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b58995014c Update README.md 2022-01-09 08:48:38 +00:00
196 changed files with 844 additions and 1468 deletions

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@ -17,7 +17,7 @@ test:
build: build:
stage: build stage: build
script: script:
- zip fvtt-yggdrasill.zip -r *.js *.json *.md fonts images packs module styles templates -x ".*" - zip fvtt-yggdrasill.zip -r *.js *.json *.md module styles templates -x ".*"
artifacts: artifacts:
name: fvtt-yggdrasill name: fvtt-yggdrasill
when: on_success when: on_success

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@ -1,11 +1,8 @@
# Yggdrasill (7ième Cercle) pour FoundryVTT # Système Yggdrasill pour FoundryVTT
Ce système non-officiel est le portage du JdR Yggdrasill (7ième Cercle) pour le système FoundryVTT.
https://www.7emecercle.com/7C_site/jeux-de-roles/yggdrasill/ Ce système est l'implémentation du jeu de rôle Yggdrasill (7ième Cercle) pour FoundryVTT.
Le livre de base d'Yggdrasill, disponible sur le site de 7ième cercle est nécessaire pour jouer. Ce système n'est pas officiel, et nécessite le livre de base pour jouer.
Yggdrasill le jeu de rôle est la propriété de 7ième Cercle.
The Vinque font used in this system is properly licensed for Web usage. The proof of the license agreement can be provided thru mail from here or on the French Discord (user @Thelvyn).
Yggdrasill le JDR est la propriété de 7ième Cercle.

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@ -11,11 +11,11 @@ export class YggdrasillActorSheet extends ActorSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["yggdrasill", "sheet", "actor"], classes: ["yggdrasill", "sheet", "actor"],
template: "systems/fvtt-yggdrasill/templates/actor-sheet.html", template: "systems/fvtt-yggdrasill/templates/actor-sheet.html",
width: 680, width: 640,
height: 740, height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }], tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false editScore: false
@ -23,8 +23,8 @@ export class YggdrasillActorSheet extends ActorSheet {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { getData() {
const objectData = foundry.utils.duplicate(this.object) const objectData = YggdrasillUtility.data(this.object);
let formData = { let formData = {
title: this.title, title: this.title,
@ -34,7 +34,7 @@ export class YggdrasillActorSheet extends ActorSheet {
name: objectData.name, name: objectData.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: foundry.utils.deepClone(objectData.system), data: foundry.utils.deepClone(YggdrasillUtility.templateData(this.object)),
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)), effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited, limited: this.object.limited,
isEpuise: this.actor.isEpuise(), isEpuise: this.actor.isEpuise(),
@ -48,31 +48,23 @@ export class YggdrasillActorSheet extends ActorSheet {
blessures: this.actor.getBlessures(), blessures: this.actor.getBlessures(),
armes: this.actor.getArmes(), armes: this.actor.getArmes(),
armures: this.actor.getArmures(), armures: this.actor.getArmures(),
boucliers: this.actor.getBoucliers(),
prouessesMartiales: this.actor.getProuessesMartiales(), prouessesMartiales: this.actor.getProuessesMartiales(),
equipements: this.actor.getToutEquipements(), equipements: this.actor.getToutEquipements(),
effetsmagiques: this.actor.getEffetsMagiques(), effetsmagiques: this.actor.getEffetsMagiques(),
effetsRunes: this.actor.getEffetsDeRunes(), effetsRunes: this.actor.getEffetsDeRunes(),
encTotal: this.actor.getEncTotal(), encTotal: this.actor.getEncTotal(),
protectionTotal: this.actor.getProtectionTotal(), protectionTotal: this.actor.getProtectionTotal(),
dpBouclier: this.actor.getDpBouclier(),
monnaies: this.actor.getMonnaies(), monnaies: this.actor.getMonnaies(),
sortsSejdr:this.actor.getSortsSejdr(), sortsSejdr:this.actor.getSortsSejdr(),
sortsGaldr:this.actor.getSortsGaldr(), sortsGaldr:this.actor.getSortsGaldr(),
runes: this.actor.getRunes(), runes: this.actor.getRunes(),
optionsCarac: YggdrasillUtility.createDirectOptionList(0, 20),
optionsDMDP: YggdrasillUtility.createDirectSortedOptionList(-10, +10), optionsDMDP: YggdrasillUtility.createDirectSortedOptionList(-10, +10),
optionsBase: YggdrasillUtility.createDirectOptionList(0, 20), optionsBase: YggdrasillUtility.createDirectOptionList(0, 20),
optionsFuror: YggdrasillUtility.createDirectOptionList(0, 15), optionsFuror: YggdrasillUtility.createDirectOptionList(0, 15),
tiragerunes: await TextEditor.enrichHTML(this.object.system.tiragesrunes, {async: true}),
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
notes: await TextEditor.enrichHTML(this.object.system.notes, {async: true}),
gmnotes: await TextEditor.enrichHTML(this.object.system.biodata.gmnotes, {async: true}),
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
isGM: game.user.isGM, isGM: game.user.isGM
config: game.system.config
} }
// Dynamic update some fields // Dynamic update some fields
this.updateDM(formData.data); this.updateDM(formData.data);
@ -88,10 +80,10 @@ export class YggdrasillActorSheet extends ActorSheet {
dm.total = dm.max + Number(dm.bonusmalus); dm.total = dm.max + Number(dm.bonusmalus);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
updateDP( data ) { updateDP( data ) {
let dp = data.caracsecondaire.defensephy; let dp = data.caracsecondaire.defensephy;
dp.total = dp.max + Number(dp.bonusmalus); dp.total = dp.max + Number(dp.bonusmalus);
dp.total += this.actor.getDpBouclier(); dp.total += (dp.bouclierequipe) ? 3 : 0;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -105,7 +97,7 @@ updateDP( data ) {
// Update Inventory Item // Update Inventory Item
html.find('.item-edit').click(ev => { html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("item-id")); const item = this.actor.getOwnedItem(li.data("item-id"));
item.sheet.render(true); item.sheet.render(true);
}); });
// Delete Inventory Item // Delete Inventory Item
@ -120,12 +112,12 @@ updateDP( data ) {
html.find('.munition-moins').click(event => { html.find('.munition-moins').click(event => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("item-id")); const item = this.actor.getOwnedItem(li.data("item-id"));
this.actor.decrementeMunition( item ); this.actor.decrementeMunition( item );
} ); } );
html.find('.munition-plus').click(event => { html.find('.munition-plus').click(event => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("item-id")); const item = this.actor.getOwnedItem(li.data("item-id"));
this.actor.incrementeMunition( item ); this.actor.incrementeMunition( item );
} ); } );
html.find('.equipement-moins').click(event => { html.find('.equipement-moins').click(event => {
@ -184,7 +176,7 @@ updateDP( data ) {
}); });
html.find('.weapon-damage').click((event) => { html.find('.weapon-damage').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const weapon = this.actor.items.get(li.data("item-id")); const weapon = this.actor.getOwnedItem(li.data("item-id"));
this.actor.rollDamage(weapon, 'damage'); this.actor.rollDamage(weapon, 'damage');
}); });
html.find('.competence-base').change((event) => { html.find('.competence-base').change((event) => {
@ -198,7 +190,7 @@ updateDP( data ) {
}); });
html.find('.item-link a').click((event) => { html.find('.item-link a').click((event) => {
const itemId = $(event.currentTarget).data("item-id"); const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.items.get(itemId); const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true); item.sheet.render(true);
}); });
html.find('.item-equip').click(ev => { html.find('.item-equip').click(ev => {

