img,
callback: (path) => this.document.update({ img: path }),
}).browse()
})
}
}
/**
* Activate tab navigation
* @private
*/
_activateTabs() {
const nav = this.element.querySelector("nav[data-group]")
if (!nav) return
const group = nav.dataset.group
const activeTab = this.tabGroups[group] || "stats"
nav.querySelectorAll("[data-tab]").forEach((link) => {
const tab = link.dataset.tab
link.classList.toggle("active", tab === activeTab)
link.addEventListener("click", (event) => {
event.preventDefault()
this.tabGroups[group] = tab
nav.querySelectorAll("[data-tab]").forEach(l => l.classList.toggle("active", l.dataset.tab === tab))
this.element.querySelectorAll(`[data-group="${group}"][data-tab]`).forEach(c => c.classList.toggle("active", c.dataset.tab === tab))
})
})
this.element.querySelectorAll(`[data-group="${group}"][data-tab]`).forEach((content) => {
content.classList.toggle("active", content.dataset.tab === activeTab)
})
}
/**
* Activate event listeners (replaces activateListeners with vanilla DOM)
* @private
*/
_activateListeners() {
if (!this.isEditable) return
// Item edit
this.element.querySelectorAll(".item-edit").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
const item = this.actor.items.get(li?.dataset.itemId)
item?.sheet.render(true)
})
})
// Item delete
this.element.querySelectorAll(".item-delete").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
const itemId = li?.dataset.itemId
Dialog.confirm({
title: game.i18n.localize("BOL.ui.deletetitle"),
content: game.i18n.localize("BOL.ui.confirmdelete"),
yes: () => {
this.actor.deleteEmbeddedDocuments("Item", [itemId])
li?.remove()
},
no: () => {},
defaultYes: false,
})
})
})
// Item equip/unequip
this.element.querySelectorAll(".item-equip").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
const item = this.actor.items.get(li?.dataset.itemId)
if (item) this.actor.toggleEquipItem(item)
})
})
// Toggle fight option
this.element.querySelectorAll(".toggle-fight-option").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
this.actor.toggleFightOption(li?.dataset.itemId)
})
})
// Inc/dec alchemy points
this.element.querySelectorAll(".inc-dec-btns-alchemy").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
this.actor.spendAlchemyPoint(li?.dataset.itemId, 1)
})
})
// Inc/dec resource buttons
this.element.querySelectorAll(".inc-dec-btns-resource").forEach((el) => {
el.addEventListener("click", (ev) => {
const dataset = ev.currentTarget.dataset
this.actor.incDecResources(dataset.target, parseInt(dataset.incr))
})
})
// Generic inc/dec buttons for item fields
this.element.querySelectorAll(".inc-dec-btns").forEach((el) => {
el.addEventListener("click", (ev) => {
const li = ev.currentTarget.closest(".item")
if (!li) return
const item = this.actor.items.get(li.dataset.itemId)
if (!item) return
const dataset = ev.currentTarget.dataset
const operator = dataset.operator
const target = dataset.target
const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
// eslint-disable-next-line no-eval
let value = eval("item." + target) || 0
if (operator === "minus") value = value >= min + incr ? value - incr : min
if (operator === "plus") value = value <= max - incr ? value + incr : max
item.update({ [target]: value })
})
})
// Rollable elements
this.element.querySelectorAll(".rollable").forEach((el) => {
el.addEventListener("click", (ev) => this._onRoll(ev))
})
}
/**
* Handle clickable rolls (replaces _onRoll with vanilla DOM)
* @param {Event} event
* @private
*/
_onRoll(event) {
event.preventDefault()
const element = event.currentTarget
const dataset = element.dataset
const rollType = dataset.rollType
const li = element.closest(".item")
const itemId = li?.dataset.itemId
switch (rollType) {
case "attribute":
BoLRoll.attributeCheck(this.actor, dataset.key, event)
break
case "aptitude":
BoLRoll.aptitudeCheck(this.actor, dataset.key, event)
break
case "weapon":
BoLRoll.weaponCheck(this.actor, event)
break
case "spell":
BoLRoll.spellCheck(this.actor, event)
break
case "alchemy":
BoLRoll.alchemyCheck(this.actor, event)
break
case "protection":
this.actor.rollProtection(itemId)
break
case "damage":
this.actor.rollWeaponDamage(itemId)
break
case "aptitudexp":
this.actor.incAptitudeXP(dataset.key)
break
case "attributexp":
this.actor.incAttributeXP(dataset.key)
break
case "careerxp":
this.actor.incCareerXP(itemId)
break
case "horoscope-minor":
BoLRoll.horoscopeCheck(this.actor, event, "minor")
break
case "horoscope-major":
BoLRoll.horoscopeCheck(this.actor, event, "major")
break
case "horoscope-major-group":
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
break
case "bougette":
this.actor.rollBougette()
break
default:
break
}
}
// #region Drag-and-Drop
#createDragDropHandlers() {
return (this.options.dragDrop || []).map((dragDrop) =>
new foundry.applications.ux.DragDrop.implementation({
...dragDrop,
permissions: {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
},
callbacks: {
dragstart: this._onDragStart.bind(this),
dragover: this._onDragOver.bind(this),
drop: this._onDrop.bind(this),
},
})
)
}
_canDragStart(selector) {
return this.isEditable
}
_canDragDrop(selector) {
return this.isEditable
}
// #endregion
}
@@ -0,0 +1,255 @@
const { HandlebarsApplicationMixin } = foundry.applications.api
/**
* Base Item Sheet for BoL system using AppV2
* @extends {ItemSheetV2}
*/
export default class BoLBaseItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["bol", "sheet", "item"],
position: {
width: 650,
height: 780,
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: 'nav[data-group="primary"]',
contentSelector: "section.sheet-body",
initial: "description",
},
],
actions: {
editImage: BoLBaseItemSheet.#onEditImage,
postItem: BoLBaseItemSheet.#onPostItem,
},
}
/**
* Tab groups state
* @type {object}
*/
tabGroups = { primary: "description" }
/** @override */
async _prepareContext() {
const context = {
// Document & system
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
item: this.document,
system: this.document.system,
source: this.document.toObject(),
// Enriched content
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
this.document.system.description,
{ async: true }
),
// Properties
category: this.document.system.category,
itemProperties: this.document.itemProperties,
// Config & permissions
config: game.bol.config,
isGM: game.user.isGM,
isEditable: this.isEditable,
// CSS classes for template
cssClass: this.options.classes.join(" "),
// Tab state
tabs: this._getTabs(),
activeTab: this.tabGroups.primary || "description"
}
// Add careers if item is on an actor
if (this.document.actor) {
context.careers = this.document.actor.careers
}
// Apply dynamic defaults based on item type
this._applyDynamicDefaults(context)
return context
}
/**
* Get tabs configuration
* @returns {object[]}
* @private
*/
_getTabs() {
return [
{ id: "description", label: "BOL.ui.tab.description", icon: "fa-solid fa-book" },
{ id: "properties", label: "BOL.ui.tab.details", icon: "fa-solid fa-cog" }
]
}
/**
* Apply dynamic defaults to context based on item type and category
* @param {object} context
* @private
*/
_applyDynamicDefaults(context) {
const itemData = context.item
if (itemData.type === "item") {
// Set default category
if (!itemData.system.category) {
itemData.system.category = "equipment"
}
// Handle equipment slot
if (itemData.system.category === "equipment" && itemData.system.properties.equipable) {
if (!itemData.system.properties.slot) {
itemData.system.properties.slot = "-"
}
}
// Handle spell conditions
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.type === "feature") {
// Set default subtype/category
if (!itemData.system.subtype) {
itemData.system.category = "origin"
}
}
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach((d) => d.bind(this.element))
this._activateTabs()
this._activateListeners()
}
/**
* Activate tab navigation via CSS only (no re-render) to preserve unsaved form state.
