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7 Commits

39 changed files with 346 additions and 91 deletions
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packs/** filter=lfs diff=lfs merge=lfs -text
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@@ -9,3 +9,11 @@ node_modules/
.history
.github/
# LevelDB internals (auto-generated, churn on every open)
packs-system/**/*.log
packs-system/**/LOG
packs-system/**/LOG.old
packs-system/**/CURRENT
packs-system/**/LOCK
packs-system/**/MANIFEST-*
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{
"cSpell.words": [
"biodata",
"LETHALFANTASY"
]
}
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@@ -624,7 +624,9 @@
"messageLethargyKO": "{spellName} : Lethargy still ongoing ... ( dice result : {roll} )",
"messageProgressionKO": "{name} can't attack this second.",
"messageProgressionOKMonster": "{name} can attack this second with {weapon}.",
"messageProgressionKOMonster": "{name} can't attack this second (dice result {roll})."
"messageProgressionKOMonster": "{name} can't attack this second (dice result {roll}).",
"bleedingCombatEnd": "Bleeding active out of combat: {names}",
"bleedingCombatStart": "Bleeding still active on: {names}"
},
"Opponent": {
"FIELDS": {}
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@@ -117,6 +117,9 @@ Hooks.once("ready", function () {
registerWorldCount("lethalFantasy")
}
// Saignement piloté par le combat tracker
_registerBleedingHooks()
_showUserGuide()
/**
@@ -129,6 +132,97 @@ Hooks.once("ready", function () {
}
})
/**
* Saignement piloté par le combat tracker.
* Chaque round = 1 seconde → les acteurs qui saignent perdent 1 HP/blessure.
* Hors combat, une notification prévient le MJ que des blessures saignent encore.
*/
function _registerBleedingHooks() {
if (!game.user.isGM) return
Hooks.on("combatRound", async (combat, previous, current) => {
if (previous === current) return
const processed = new Set()
for (const combatant of combat.combatants) {
const actor = combatant.actor
if (!actor || processed.has(actor.id)) continue
processed.add(actor.id)
await _applyBleedingTick(actor)
}
})
Hooks.on("combatEnd", async (combat) => {
const bleeding = _findBleedingActors()
if (bleeding.length) {
ui.notifications.warn(
game.i18n.format("LETHALFANTASY.Notifications.bleedingCombatEnd", {
names: bleeding.map(a => a.name).join(", "),
})
)
}
})
Hooks.on("combatStart", async (combat) => {
const bleeding = _findBleedingActors()
if (bleeding.length) {
ui.notifications.warn(
game.i18n.format("LETHALFANTASY.Notifications.bleedingCombatStart", {
names: bleeding.map(a => a.name).join(", "),
})
)
}
})
}
/**
* Appliquer 1 HP de dégât par blessure active, décrémenter la durée.
* @param {import("foundry/common/documents.mjs").Actor} actor
*/
async function _applyBleedingTick(actor) {
if (!actor?.system?.hp?.wounds) return
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
let hpLoss = 0
let changed = false
for (const wound of wounds) {
if (wound.duration > 0 && wound.value > 0) {
hpLoss += 1
wound.duration -= 1
if (wound.duration <= 0) {
wound.value = 0
wound.description = ""
}
changed = true
}
}
if (!changed) return
const currentHp = actor.system.hp.value ?? 0
await actor.update({
"system.hp.value": currentHp - hpLoss,
"system.hp.wounds": wounds,
})
}
/**
* Retourne les acteurs (monde + tokens) qui ont des blessures actives.