* @private
*/
_activateTabs() {
const nav = this.element.querySelector('nav[data-group="primary"]')
if (!nav) return
const section = this.element.querySelector('section.sheet-body')
if (!section) return
const activeTab = this.tabGroups.primary || "description"
// Set initial active state
nav.querySelectorAll('[data-tab]').forEach(link => {
link.classList.toggle('active', link.dataset.tab === activeTab)
})
section.querySelectorAll('[data-tab]').forEach(content => {
content.classList.toggle('active', content.dataset.tab === activeTab)
})
// Tab click — CSS-only switch, no render()
nav.querySelectorAll('[data-tab]').forEach(link => {
link.addEventListener('click', (event) => {
event.preventDefault()
const tab = link.dataset.tab
this.tabGroups.primary = tab
nav.querySelectorAll('[data-tab]').forEach(l => l.classList.toggle('active', l.dataset.tab === tab))
section.querySelectorAll('[data-tab]').forEach(c => c.classList.toggle('active', c.dataset.tab === tab))
})
})
}
/**
* Activate custom listeners
* @private
*/
_activateListeners() {
if (!this.isEditable) return
// Armor quality change handler
const armorQuality = this.element.querySelector('.armorQuality')
if (armorQuality) {
armorQuality.addEventListener('change', (ev) => {
const value = ev.currentTarget.value
const soakFormula = this.element.querySelector('.soakFormula')
if (soakFormula && game.bol.config.soakFormulas[value]) {
soakFormula.value = game.bol.config.soakFormulas[value]
}
})
}
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]}
* @private
*/
#createDragDropHandlers() {
return []
}
// #endregion
// #region Actions
/**
* Handle editing the item image
* @param {PointerEvent} event
* @param {HTMLElement} target
* @private
*/
static async #onEditImage(event, target) {
const fp = new FilePicker({
current: this.document.img,
type: "image",
callback: (path) => {
this.document.update({ img: path })
},
})
return fp.browse()
}
/**
* Handle posting the item to chat
* @param {PointerEvent} event
* @param {HTMLElement} target
* @private
*/
static async #onPostItem(event, target) {
const BoLUtility = (await import("../../system/bol-utility.js")).BoLUtility
let chatData = foundry.utils.duplicate(this.document)
if (this.document.actor) {
chatData.actor = { id: this.document.actor.id }
}
BoLUtility.postItem(chatData)
}
// #endregion
}
@@ -0,0 +1,39 @@
import BoLBaseItemSheet from "./base-item-sheet.mjs"
/**
* Item Sheet for "feature" type items (boons, careers, origins, etc.)
* @extends {BoLBaseItemSheet}
*/
export default class BoLFeatureSheet extends BoLBaseItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["bol", "sheet", "item", "item-type-feature"],
}
/** @override */
static PARTS = {
main: {
template: "systems/bol/templates/item/feature-sheet.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
// Add feature-specific context
context.isFeature = true
context.isBoon = context.system.subtype === "boon"
context.isFlaw = context.system.subtype === "flaw"
context.isCareer = context.system.subtype === "career"
context.isOrigin = context.system.subtype === "origin"
context.isRace = context.system.subtype === "race"
context.isFightOption = context.system.subtype === "fightoption"
context.isEffect = context.system.subtype === "effect"
context.isHoroscope = context.system.subtype === "horoscope"
context.isXpLog = context.system.subtype === "xplog"
return context
}
}
@@ -0,0 +1,65 @@
import BoLBaseActorSheet from "./base-actor-sheet.mjs"
/**
* Actor Sheet for BoL hordes using AppV2
*/
export default class BoLHordeSheet extends BoLBaseActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
actions: {
...super.DEFAULT_OPTIONS.actions,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/bol/templates/actor/horde-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "stats" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
context.options = this.options
context.editScore = this.options.editScore
context.description = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
actor.system.details?.biography || "", { async: true }
)
console.log("HORDE (AppV2)", context)
return context
}
/** @override */
_activateListeners() {
super._activateListeners()
if (!this.isEditable) return
// Item create via header dataset
this.element.querySelectorAll(".item-create").forEach((el) => {
el.addEventListener("click", (ev) => {
ev.preventDefault()
const header = ev.currentTarget
const type = header.dataset.type
const data = foundry.utils.duplicate(header.dataset)
delete data.type
this.actor.createEmbeddedDocuments("Item", [{ name: `New ${type}`, type, data }])
})
})
// Create generic item
this.element.querySelectorAll(".create_item").forEach((el) => {
el.addEventListener("click", () => {
this.actor.createEmbeddedDocuments("Item", [{ name: "Nouvel Equipement", type: "item" }], { renderSheet: true })
})
})
}
}
+38
View File
@@ -0,0 +1,38 @@
import BoLBaseItemSheet from "./base-item-sheet.mjs"
/**
* Item Sheet for "item" type items (equipment, weapons, etc.)
* @extends {BoLBaseItemSheet}
*/
export default class BoLItemSheet extends BoLBaseItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["bol", "sheet", "item", "item-type-item"],
}
/** @override */
static PARTS = {
main: {
template: "systems/bol/templates/item/item-sheet.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
// Add item-specific context
context.isItem = true
context.isEquipment = context.category === "equipment"
context.isWeapon = context.category === "weapon"
context.isProtection = context.category === "protection"
context.isSpell = context.category === "spell"
context.isAlchemy = context.category === "alchemy"
context.isCapacity = context.category === "capacity"
context.isMagical = context.category === "magical"
context.isVehicle = context.category === "vehicle"
return context
}
}
@@ -0,0 +1,70 @@
import BoLBaseActorSheet from "./base-actor-sheet.mjs"
/**
* Actor Sheet for BoL vehicles using AppV2
*/
export default class BoLVehicleSheet extends BoLBaseActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
actions: {
...super.DEFAULT_OPTIONS.actions,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/bol/templates/actor/vehicle-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "stats" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
context.weapons = actor.vehicleWeapons
context.options = this.options
context.editScore = this.options.editScore
context.description = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
actor.system.description || "", { async: true }
)
console.log("VEHICLE (AppV2)", context) // TODO: remove before release
return context
}
/** @override */
_activateListeners() {
super._activateListeners()
if (!this.isEditable) return
// Item create via header dataset
this.element.querySelectorAll(".item-create").forEach((el) => {
el.addEventListener("click", (ev) => {
ev.preventDefault()
const header = ev.currentTarget
const type = header.dataset.type
const data = foundry.utils.duplicate(header.dataset)
delete data.type
this.actor.createEmbeddedDocuments("Item", [{ name: `New ${type}`, type, data }])
})
})
// Create vehicle weapon
this.element.querySelectorAll(".vehicle-weapon-add").forEach((el) => {
el.addEventListener("click", () => {
this.actor.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("BOL.ui.newEquipment"),
type: "item",
system: { category: "vehicleweapon" },
}], { renderSheet: true })
})
})
}
}
+51 -35
View File
@@ -1,11 +1,9 @@
/* -------------------------------------------- */
// Import Modules
import { BoLActor } from "./actor/actor.js"
import { BoLActorSheet } from "./actor/actor-sheet.js"
import { BoLVehicleSheet } from "./actor/vehicle-sheet.js"
import { BoLHordeSheet } from "./actor/horde-sheet.js"
// AppV1 actor sheets kept for reference only (AppV2 used via sheets.* below)
import { BoLItem } from "./item/item.js"
import { BoLItemSheet } from "./item/item-sheet.js"
// Note: Old BoLItemSheet (AppV1) is now replaced by AppV2 sheets
import { System, BOL } from "./system/config.js"
import { preloadHandlebarsTemplates } from "./system/templates.js"
import { registerHandlebarsHelpers } from "./system/helpers.js"
@@ -18,6 +16,12 @@ import { BoLHotbar } from "./system/bol-hotbar.js"
import { BoLCommands } from "./system/bol-commands.js"
import { BoLRoll } from "./controllers/bol-rolls.js"
// Import DataModels
import * as models from "./models/_module.mjs"
// Import AppV2 Sheets
import * as sheets from "./applications/sheets/_module.mjs"
/* -------------------------------------------- */
Hooks.once('init', async function () {
@@ -28,7 +32,9 @@ Hooks.once('init', async function () {
BoLRoll,
BoLUtility,
macros: Macros,
config: BOL
config: BOL,
models,
sheets
};
// Game socket
@@ -47,17 +53,38 @@ Hooks.once('init', async function () {
// Define custom Entity classes
CONFIG.Actor.documentClass = BoLActor;
CONFIG.Actor.dataModels = {
character: models.BoLCharacter,
encounter: models.BoLEncounter,
horde: models.BoLHorde,
vehicle: models.BoLVehicle
}
CONFIG.Item.documentClass = BoLItem;
CONFIG.Item.dataModels = {
item: models.BoLItem,
feature: models.BoLFeature
}
CONFIG.Combat.documentClass = BoLCombatManager;
// Register sheet application classes
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet);
foundry.documents.collections.Actors.registerSheet("bol", BoLActorSheet, { types: ["character", "encounter"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("bol", BoLVehicleSheet, { types: ["vehicle"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("bol", BoLHordeSheet, { types: ["horde"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("bol", sheets.BoLActorSheet, { types: ["character", "encounter"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("bol", sheets.BoLVehicleSheet, { types: ["vehicle"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("bol", sheets.BoLHordeSheet, { types: ["horde"], makeDefault: true })
// Register AppV2 Item Sheets
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet);
foundry.documents.collections.Items.registerSheet("bol", BoLItemSheet, { makeDefault: true });
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,
BoLFeatureSheet: sheets.BoLFeatureSheet.name,
extendsApplicationV2: sheets.BoLItemSheet.prototype instanceof foundry.applications.api.ApplicationV2
});
// Inot useful stuff
BoLUtility.init()
@@ -74,44 +101,33 @@ 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");
});
/* -------------------------------------------- */
function welcomeMessage() {
let content = `<div id="welcome-message-bol"><span class="rdd-roll-part">
<strong>` + game.i18n.localize("BOL.chat.welcome1") + `</strong><p>` +
game.i18n.localize("BOL.chat.welcome2") + "</p><p>" +
game.i18n.localize("BOL.chat.welcome3") + "</p><p>" +
game.i18n.localize("BOL.chat.welcome4") + "</p><p>" +
game.i18n.localize("BOL.chat.welcome5") + "</p>" +
game.i18n.localize("BOL.chat.welcome6")
async function welcomeMessage() {
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, noChronicles }
)
ChatMessage.create({ user: game.user.id, whisper: [game.user.id], content })
let rulebook = game.modules.find( m => m.id === "bol-rulebook")
if ( !rulebook ) {
content += "<p>" + game.i18n.localize("BOL.chat.bolRulebookMessage") + "</p>"
}
if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.get("babele")?.active) {
ChatMessage.create({
user: game.user.id,
whisper: [game.user.id],
content: content
content: `<div class="bol-welcome-card"><div class="welcome-body"><p class="welcome-warning">⚠ WARNING ! English language selected, but Babele module is not installed !<br>Please install babele from the module tab in Foundry interface.</p></div></div>`
})
if (game.user.isGM && game.i18n.lang == 'en' && !game.modules.find(m => m.id == "babele") ){
ChatMessage.create({
user: game.user.id,
whisper: [game.user.id],
content: `<div id="welcome-message-bol"><span class="rdd-roll-part">
<strong>WARNING ! English language selected, but Babele module is not installed !<br>Please install babele from the module tab in Foundry interface.`
} )
ui.notifications.warn("WARNING ! English language selected, but babele module is not installed !<br>Please install babele from the module tab in Foundry interface.")
}
}
/* -------------------------------------------- */
+100 -89
View File
@@ -5,11 +5,6 @@ const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vig
/* -------------------------------------------- */
export class BoLRoll {
/* -------------------------------------------- */
static options() {
return { classes: ["bol", "dialog"], width: 480, height: 'fit-content' };
}
/* -------------------------------------------- */
static getDefaultAttribute(key) {
return _apt2attr[key]
@@ -19,9 +14,9 @@ export class BoLRoll {
static updateApplicableEffects(rollData) {
let appEffects = []
for (let effect of rollData.bolEffects) {
if ( (effect.system.properties.identifier == "always") ||
if ((effect.system.properties.identifier == "always") ||
(effect.system.properties.identifier.includes(rollData.attribute.key)) ||
(rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) ){
(rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key))) {
appEffects.push(effect)
}
}
@@ -76,7 +71,7 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static attributeCheck(actor, key="vigor", event=undefined, combatData=undefined) {
static attributeCheck(actor, key = "vigor", event = undefined, combatData = undefined) {
let attribute = eval(`actor.system.attributes.${key}`)
@@ -89,7 +84,7 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static aptitudeCheck(actor, key="init", event=undefined, combatData=undefined) {
static aptitudeCheck(actor, key = "init", event = undefined, combatData = undefined) {
let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key)
@@ -129,7 +124,7 @@ export class BoLRoll {
rangeMsg = "BOL.chat.range6"
}
ChatMessage.create({
content: await renderTemplate('systems/bol/templates/chat/chat-info-range.hbs', {
content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/chat-info-range.hbs', {
weapon: weapon,
attackerName: _token.actor.name,
defenderName: target.actor.name,
@@ -196,6 +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 !")
@@ -308,26 +308,31 @@ export class BoLRoll {
// Final number of dices
this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
// Bonus or Malus ?
const nbDiceEl = document.querySelector('#roll-nbdice')
if (nbDiceEl) {
if (this.rollData.bmDice == 0) {
$('#roll-nbdice').val("2")
nbDiceEl.value = "2"
} else {
let letter = (this.rollData.bmDice > 0) ? "B" : "M"
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
nbDiceEl.value = "2 + " + String(Math.abs(this.rollData.bmDice)) + letter
}
}
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if (this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier) {
rollbase = ""
}
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
const modifierEl = document.querySelector('#roll-modifier')
if (modifierEl) modifierEl.value = rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier
// Rebuild lits of applicable effects
// Rebuild list of applicable effects
let selectEffects = ""
for (let effect of this.rollData.bolApplicableEffects) {
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
}
$('#applicable-effects').html(selectEffects)
const effectsEl = document.querySelector('#applicable-effects')
if (effectsEl) effectsEl.innerHTML = selectEffects
}
/* -------------------------------------------- */
@@ -360,46 +365,48 @@ export class BoLRoll {
/* -------------------------------------------- */
static updateArmorMalus(rollData) {
rollData.appliedArmorMalus = 0
const agiEl = document.querySelector('#armor-agi-malus')
if (rollData.attribute.key == "agility") {
$("#armor-agi-malus").show()
if (agiEl) agiEl.style.display = ''
rollData.appliedArmorMalus += rollData.armorAgiMalus
} else {
$("#armor-agi-malus").hide()
if (agiEl) agiEl.style.display = 'none'
}
const initEl = document.querySelector('#armor-init-malus')
if (rollData.aptitude && rollData.aptitude.key == "init") {
$("#armor-init-malus").show()
if (initEl) initEl.style.display = ''
rollData.appliedArmorMalus += rollData.armorInitMalus
} else {
$("#armor-init-malus").hide()
if (initEl) initEl.style.display = 'none'
}
}
/* ------------------------------ -------------- */
static updatePPCost(rollData) {
$('#ppcost').html(rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor))
const el = document.querySelector('#ppcost')
if (el) el.innerHTML = rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor)
}
/* ------------------------------ -------------- */
static rollDialogListener(html) {
this.updateTotalDice()
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
html.querySelector('#optcond')?.addEventListener('change', (event) => {
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
this.rollData.ppCost = pp
this.updatePPCost(this.rollData)
})
html.find('#mod').change((event) => {
html.querySelector('#mod')?.addEventListener('change', (event) => {
this.rollData.mod = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('#modRanged').change((event) => {
html.querySelector('#modRanged')?.addEventListener('change', (event) => {
this.rollData.modRanged = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('#attr').change((event) => {
html.querySelector('#attr')?.addEventListener('change', (event) => {
let attrKey = event.currentTarget.value
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.attribute = foundry.utils.duplicate(actor.system.attributes[attrKey])
@@ -407,7 +414,7 @@ export class BoLRoll {
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice()
})
html.find('#apt').change((event) => {
html.querySelector('#apt')?.addEventListener('change', (event) => {
let aptKey = event.currentTarget.value
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.aptitude = foundry.utils.duplicate(actor.system.aptitudes[aptKey])
@@ -416,65 +423,58 @@ export class BoLRoll {
this.updateTotalDice()
})
html.find('#applyShieldMalus').click((event) => {
if (event.currentTarget.checked) {
this.rollData.shieldMalus = this.rollData.shieldAttackMalus
} else {
this.rollData.shieldMalus = 0
}
html.querySelector('#applyShieldMalus')?.addEventListener('click', (event) => {
this.rollData.shieldMalus = event.currentTarget.checked ? this.rollData.shieldAttackMalus : 0
this.updateTotalDice()
})
html.find('#career').change((event) => {
let careers = $('#career').val()
html.querySelector('#career')?.addEventListener('change', (event) => {
let careers = Array.from(event.currentTarget.selectedOptions).map(o => o.value)
this.rollData.careerBonus = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)))
this.updateTotalDice()
})
html.find('#boon').change((event) => {
let boons = $('#boon').val()
html.querySelector('#boon')?.addEventListener('change', (event) => {
let boons = Array.from(event.currentTarget.selectedOptions).map(o => o.value)
this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : boons.length
this.updateTotalDice()
})
html.find('#flaw').change((event) => {
let flaws = $('#flaw').val()
html.querySelector('#flaw')?.addEventListener('change', (event) => {
let flaws = Array.from(event.currentTarget.selectedOptions).map(o => o.value)
this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : flaws.length
this.updateTotalDice()
})
html.find('.bdice').click((event) => {
html.querySelectorAll('.bdice').forEach(el => el.addEventListener('click', (event) => {
this.rollData.mDice = 0
this.rollData.bDice = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('.mdice').click((event) => {
}))
html.querySelectorAll('.mdice').forEach(el => el.addEventListener('click', (event) => {
this.rollData.bDice = 0
this.rollData.mDice = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('#horoscope-bonus-applied').change((event) => {
}))
html.querySelector('#horoscope-bonus-applied')?.addEventListener('change', (event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push(foundry.utils.duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
}
let horoscopes = $('#horoscope-bonus-applied').val()
let horoscopes = Array.from(event.currentTarget.selectedOptions).map(o => o.value)
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-malus-applied').change((event) => {
html.querySelector('#horoscope-malus-applied')?.addEventListener('change', (event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push(foundry.utils.duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
}
let horoscopes = $('#horoscope-malus-applied').val()
let horoscopes = Array.from(event.currentTarget.selectedOptions).map(o => o.value)
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-group-applied').change((event) => {
html.querySelector('#horoscope-group-applied')?.addEventListener('change', (event) => {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice()
})
}
/* -------------------------------------------- */
@@ -482,10 +482,15 @@ export class BoLRoll {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
rollData.attackMalusDice = rollData.weapon.system.properties.attackMalusDice
if (rollData.attackBonusDice) {
rollData.adv = "1B"
rollData.bDice = 1
}
if (rollData.attackMalusDice) {
rollData.adv = "1M"
rollData.mDice = 1
}
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
@@ -534,6 +539,7 @@ export class BoLRoll {
rollData.id = foundry.utils.randomID(16)
rollData.weaponModifier = 0
rollData.attackBonusDice = false
rollData.attackMalusDice = false
rollData.armorMalus = 0
// Specific stuff
this.preProcessWeapon(rollData, defender)
@@ -546,41 +552,47 @@ export class BoLRoll {
} else {
rollData.shieldMalus = 0
}
// Save
// Save & pre-initialize computed fields
this.rollData = rollData
this.updateTotalDice()
console.log("ROLLDATA", rollData)
// Then display+process the dialog
const rollOptionContent = await foundry.applications.handlebars.renderTemplate(rollOptionTpl, rollData);
let d = new Dialog({
title: rollData.label,
// Use Hooks to reliably get the rendered HTMLElement (renderDialogV2 receives (app, element, context))