* @returns {import("foundry/common/documents.mjs").Actor[]}
*/
function _findBleedingActors() {
const actors = []
for (const actor of game.actors.values()) {
if (actor?.system?.hp?.wounds?.some(w => w.duration > 0 && w.value > 0)) {
actors.push(actor)
}
}
for (const token of canvas.tokens?.placeables ?? []) {
if (token.actor && !actors.includes(token.actor)) {
if (token.actor?.system?.hp?.wounds?.some(w => w.duration > 0 && w.value > 0)) {
actors.push(token.actor)
}
}
}
return actors
}
Hooks.on("renderChatMessageHTML", (message, html, data) => {
const typeMessage = data.message.flags.lethalFantasy?.typeMessage
// Message de demande de jet de dés
@@ -908,9 +1002,37 @@ Hooks.on("createChatMessage", async (message) => {
}
}
}
// If attacker boosted past defense, let the defender react
if (attackerHandledBonus && defenseRoll < attackRollFinal && defender) {
const defenderOwner = game.users.find(u => u.active && !u.isGM && defender.testUserPermission(u, "OWNER"))
if (defenderOwner && defenderOwner.id !== game.user.id) {
// Cross-client: send socket to defender's client
const sData = LethalFantasyUtils.getShieldReactionData(defender)
game.socket.emit(`system.${SYSTEM.id}`, {
type: "attackBoosted",
userId: defenderOwner.id,
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0,
d30Bleed: d30Bleed ? "true" : "",
d30DamageMultiplier, d30DrMultiplier,
damageTier: damageTier || "standard",
attackD30message,
hasShield: !!sData,
shieldLabel: sData?.label || "",
shieldFormula: sData?.formula || "",
shieldDr: sData?.damageReduction || 0,
canAdHocShield: !sData,
})
return // Comparison message created by defender's client
}
// Single-client (GM controls both): restart so defender loop can run
mulliganRestart = true
}
} while (mulliganRestart)
const shieldDamageReduction = shieldBlocked ? shieldReaction.damageReduction : 0
const shieldDamageReduction = shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0
const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
// Créer le message de comparaison - uniquement par le client qui a géré le dernier bonus
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@@ -205,12 +205,33 @@ export default class LethalFantasyActor extends Actor {
case "spell-power":
case "miracle-attack":
case "miracle-power":
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
rollTarget = foundry.utils.duplicate(this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey))
rollTarget.rollKey = rollKey
// Read damage tier from combatant currentAction if available
const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
const damageTier = currentAction?.damageTier || "standard"
let damageTier = currentAction?.damageTier
// No tier from combat action — prompt the user if multiple tiers exist
if (!damageTier) {
const tierMap = { standard: "damageDice", overpowered: "damageDiceOverpowered", overpowered2: "damageDiceOverpowered2" }
const available = Object.entries(tierMap).filter(([k, v]) => rollTarget.system?.[v])
if (available.length > 1) {
const buttons = available.map(([id]) => ({
action: id,
label: id.charAt(0).toUpperCase() + id.slice(1),
callback: () => id,
}))
damageTier = await foundry.applications.api.DialogV2.wait({
window: { title: "Choose spell tier" },
classes: ["lethalfantasy"],
content: `<p>Select the power level for <strong>${rollTarget.name}</strong>:</p>`,
buttons,
rejectClose: false,
}) || "standard"
} else {
damageTier = "standard"
}
}
rollTarget.damageTier = damageTier
if (rollType === "spell-attack" || rollType === "spell-power") {
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
+1 -1
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@@ -358,7 +358,7 @@ export default class LethalFantasyRoll extends Roll {
dice,
hasTarget: options.hasTarget,
modifier,
saveSpell: false,
saveSpell: game.lethalFantasy?.spellDefense ?? false,
favor: "none",
targetName,
isRangedAttack
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@@ -189,6 +189,11 @@ export default class LethalFantasyUtils {
}
}
break
case "attackBoosted":
if (msg.userId === game.user.id) {
LethalFantasyUtils.handleAttackBoosted(msg)
}
break
}
}
@@ -226,6 +231,180 @@ export default class LethalFantasyUtils {
})
}
/* -------------------------------------------- */
static async handleAttackBoosted(msg) {
const {
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: initialShieldDR,
d30Bleed, d30DamageMultiplier, d30DrMultiplier,
damageTier, attackD30message,
hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
} = msg
const defender = game.actors.get(defenderId)
if (!defender) return
let updatedDefenseRoll = defenseRoll
let shieldBlocked = false
let shieldReaction = null
let canShieldReact = hasShield
let canAdHoc = canAdHocShield
// Show the defense reaction dialog
if (defender && updatedDefenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canShieldReact) {
buttons.push({
action: "shieldReact",
label: `Roll shield (${shieldLabel})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHoc) {
buttons.push({
action: "adHocShield",
label: "Roll ad-hoc shield (choose dice + DR)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
})
}
buttons.push({
action: "continue",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions — attack boosted" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
</div>
<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
</div>
`,
buttons,
rejectClose: false
})
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
} else if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
} else if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
if (bonusDie) {
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
}
} else if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
} else if (choice === "adHocShield" && canAdHoc) {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
if (adHoc) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
canAdHoc = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
}
}
const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll > attackRollFinal ? "miss" : "hit")
await LethalFantasyUtils.compareAttackDefense({
attackerName,
attackerId,
attackRoll: attackRollFinal,
attackWeaponId,
attackRollType,
attackRollKey,
defenderName,
defenderId,
defenderTokenId,
defenseRoll: updatedDefenseRoll,
outcome,
shieldDamageReduction: finalShieldDR,
d30Bleed: d30Bleed || "",
d30DamageMultiplier: d30DamageMultiplier || 1,
d30DrMultiplier: d30DrMultiplier || 1,
damageTier: damageTier || "standard",
attackD30message
})
}
/* -------------------------------------------- */
static async showDefenseRequest(msg) {
const attackerName = msg.attackerName
@@ -323,6 +502,7 @@ export default class LethalFantasyUtils {
if (result) {
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.spellDefense = true // pré-cocher "Save against spell" dans le dialog
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
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2026/06/11-20:25:36.058631 7f37427ed6c0 Recovering log #629
2026/06/11-20:25:36.068520 7f37427ed6c0 Delete type=3 #627
2026/06/11-20:25:36.068574 7f37427ed6c0 Delete type=0 #629
2026/06/11-20:41:45.938413 7f3740fff6c0 Level-0 table #634: started
2026/06/11-20:41:45.938512 7f3740fff6c0 Level-0 table #634: 0 bytes OK
2026/06/11-20:41:45.945312 7f3740fff6c0 Delete type=0 #632
2026/06/11-20:41:45.965586 7f3740fff6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965944 7f3740fff6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
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2026/06/10-19:56:01.455200 7f301cbff6c0 Recovering log #625
2026/06/10-19:56:01.464323 7f301cbff6c0 Delete type=3 #623
2026/06/10-19:56:01.464355 7f301cbff6c0 Delete type=0 #625
2026/06/10-20:16:07.843239 7f2fce7fc6c0 Level-0 table #630: started
2026/06/10-20:16:07.843267 7f2fce7fc6c0 Level-0 table #630: 0 bytes OK
2026/06/10-20:16:07.849298 7f2fce7fc6c0 Delete type=0 #628
2026/06/10-20:16:07.849522 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.849556 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
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2026/06/11-20:25:36.074598 7f37437ef6c0 Recovering log #626
2026/06/11-20:25:36.084983 7f37437ef6c0 Delete type=3 #624
2026/06/11-20:25:36.085075 7f37437ef6c0 Delete type=0 #626
2026/06/11-20:41:45.965954 7f3740fff6c0 Level-0 table #631: started
2026/06/11-20:41:45.965991 7f3740fff6c0 Level-0 table #631: 0 bytes OK
2026/06/11-20:41:45.972550 7f3740fff6c0 Delete type=0 #629
2026/06/11-20:41:45.992980 7f3740fff6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.993323 7f3740fff6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
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2026/06/10-19:56:01.470668 7f2fcffff6c0 Recovering log #622
2026/06/10-19:56:01.480292 7f2fcffff6c0 Delete type=3 #620
2026/06/10-19:56:01.480316 7f2fcffff6c0 Delete type=0 #622
2026/06/10-20:16:07.810643 7f2fce7fc6c0 Level-0 table #627: started