Hooks.once('renderDialogV2', (app, element) => {
element.classList.add('bol');
this.rollDialogListener(element);
});
return foundry.applications.api.DialogV2.wait({
window: { title: rollData.label },
content: rollOptionContent,
rollData: rollData,
render: html => this.rollDialogListener(html),
buttons: {
cancel: {
icon: '<i class="fas fa-times"></i>',
rejectClose: false,
buttons: [
{
type: 'button',
label: game.i18n.localize("BOL.ui.cancel"),
callback: () => {
}
icon: 'fas fa-times',
action: 'cancel'
},
submit: {
icon: '<i class="fas fa-check"></i>',
{
type: 'submit',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
icon: 'fas fa-check',
action: 'submit',
callback: (event, button, dialog) => {
console.log("Submit Roll!!!!");
if (rollData.mode == 'spell' && rollData.ppCurrent < rollData.ppCost) { // Check PP available
if (rollData.mode == 'spell' && rollData.ppCurrent < rollData.ppCost) {
ui.notifications.warn("Pas assez de Points de Pouvoir !")
return
return false
}
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ?
(dialog.element.querySelector('#register-init')?.checked ?? false) : false;
const isMalus = (rollData.bmDice < 0)
let rollbase = rollData.attrValue + rollData.aptValue
if (rollData.weapon?.system.properties.onlymodifier) {
rollbase = 0
}
if (rollData.weapon?.system.properties.onlymodifier) rollbase = 0
let diceData = BoLUtility.getDiceData()
let malusInit = rollData.combatData?.malusInit || 0
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier - malusInit
@@ -593,12 +605,8 @@ export class BoLRoll {
r.roll();
}
}
},
default: onEnter,
close: () => { }
}, this.options());
return d.render(true);
]
}, { classes: ['bol', 'dialog'], width: 480 });
}
}
@@ -634,7 +642,7 @@ export class BoLDefaultRoll {
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r
this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
if ( this.rollData.isFumble ) {
if (this.rollData.isFumble) {
this.rollData.isSuccess = false
this.rollData.isCritical = false
this.rollData.isRealCritical = false
@@ -642,7 +650,7 @@ export class BoLDefaultRoll {
this.rollData.isFailure = true
} else {
this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
if ( this.rollData.isCritical) {
if (this.rollData.isCritical) {
this.rollData.isSuccess = true
} else {
this.rollData.isSuccess = (r.total >= diceData.successValue)
@@ -692,18 +700,15 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendChatMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async msgFlavor => {
//console.log("MSG", msgFlavor )
let msg = await this.rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
const actor = BoLUtility.getActorFromRollData(this.rollData)
const rollMode = game.settings.get("core", "rollMode")
const msgFlavor = await this._buildChatMessage(this.rollData)
const msg = await this.rollData.roll.toMessage({
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
})
this.rollData.roll = foundry.utils.duplicate(this.rollData.roll) // Remove object, keep data (v111 ready)
msg.setFlag("world", "bol-roll-data", this.rollData)
})
}, { rollMode })
this.rollData.roll = foundry.utils.duplicate(this.rollData.roll)
if (msg) await msg.setFlag("world", "bol-roll-data", this.rollData)
}
/* -------------------------------------------- */
@@ -747,6 +752,12 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendDamageMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData)
// If no target, collect potential targets from active scene (excluding attacker)
if (!this.rollData.targetId && game.scenes.current) {
this.rollData.potentialTargets = game.scenes.current.tokens
.filter(t => t.actor && t.actor.id !== this.rollData.actorId)
.map(t => ({ id: t.id, actorId: t.actor.id, name: t.name, img: t.texture?.src || t.actor.img }))
}
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id,
-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()]);
});
}
}
+6
View File
@@ -0,0 +1,6 @@
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"
+192
View File
@@ -0,0 +1,192 @@
/**
* Data model for Character actors
*/
export default class BoLCharacterDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
return {
// Details
details: new fields.SchemaField({
biography: new fields.HTMLField({ initial: "" }),
notes: new fields.HTMLField({ initial: "" }),
height: new fields.StringField({ initial: "" }),
age: new fields.StringField({ initial: "" }),
weight: new fields.StringField({ initial: "" }),
hair: new fields.StringField({ initial: "" }),
eyes: new fields.StringField({ initial: "" }),
signs: new fields.StringField({ initial: "" }),
size: new fields.StringField({ initial: "" }),
languages: new fields.ArrayField(new fields.StringField(), { initial: [] }),
xplog: new fields.ArrayField(new fields.ObjectField(), { initial: [] })
}),
// Combat
combat: new fields.SchemaField({
lastinit: new fields.NumberField({ ...requiredInteger, initial: 0 }),
iscritical: new fields.BooleanField({ initial: false }),
isfumble: new fields.BooleanField({ initial: false }),
islegendary: new fields.BooleanField({ initial: false })
}),
// Character type
chartype: new fields.StringField({ initial: "player" }),
villainy: new fields.BooleanField({ initial: false }),
// Bougette
bougette: new fields.SchemaField({
state: new fields.StringField({ initial: "nomoney" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// XP
xp: new fields.SchemaField({
key: new fields.StringField({ initial: "xp" }),
label: new fields.StringField({ initial: "BOL.traits.xp" }),
total: new fields.NumberField({ ...requiredInteger, initial: 0 }),
spent: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// Creation
creation: new fields.SchemaField({
key: new fields.StringField({ initial: "creation" }),
label: new fields.StringField({ initial: "BOL.resources.creation" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// Protection
prot: new fields.SchemaField({
key: new fields.StringField({ initial: "prot" }),
label: new fields.StringField({ initial: "BOL.aptitudes.prot" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// Attributes
attributes: new fields.SchemaField({
vigor: new fields.SchemaField({
key: new fields.StringField({ initial: "vigor" }),
label: new fields.StringField({ initial: "BOL.attributes.vigor" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
agility: new fields.SchemaField({
key: new fields.StringField({ initial: "agility" }),
label: new fields.StringField({ initial: "BOL.attributes.agility" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
mind: new fields.SchemaField({
key: new fields.StringField({ initial: "mind" }),
label: new fields.StringField({ initial: "BOL.attributes.mind" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
appeal: new fields.SchemaField({
key: new fields.StringField({ initial: "appeal" }),
label: new fields.StringField({ initial: "BOL.attributes.appeal" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Aptitudes
aptitudes: new fields.SchemaField({
init: new fields.SchemaField({
key: new fields.StringField({ initial: "init" }),
label: new fields.StringField({ initial: "BOL.aptitudes.init" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
melee: new fields.SchemaField({
key: new fields.StringField({ initial: "melee" }),
label: new fields.StringField({ initial: "BOL.aptitudes.melee" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
ranged: new fields.SchemaField({
key: new fields.StringField({ initial: "ranged" }),
label: new fields.StringField({ initial: "BOL.aptitudes.ranged" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
def: new fields.SchemaField({
key: new fields.StringField({ initial: "def" }),
label: new fields.StringField({ initial: "BOL.aptitudes.def" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Resources
resources: new fields.SchemaField({
hp: new fields.SchemaField({
key: new fields.StringField({ initial: "hp" }),
label: new fields.StringField({ initial: "BOL.resources.hp" }),
ismain: new fields.BooleanField({ initial: true }),
base: new fields.NumberField({ ...requiredInteger, initial: 1 }),
value: new fields.NumberField({ ...requiredInteger, initial: 1 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1 })
}),
hero: new fields.SchemaField({
key: new fields.StringField({ initial: "hero" }),
label: new fields.StringField({ initial: "BOL.resources.hero" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 5 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
faith: new fields.SchemaField({
key: new fields.StringField({ initial: "faith" }),
label: new fields.StringField({ initial: "BOL.resources.faith" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
power: new fields.SchemaField({
key: new fields.StringField({ initial: "power" }),
label: new fields.StringField({ initial: "BOL.resources.power" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
alchemypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "alchemypoints" }),
label: new fields.StringField({ initial: "BOL.resources.alchemypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
astrologypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "astrologypoints" }),
label: new fields.StringField({ initial: "BOL.resources.astrologypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
})
};
}
static LOCALIZATION_PREFIXES = ["BOL.Character"];
}
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/**
* Data model for Encounter actors
*/
export default class BoLEncounterDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
return {
// Details
details: new fields.SchemaField({
biography: new fields.HTMLField({ initial: "" }),
notes: new fields.HTMLField({ initial: "" }),
height: new fields.StringField({ initial: "" }),
age: new fields.StringField({ initial: "" }),
weight: new fields.StringField({ initial: "" }),
hair: new fields.StringField({ initial: "" }),
eyes: new fields.StringField({ initial: "" }),
signs: new fields.StringField({ initial: "" }),
size: new fields.StringField({ initial: "" }),
languages: new fields.ArrayField(new fields.StringField(), { initial: [] }),
xplog: new fields.ArrayField(new fields.ObjectField(), { initial: [] })
}),
// Combat
combat: new fields.SchemaField({
lastinit: new fields.NumberField({ ...requiredInteger, initial: 0 }),
iscritical: new fields.BooleanField({ initial: false }),
isfumble: new fields.BooleanField({ initial: false }),
islegendary: new fields.BooleanField({ initial: false })
}),
// Character type
chartype: new fields.StringField({ initial: "tough" }),
isundead: new fields.BooleanField({ initial: false }),
villainy: new fields.BooleanField({ initial: false }),
size: new fields.StringField({ initial: "" }),
environment: new fields.StringField({ initial: "" }),
// Protection
prot: new fields.SchemaField({
key: new fields.StringField({ initial: "prot" }),
label: new fields.StringField({ initial: "BOL.aptitudes.prot" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// Attributes
attributes: new fields.SchemaField({
vigor: new fields.SchemaField({
key: new fields.StringField({ initial: "vigor" }),
label: new fields.StringField({ initial: "BOL.attributes.vigor" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
agility: new fields.SchemaField({
key: new fields.StringField({ initial: "agility" }),
label: new fields.StringField({ initial: "BOL.attributes.agility" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
mind: new fields.SchemaField({
key: new fields.StringField({ initial: "mind" }),
label: new fields.StringField({ initial: "BOL.attributes.mind" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
appeal: new fields.SchemaField({
key: new fields.StringField({ initial: "appeal" }),
label: new fields.StringField({ initial: "BOL.attributes.appeal" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Aptitudes
aptitudes: new fields.SchemaField({
init: new fields.SchemaField({
key: new fields.StringField({ initial: "init" }),
label: new fields.StringField({ initial: "BOL.aptitudes.init" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
melee: new fields.SchemaField({
key: new fields.StringField({ initial: "melee" }),
label: new fields.StringField({ initial: "BOL.aptitudes.melee" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
ranged: new fields.SchemaField({
key: new fields.StringField({ initial: "ranged" }),
label: new fields.StringField({ initial: "BOL.aptitudes.ranged" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
def: new fields.SchemaField({
key: new fields.StringField({ initial: "def" }),
label: new fields.StringField({ initial: "BOL.aptitudes.def" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Resources
resources: new fields.SchemaField({
hp: new fields.SchemaField({
key: new fields.StringField({ initial: "hp" }),
label: new fields.StringField({ initial: "BOL.resources.hp" }),
ismain: new fields.BooleanField({ initial: true }),
base: new fields.NumberField({ ...requiredInteger, initial: 1 }),
value: new fields.NumberField({ ...requiredInteger, initial: 1 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1 })
}),
hero: new fields.SchemaField({
key: new fields.StringField({ initial: "hero" }),
label: new fields.StringField({ initial: "BOL.resources.hero" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 5 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
faith: new fields.SchemaField({
key: new fields.StringField({ initial: "faith" }),
label: new fields.StringField({ initial: "BOL.resources.faith" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
power: new fields.SchemaField({
key: new fields.StringField({ initial: "power" }),
label: new fields.StringField({ initial: "BOL.resources.power" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
alchemypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "alchemypoints" }),
label: new fields.StringField({ initial: "BOL.resources.alchemypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
astrologypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "astrologypoints" }),
label: new fields.StringField({ initial: "BOL.resources.astrologypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
})
};
}
static LOCALIZATION_PREFIXES = ["BOL.Encounter"];
}
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/**
* Data model for Feature items
*/
export default class BoLFeatureDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
const nullableNumber = { required: false, nullable: true, initial: null };
return {
// Base fields
category: new fields.StringField({ initial: "" }),
subtype: new fields.StringField({ initial: "default" }),
description: new fields.HTMLField({ initial: "" }),
properties: new fields.SchemaField({
// Career
sorcerer: new fields.BooleanField({ initial: false }),
alchemist: new fields.BooleanField({ initial: false }),
priest: new fields.BooleanField({ initial: false }),
astrologer: new fields.BooleanField({ initial: false }),
// Boon
isbonusdice: new fields.BooleanField({ initial: false }),
// Flaw
ismalusdice: new fields.BooleanField({ initial: false }),
// Fight option
fightoptiontype: new fields.StringField({ initial: "" }),
activated: new fields.BooleanField({ initial: false }),
isspecial: new fields.BooleanField({ initial: false }),
// Effect (boleffect)
identifier: new fields.StringField({ initial: "" }),
modifier: new fields.StringField({ initial: "" }),
// Horoscope
horoscopeanswer: new fields.StringField({ initial: "" }),
rank: new fields.NumberField({ ...nullableNumber }),
// XP log
xptype: new fields.StringField({ initial: "" }),
xpdate: new fields.StringField({ initial: "" }),
xpname: new fields.StringField({ initial: "" }),
xpcost: new fields.NumberField({ ...nullableNumber }),
xpvalue: new fields.NumberField({ ...nullableNumber }),
}),
// Feature-specific fields
rank: new fields.NumberField({ ...requiredInteger, initial: 0 })
};
}
static LOCALIZATION_PREFIXES = ["BOL.Feature"];
}
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/**
* Data model for Horde actors
*/
export default class BoLHordeDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
return {
// Details
details: new fields.SchemaField({
biography: new fields.HTMLField({ initial: "" }),
notes: new fields.HTMLField({ initial: "" }),
height: new fields.StringField({ initial: "" }),
age: new fields.StringField({ initial: "" }),
weight: new fields.StringField({ initial: "" }),
hair: new fields.StringField({ initial: "" }),
eyes: new fields.StringField({ initial: "" }),
signs: new fields.StringField({ initial: "" }),
size: new fields.StringField({ initial: "" }),
languages: new fields.ArrayField(new fields.StringField(), { initial: [] }),
xplog: new fields.ArrayField(new fields.ObjectField(), { initial: [] })
}),
// Combat
combat: new fields.SchemaField({
lastinit: new fields.NumberField({ ...requiredInteger, initial: 0 }),
iscritical: new fields.BooleanField({ initial: false }),
isfumble: new fields.BooleanField({ initial: false }),
islegendary: new fields.BooleanField({ initial: false })
}),
// Character type
chartype: new fields.StringField({ initial: "horde" }),
villainy: new fields.BooleanField({ initial: false }),
hordesize: new fields.NumberField({ ...requiredInteger, initial: 1 }),
hordebasehp: new fields.NumberField({ ...requiredInteger, initial: 1 }),
hasdamagerule: new fields.BooleanField({ initial: false }),
damagerule: new fields.StringField({ initial: "none" }),
// Protection
prot: new fields.SchemaField({
key: new fields.StringField({ initial: "prot" }),
label: new fields.StringField({ initial: "BOL.aptitudes.prot" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
// Attributes
attributes: new fields.SchemaField({
vigor: new fields.SchemaField({
key: new fields.StringField({ initial: "vigor" }),
label: new fields.StringField({ initial: "BOL.attributes.vigor" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
agility: new fields.SchemaField({
key: new fields.StringField({ initial: "agility" }),
label: new fields.StringField({ initial: "BOL.attributes.agility" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
mind: new fields.SchemaField({
key: new fields.StringField({ initial: "mind" }),
label: new fields.StringField({ initial: "BOL.attributes.mind" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: -1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
appeal: new fields.SchemaField({
key: new fields.StringField({ initial: "appeal" }),
label: new fields.StringField({ initial: "BOL.attributes.appeal" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Aptitudes
aptitudes: new fields.SchemaField({
init: new fields.SchemaField({
key: new fields.StringField({ initial: "init" }),
label: new fields.StringField({ initial: "BOL.aptitudes.init" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
melee: new fields.SchemaField({
key: new fields.StringField({ initial: "melee" }),
label: new fields.StringField({ initial: "BOL.aptitudes.melee" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
ranged: new fields.SchemaField({
key: new fields.StringField({ initial: "ranged" }),
label: new fields.StringField({ initial: "BOL.aptitudes.ranged" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
def: new fields.SchemaField({
key: new fields.StringField({ initial: "def" }),
label: new fields.StringField({ initial: "BOL.aptitudes.def" }),
base: new fields.NumberField({ ...requiredInteger, initial: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
}),
// Resources
resources: new fields.SchemaField({
hp: new fields.SchemaField({
key: new fields.StringField({ initial: "hp" }),
label: new fields.StringField({ initial: "BOL.resources.hp" }),
ismain: new fields.BooleanField({ initial: true }),