2026/06/10-20:16:07.810662 7f2fce7fc6c0 Level-0 table #627: 0 bytes OK
2026/06/10-20:16:07.816355 7f2fce7fc6c0 Delete type=0 #625
2026/06/10-20:16:07.823439 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823453 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
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2026/06/11-20:25:36.041244 7f3742fee6c0 Recovering log #631
2026/06/11-20:25:36.052153 7f3742fee6c0 Delete type=3 #629
2026/06/11-20:25:36.052218 7f3742fee6c0 Delete type=0 #631
2026/06/11-20:41:45.958653 7f3740fff6c0 Level-0 table #636: started
2026/06/11-20:41:45.958703 7f3740fff6c0 Level-0 table #636: 0 bytes OK
2026/06/11-20:41:45.965435 7f3740fff6c0 Delete type=0 #634
2026/06/11-20:41:45.965798 7f3740fff6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965918 7f3740fff6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
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2026/06/10-19:56:01.439055 7f2fcffff6c0 Recovering log #627
2026/06/10-19:56:01.451210 7f2fcffff6c0 Delete type=3 #625
2026/06/10-19:56:01.451236 7f2fcffff6c0 Delete type=0 #627
2026/06/10-20:16:07.804529 7f2fce7fc6c0 Level-0 table #632: started
2026/06/10-20:16:07.804550 7f2fce7fc6c0 Level-0 table #632: 0 bytes OK
2026/06/10-20:16:07.810504 7f2fce7fc6c0 Delete type=0 #630
2026/06/10-20:16:07.823431 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823457 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
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2026/06/11-20:25:36.103531 7f37437ef6c0 Recovering log #326
2026/06/11-20:25:36.114200 7f37437ef6c0 Delete type=3 #324
2026/06/11-20:25:36.114249 7f37437ef6c0 Delete type=0 #326
2026/06/11-20:41:45.972686 7f3740fff6c0 Level-0 table #331: started
2026/06/11-20:41:45.972724 7f3740fff6c0 Level-0 table #331: 0 bytes OK
2026/06/11-20:41:45.979068 7f3740fff6c0 Delete type=0 #329
2026/06/11-20:41:45.993007 7f3740fff6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.993301 7f3740fff6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
-8
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@@ -1,8 +0,0 @@
2026/06/10-19:56:01.497944 7f301cbff6c0 Recovering log #322
2026/06/10-19:56:01.506991 7f301cbff6c0 Delete type=3 #320
2026/06/10-19:56:01.507034 7f301cbff6c0 Delete type=0 #322
2026/06/10-20:16:07.829554 7f2fce7fc6c0 Level-0 table #327: started
2026/06/10-20:16:07.829571 7f2fce7fc6c0 Level-0 table #327: 0 bytes OK
2026/06/10-20:16:07.836328 7f2fce7fc6c0 Delete type=0 #325
2026/06/10-20:16:07.849487 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.849533 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
Binary file not shown.
-1
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@@ -1 +0,0 @@
MANIFEST-000627
-8
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@@ -1,8 +0,0 @@
2026/06/11-20:25:36.088952 7f37427ed6c0 Recovering log #625
2026/06/11-20:25:36.100017 7f37427ed6c0 Delete type=3 #623
2026/06/11-20:25:36.100073 7f37427ed6c0 Delete type=0 #625
2026/06/11-20:41:45.945442 7f3740fff6c0 Level-0 table #630: started
2026/06/11-20:41:45.945486 7f3740fff6c0 Level-0 table #630: 0 bytes OK
2026/06/11-20:41:45.951778 7f3740fff6c0 Delete type=0 #628
2026/06/11-20:41:45.965603 7f3740fff6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965769 7f3740fff6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
-8
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@@ -1,8 +0,0 @@
2026/06/10-19:56:01.483620 7f2fceffd6c0 Recovering log #621
2026/06/10-19:56:01.493981 7f2fceffd6c0 Delete type=3 #619
2026/06/10-19:56:01.494004 7f2fceffd6c0 Delete type=0 #621
2026/06/10-20:16:07.797521 7f2fce7fc6c0 Level-0 table #626: started
2026/06/10-20:16:07.797566 7f2fce7fc6c0 Level-0 table #626: 0 bytes OK
2026/06/10-20:16:07.804440 7f2fce7fc6c0 Delete type=0 #624
2026/06/10-20:16:07.823416 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823449 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
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+1 -1
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@@ -1,4 +1,4 @@
<div class="control-icon" data-action="lethal-luck-grit-hud">
<div class="control-icon lethal-luck-grit-hud" data-action="lethal-luck-grit-hud">
<i class="fa-solid fa-dice" title="Adjust Luck/Grit" style="width:36px;height:36px;display:flex;align-items:center;justify-content:center;font-size:18px;cursor:pointer"></i>
<div class="luck-grit-wrap luck-grit-hud-disabled">