base: new fields.NumberField({ ...requiredInteger, initial: 1 }),
value: new fields.NumberField({ ...requiredInteger, initial: 1 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1 })
}),
hero: new fields.SchemaField({
key: new fields.StringField({ initial: "hero" }),
label: new fields.StringField({ initial: "BOL.resources.hero" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 5 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
faith: new fields.SchemaField({
key: new fields.StringField({ initial: "faith" }),
label: new fields.StringField({ initial: "BOL.resources.faith" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
power: new fields.SchemaField({
key: new fields.StringField({ initial: "power" }),
label: new fields.StringField({ initial: "BOL.resources.power" }),
ismain: new fields.BooleanField({ initial: true }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
alchemypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "alchemypoints" }),
label: new fields.StringField({ initial: "BOL.resources.alchemypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
}),
astrologypoints: new fields.SchemaField({
key: new fields.StringField({ initial: "astrologypoints" }),
label: new fields.StringField({ initial: "BOL.resources.astrologypoints" }),
ismain: new fields.BooleanField({ initial: false }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0 })
})
})
};
}
static LOCALIZATION_PREFIXES = ["BOL.Horde"];
}
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/**
* Data model for Item items
*/
export default class BoLItemDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
const nullableNumber = { required: false, nullable: true, initial: null };
return {
// Base fields
category: new fields.StringField({ initial: "" }),
subtype: new fields.StringField({ initial: "default" }),
description: new fields.HTMLField({ initial: "" }),
properties: new fields.SchemaField({
// Base flags
ranged: new fields.BooleanField({ initial: false }),
melee: new fields.BooleanField({ initial: false }),
spell: new fields.BooleanField({ initial: false }),
protection: new fields.BooleanField({ initial: false }),
weapon: new fields.BooleanField({ initial: false }),
armor: new fields.BooleanField({ initial: false }),
helm: new fields.BooleanField({ initial: false }),
shield: new fields.BooleanField({ initial: false }),
equipable: new fields.BooleanField({ initial: false }),
consumable: new fields.BooleanField({ initial: false }),
magical: new fields.BooleanField({ initial: false }),
"2H": new fields.BooleanField({ initial: false }),
reloadable: new fields.BooleanField({ initial: false }),
bow: new fields.BooleanField({ initial: false }),
crossbow: new fields.BooleanField({ initial: false }),
throwing: new fields.BooleanField({ initial: false }),
// Equipment
stackable: new fields.BooleanField({ initial: false }),
stacksize: new fields.NumberField({ ...nullableNumber }),
slot: new fields.StringField({ initial: "-" }),
// Weapon flags
natural: new fields.BooleanField({ initial: false }),
concealable: new fields.BooleanField({ initial: false }),
ignoreshield: new fields.BooleanField({ initial: false }),
attackBonusDice: new fields.BooleanField({ initial: false }),
attackMalusDice: new fields.BooleanField({ initial: false }),
onlymodifier: new fields.BooleanField({ initial: false }),
bashing: new fields.BooleanField({ initial: false }),
throwable: new fields.BooleanField({ initial: false }),
damageReroll1: new fields.BooleanField({ initial: false }),
// Weapon stats
attackAttribute: new fields.StringField({ initial: "vigor" }),
attackAptitude: new fields.StringField({ initial: "melee" }),
attackModifiers: new fields.NumberField({ ...nullableNumber }),
weaponSize: new fields.StringField({ initial: "unarmed" }),
damage: new fields.StringField({ initial: "0" }),
damageAttribute: new fields.StringField({ initial: "" }),
damageModifiers: new fields.NumberField({ ...nullableNumber }),
damageMultiplier: new fields.StringField({ initial: "1" }),
range: new fields.NumberField({ ...nullableNumber }),
reload: new fields.NumberField({ ...nullableNumber }),
// Protection
armorQuality: new fields.StringField({ initial: "" }),
soak: new fields.SchemaField({
formula: new fields.StringField({ initial: "" }),
value: new fields.NumberField({ initial: 0, nullable: true }),
modifier: new fields.NumberField({ initial: 0, nullable: true }),
}),
blocking: new fields.SchemaField({
malus: new fields.NumberField({ initial: 0, nullable: true }),
blocking1: new fields.BooleanField({ initial: false }),
blockingAll: new fields.BooleanField({ initial: false }),
}),
modifiers: new fields.SchemaField({
init: new fields.NumberField({ initial: 0, nullable: true }),
agility: new fields.NumberField({ initial: 0, nullable: true }),
powercost: new fields.NumberField({ initial: 0, nullable: true }),
social: new fields.BooleanField({ initial: false }),
}),
// Spell
circle: new fields.NumberField({ initial: 0, nullable: true }),
difficulty: new fields.StringField({ initial: "" }),
ppcost: new fields.NumberField({ initial: 0, nullable: true }),
duration: new fields.StringField({ initial: "" }),
nbmandatoryconditions: new fields.NumberField({ initial: 0, nullable: true }),
mandatoryconditions: new fields.ArrayField(new fields.StringField()),
optionnalconditions: new fields.ArrayField(new fields.StringField()),
// Alchemy
alchemytype: new fields.StringField({ initial: "" }),
pccost: new fields.NumberField({ initial: 0, nullable: true }),
pccurrent: new fields.NumberField({ initial: 0, nullable: true }),
// Vehicle weapon
isfiredamage: new fields.BooleanField({ initial: false }),
ishulldamage: new fields.BooleanField({ initial: false }),
iscrewdamage: new fields.BooleanField({ initial: false }),
isboarding: new fields.BooleanField({ initial: false }),
isspur: new fields.BooleanField({ initial: false }),
isbreakrow: new fields.BooleanField({ initial: false }),
}),
// Equipment fields
quantity: new fields.NumberField({ ...requiredInteger, initial: 1 }),
weight: new fields.NumberField({ initial: 0 }),
price: new fields.NumberField({ initial: 0 }),
worn: new fields.BooleanField({ initial: false })
};
}
static LOCALIZATION_PREFIXES = ["BOL.Item"];
}
+55
View File
@@ -0,0 +1,55 @@
/**
* Data model for Vehicle actors
*/
export default class BoLVehicleDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
return {
vehicletype: new fields.StringField({ initial: "boat" }),
attributes: new fields.SchemaField({
hull: new fields.SchemaField({
key: new fields.StringField({ initial: "hull" }),
label: new fields.StringField({ initial: "BOL.attributes.hull" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
crew: new fields.SchemaField({
key: new fields.StringField({ initial: "crew" }),
label: new fields.StringField({ initial: "BOL.attributes.crew" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
resources: new fields.SchemaField({
key: new fields.StringField({ initial: "resources" }),
label: new fields.StringField({ initial: "BOL.attributes.resources" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
})
}),
row: new fields.SchemaField({
key: new fields.StringField({ initial: "row" }),
label: new fields.StringField({ initial: "BOL.attributes.row" }),
value: new fields.NumberField({ ...requiredInteger, initial: 0 }),
min: new fields.NumberField({ ...requiredInteger, initial: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 5 })
}),
spur: new fields.SchemaField({
value: new fields.StringField({ initial: "" })
}),
status: new fields.SchemaField({}),
description: new fields.HTMLField({ initial: "" })
};
}
static LOCALIZATION_PREFIXES = ["BOL.Vehicle"];
}
+1 -1
View File
@@ -67,7 +67,7 @@ export class BoLTokenHud {
/* -------------------------------------------- */
static async _configureSubMenu(insertionPoint, template, hudData, onMenuItem) {
const hud = $(await renderTemplate(template, hudData))
const hud = $(await foundry.applications.handlebars.renderTemplate(template, hudData))
const list = hud.find('div.bol-hud-list')
BoLTokenHud._toggleHudListActive(hud, list);
+36 -9
View File
@@ -237,6 +237,11 @@ export class BoLUtility {
if (chatData.img.includes("/blank.png")) {
chatData.img = null;
}
// For old-format weapon items lacking stat fields, apply defaults so the chat card can display them
if (chatData.system?.properties?.weapon && !chatData.system.properties.damage) {
const defaults = game.bol.config.defaultNaturalWeapon?.properties ?? {};
chatData.system.properties = Object.assign(foundry.utils.duplicate(defaults), chatData.system.properties);
}
// JSON object for easy creation
chatData.jsondata = JSON.stringify(
{
@@ -244,7 +249,7 @@ export class BoLUtility {
payload: chatData,
});
renderTemplate('systems/bol/templates/item/post-item.hbs', chatData).then(html => {
foundry.applications.handlebars.renderTemplate('systems/bol/templates/item/post-item.hbs', chatData).then(html => {
let chatOptions = BoLUtility.chatDataSetup(html);
ChatMessage.create(chatOptions)
});
@@ -390,6 +395,16 @@ export class BoLUtility {
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-target-select', event => {
event.preventDefault()
const btn = event.currentTarget
let rollData = BoLUtility.getRollDataFromMessage(event)
rollData.targetId = btn.dataset.tokenId
rollData.defenderId = btn.dataset.actorId
BoLUtility.cleanupButtons(rollData.applyId)
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-damage-roll', event => {
event.preventDefault()
let rollData = BoLUtility.getRollDataFromMessage(event)
@@ -429,7 +444,7 @@ export class BoLUtility {
html.on("click", '.damage-handling', event => {
event.preventDefault()
let attr = event.currentTarget.attributes['data-attack-id']
if ( !attr) {
if (!attr) {
ui.notifications.warn("Impossible de trouver l'attaque correspondante, erreur de suivi de combat.")
return
}
@@ -482,13 +497,17 @@ export class BoLUtility {
if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula()
if (armorFormula === "0") {
rollData.armorProtect = 0
} else {
rollData.rollArmor = new Roll(armorFormula)
await rollData.rollArmor.roll()
let msg = await rollData.rollArmor.toMessage({ flavor: "BOL.chat.armorRoll : " + armorFormula });
if ( game.dice3d) { // wait animation end when DsN is there
await game.dice3d.waitFor3DAnimationByMessageID(msg.id);
let msg = await rollData.rollArmor.toMessage({ flavor: game.i18n.localize("BOL.chat.armorRoll") + " : " + armorFormula })
if (game.dice3d && msg) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
}
rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
await defender.sufferDamage(rollData.finalDamage)
@@ -500,9 +519,17 @@ export class BoLUtility {
}
if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula()
if (armorFormula === "0") {
rollData.armorProtect = 0
} else {
rollData.rollArmor = new Roll(armorFormula)
await rollData.rollArmor.roll()
let msg = await rollData.rollArmor.toMessage({ flavor: game.i18n.localize("BOL.chat.armorRoll") + " : " + armorFormula })
if (game.dice3d && msg) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
}
rollData.rollHero = new Roll("1d6")
await rollData.rollHero.roll()
rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
@@ -537,13 +564,13 @@ export class BoLUtility {
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
})
console.log("Defender data : ", defenderUser)
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name),
content: await 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)
})
}
}
@@ -630,11 +657,11 @@ export class BoLUtility {
let msg = await ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
content: await foundry.applications.handlebars.renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: rollData.id,
attacker: rollData.attacker,
defender: defender,
defenderHeroPoints:defender.getHeroPoints(),
defenderHeroPoints: defender.getHeroPoints(),
defenderWeapons: defenderWeapons,
damageTotal: rollData.damageTotal,
damagesIgnoresArmor: rollData.damagesIgnoresArmor,
+61 -55
View File
@@ -188,19 +188,25 @@ BOL.rangeModifiers = {
"-8": "BOL.dialog.utmost"
}
BOL.difficultyModifiers = {
"4": "BOL.dialog.soeasy",
"2": "BOL.dialog.veryeasy",
"1": "BOL.dialog.easy",
"0": "BOL.dialog.moderate",
"-1": "BOL.dialog.hard",
"-2": "BOL.dialog.tough",
"-4": "BOL.dialog.demanding",
"-6": "BOL.dialog.formidable",
"-8": "BOL.dialog.heroic",
"-10": "BOL.dialog.mythic",
"-12": "BOL.dialog.divine"
}
BOL.difficultyModifiers = [
{ value: "-12", label: "BOL.dialog.divine" },
{ value: "-11", label: "BOL.dialog.mythic11" },
{ value: "-10", label: "BOL.dialog.mythic" },
{ value: "-9", label: "BOL.dialog.heroic9" },
{ value: "-8", label: "BOL.dialog.heroic" },
{ value: "-7", label: "BOL.dialog.formidable7" },
{ value: "-6", label: "BOL.dialog.formidable" },
{ value: "-5", label: "BOL.dialog.demanding5" },
{ value: "-4", label: "BOL.dialog.demanding" },
{ value: "-3", label: "BOL.dialog.tough3" },
{ value: "-2", label: "BOL.dialog.tough" },
{ value: "-1", label: "BOL.dialog.hard" },
{ value: "0", label: "BOL.dialog.moderate" },
{ value: "1", label: "BOL.dialog.easy" },
{ value: "2", label: "BOL.dialog.veryeasy" },
{ value: "3", label: "BOL.dialog.soeasy3" },
{ value: "4", label: "BOL.dialog.soeasy" },
]
BOL.alchemyModifiers = {
"2": "BOL.dialog.veryeasy",
@@ -407,108 +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"
}
]
+215 -39
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
* @description
/**
* BoL Macro API accessible via game.bol.macros
*
* @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(){
// Vérifie qu'un seul token est sélectionné
const tokens = canvas.tokens.controlled;
export class Macros {
/* -------------------------------------------- */
/**
* 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;
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;
if (tokens.length === 1) {
return tokens[0].actor ?? 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);
if (game.user.isGM) {
ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
else if(rollType === "aptitude") {
let aptitude = eval(`actor.system.aptitudes.${key}`);
let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);
// Player: fall back to their assigned character
const actor = game.user.character
if (!actor) {
ui.notifications.error(game.i18n.localize("BOL.notification.MacroNoTokenSelected"))
return null
}
return actor
}
/* -------------------------------------------- */
/**
* Finds an item on an actor by name (partial, case-insensitive) or index.
* @param {Actor} actor
* @param {string} type - item type: "weapon", "spell", "alchemy"
* @param {string|number} nameOrIndex
* @returns {object|undefined}
*/
static _findItem(actor, type, nameOrIndex) {
const items = actor.items.filter(i => i.type === type)
if (items.length === 0) {
ui.notifications.warn(`${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)
}
}
+3 -1
View File
@@ -52,6 +52,7 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/chat/rolls/alchemy-roll-card.hbs",
"systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs",
"systems/bol/templates/chat/rolls/horoscope-roll-card.hbs",
"systems/bol/templates/chat/chat-welcome.hbs",
"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
"systems/bol/templates/dialogs/attribute-roll-part.hbs",
"systems/bol/templates/dialogs/mod-roll-part.hbs",
@@ -62,7 +63,8 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/dialogs/flaws-roll-part.hbs",
"systems/bol/templates/dialogs/total-roll-part.hbs",
"systems/bol/templates/dialogs/fightoptions-roll-part.hbs",
"systems/bol/templates/dialogs/horoscope-roll-part.hbs"
"systems/bol/templates/dialogs/horoscope-roll-part.hbs",
"systems/bol/templates/apps/character-summary-template.html"
];
// Load the template parts
Binary file not shown.
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+1 -1
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@@ -1 +1 @@
MANIFEST-000815
MANIFEST-001233
+7 -8
View File
@@ -1,8 +1,7 @@
2025/07/08-21:55:10.341218 7f27d0dfa6c0 Recovering log #813
2025/07/08-21:55:10.394862 7f27d0dfa6c0 Delete type=3 #811
2025/07/08-21:55:10.394942 7f27d0dfa6c0 Delete type=0 #813
2025/07/08-22:33:44.645601 7f27c9bff6c0 Level-0 table #818: started
2025/07/08-22:33:44.645662 7f27c9bff6c0 Level-0 table #818: 0 bytes OK
2025/07/08-22:33:44.653007 7f27c9bff6c0 Delete type=0 #816
2025/07/08-22:33:44.660552 7f27c9bff6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2025/07/08-22:33:44.660629 7f27c9bff6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
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
2026/08/03-06:38:26.831982 7f0fa6ffd6c0 Level-0 table #1236: started
2026/08/03-06:38:26.832007 7f0fa6ffd6c0 Level-0 table #1236: 0 bytes OK
2026/08/03-06:38:26.838786 7f0fa6ffd6c0 Delete type=0 #1234
2026/08/03-06:38:26.853917 7f0fa6ffd6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
+7 -8
View File
@@ -1,8 +1,7 @@
2025/06/16-21:23:15.305588 7fd8d27fc6c0 Recovering log #809
2025/06/16-21:23:15.357707 7fd8d27fc6c0 Delete type=3 #807
2025/06/16-21:23:15.357897 7fd8d27fc6c0 Delete type=0 #809
2025/06/16-21:55:59.388325 7fd633fff6c0 Level-0 table #814: started
2025/06/16-21:55:59.388395 7fd633fff6c0 Level-0 table #814: 0 bytes OK
2025/06/16-21:55:59.394992 7fd633fff6c0 Delete type=0 #812
2025/06/16-21:55:59.410065 7fd633fff6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2025/06/16-21:55:59.410134 7fd633fff6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
2026/08/03-05:42:23.756827 7f0ff4ffe6c0 Recovering log #1227
2026/08/03-05:42:23.787896 7f0ff4ffe6c0 Delete type=3 #1225
2026/08/03-05:42:23.787958 7f0ff4ffe6c0 Delete type=0 #1227
2026/08/03-06:19:13.177131 7f0fa6ffd6c0 Level-0 table #1232: started
2026/08/03-06:19:13.177159 7f0fa6ffd6c0 Level-0 table #1232: 0 bytes OK
2026/08/03-06:19:13.184606 7f0fa6ffd6c0 Delete type=0 #1230
2026/08/03-06:19:13.191444 7f0fa6ffd6c0 Manual compaction at level-0 from '!journal!6cCdSvQgEHJ1bvX4' @ 72057594037927935 : 1 .. '!journal.pages!veAAxCtCKcFIsnln.0kUgZspxXO7VS8bd' @ 0 : 0; will stop at (end)
Binary file not shown.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000720
MANIFEST-001134
+7 -8
View File
@@ -1,8 +1,7 @@
2025/07/08-21:55:10.219657 7f27caffd6c0 Recovering log #718
2025/07/08-21:55:10.269420 7f27caffd6c0 Delete type=3 #716
2025/07/08-21:55:10.269491 7f27caffd6c0 Delete type=0 #718
2025/07/08-22:33:44.638428 7f27c9bff6c0 Level-0 table #723: started
2025/07/08-22:33:44.638498 7f27c9bff6c0 Level-0 table #723: 0 bytes OK
2025/07/08-22:33:44.645332 7f27c9bff6c0 Delete type=0 #721
2025/07/08-22:33:44.660526 7f27c9bff6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2025/07/08-22:33:44.660611 7f27c9bff6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2026/08/03-06:19:48.750852 7f0ff57ff6c0 Recovering log #1132
2026/08/03-06:19:48.761758 7f0ff57ff6c0 Delete type=3 #1130
2026/08/03-06:19:48.761842 7f0ff57ff6c0 Delete type=0 #1132
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 -8
View File
@@ -1,8 +1,7 @@
2025/06/16-21:23:15.180475 7fd8d1ffb6c0 Recovering log #714
2025/06/16-21:23:15.236062 7fd8d1ffb6c0 Delete type=3 #712
2025/06/16-21:23:15.236198 7fd8d1ffb6c0 Delete type=0 #714
2025/06/16-21:55:59.410314 7fd633fff6c0 Level-0 table #719: started
2025/06/16-21:55:59.410384 7fd633fff6c0 Level-0 table #719: 0 bytes OK
2025/06/16-21:55:59.417096 7fd633fff6c0 Delete type=0 #717
2025/06/16-21:55:59.439793 7fd633fff6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
2025/06/16-21:55:59.439921 7fd633fff6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
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.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000813
MANIFEST-001228
+7 -8
View File
@@ -1,8 +1,7 @@
2025/07/08-21:55:09.661170 7f27caffd6c0 Recovering log #811
2025/07/08-21:55:09.719855 7f27caffd6c0 Delete type=3 #809
2025/07/08-21:55:09.719923 7f27caffd6c0 Delete type=0 #811
2025/07/08-22:33:44.575656 7f27c9bff6c0 Level-0 table #816: started
2025/07/08-22:33:44.575753 7f27c9bff6c0 Level-0 table #816: 0 bytes OK
2025/07/08-22:33:44.582727 7f27c9bff6c0 Delete type=0 #814
2025/07/08-22:33:44.599161 7f27c9bff6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2025/07/08-22:33:44.599441 7f27c9bff6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 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 -8
View File
@@ -1,8 +1,7 @@
2025/06/16-21:23:14.657186 7fd8d0ff96c0 Recovering log #807
2025/06/16-21:23:14.715006 7fd8d0ff96c0 Delete type=3 #805
2025/06/16-21:23:14.715126 7fd8d0ff96c0 Delete type=0 #807
2025/06/16-21:55:59.331909 7fd633fff6c0 Level-0 table #812: started
2025/06/16-21:55:59.331964 7fd633fff6c0 Level-0 table #812: 0 bytes OK
2025/06/16-21:55:59.338321 7fd633fff6c0 Delete type=0 #810
2025/06/16-21:55:59.352595 7fd633fff6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
2025/06/16-21:55:59.352686 7fd633fff6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
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.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000813
MANIFEST-001227
+7 -8
View File
@@ -1,8 +1,7 @@
2025/07/08-21:55:09.728706 7f27cb7fe6c0 Recovering log #811
2025/07/08-21:55:09.781322 7f27cb7fe6c0 Delete type=3 #809
2025/07/08-21:55:09.781395 7f27cb7fe6c0 Delete type=0 #811
2025/07/08-22:33:44.591016 7f27c9bff6c0 Level-0 table #816: started
2025/07/08-22:33:44.591092 7f27c9bff6c0 Level-0 table #816: 0 bytes OK
2025/07/08-22:33:44.598867 7f27c9bff6c0 Delete type=0 #814
2025/07/08-22:33:44.599406 7f27c9bff6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2025/07/08-22:33:44.599460 7f27c9bff6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 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 -8
View File
@@ -1,8 +1,7 @@
2025/06/16-21:23:14.721829 7fd8d17fa6c0 Recovering log #807
2025/06/16-21:23:14.775471 7fd8d17fa6c0 Delete type=3 #805
2025/06/16-21:23:14.775602 7fd8d17fa6c0 Delete type=0 #807
2025/06/16-21:55:59.338514 7fd633fff6c0 Level-0 table #812: started
2025/06/16-21:55:59.338564 7fd633fff6c0 Level-0 table #812: 0 bytes OK
2025/06/16-21:55:59.345198 7fd633fff6c0 Delete type=0 #810
2025/06/16-21:55:59.352616 7fd633fff6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
2025/06/16-21:55:59.352720 7fd633fff6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
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.
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000813
MANIFEST-001227
+7 -8
View File
@@ -1,8 +1,7 @@
2025/07/08-21:55:09.866078 7f27caffd6c0 Recovering log #811
2025/07/08-21:55:09.935579 7f27caffd6c0 Delete type=3 #809
2025/07/08-21:55:09.935663 7f27caffd6c0 Delete type=0 #811
2025/07/08-22:33:44.583110 7f27c9bff6c0 Level-0 table #816: started
2025/07/08-22:33:44.583190 7f27c9bff6c0 Level-0 table #816: 0 bytes OK
2025/07/08-22:33:44.590678 7f27c9bff6c0 Delete type=0 #814
2025/07/08-22:33:44.599182 7f27c9bff6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2025/07/08-22:33:44.599489 7f27c9bff6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 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 -8
View File
@@ -1,8 +1,7 @@
2025/06/16-21:23:14.841649 7fd8d1ffb6c0 Recovering log #807
2025/06/16-21:23:14.897860 7fd8d1ffb6c0 Delete type=3 #805
2025/06/16-21:23:14.898033 7fd8d1ffb6c0 Delete type=0 #807
2025/06/16-21:55:59.345483 7fd633fff6c0 Level-0 table #812: started
2025/06/16-21:55:59.345554 7fd633fff6c0 Level-0 table #812: 0 bytes OK
2025/06/16-21:55:59.352333 7fd633fff6c0 Delete type=0 #810
2025/06/16-21:55:59.352652 7fd633fff6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
2025/06/16-21:55:59.352702 7fd633fff6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
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)
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