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@ -175,15 +175,15 @@ export class YggdrasillActor extends Actor {
async prepareData() { async prepareData() {
if ( this.type == "personnage") { if ( this.type == "personnage") {
this.computeCaracSecondaire(); this.computeCaracSecondaire();
if (this.system.furor.value == 0) if (this.data.data.furor.value == 0)
await this.setEpuise(); await this.setEpuise();
else else
await this.cleanEpuise(); await this.cleanEpuise();
if ( this.system.caracsecondaire.pv.value < (this.system.caracsecondaire.pv.max/4) ) if ( this.data.data.caracsecondaire.pv.value < (this.data.data.caracsecondaire.pv.max/4) )
await this.setMeurtri(); await this.setMeurtri();
else else
await this.cleanMeurtri(); await this.cleanMeurtri();
if ( this.system.caracsecondaire.pv.value < (this.system.caracsecondaire.pv.max/2) ) if ( this.data.data.caracsecondaire.pv.value < (this.data.data.caracsecondaire.pv.max/2) )
await this.setBlesse(); await this.setBlesse();
else else
await this.cleanBlesse(); await this.cleanBlesse();
@ -193,24 +193,23 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
_preUpdate(changed, options, user) { _preUpdate(changed, options, user) {
if ( changed.system?.caracsecondaire?.pv?.value ) { if ( changed.data?.caracsecondaire?.pv?.value ) {
if ( changed.system.caracsecondaire.pv.value < 0 ) if ( changed.data.caracsecondaire.pv.value < 0 )
changed.system.caracsecondaire.pv.value = 0; changed.data.caracsecondaire.pv.value = 0;
if ( changed.system.caracsecondaire.pv.value > this.system.caracsecondaire.pv.max ) if ( changed.data.caracsecondaire.pv.value > this.data.data.caracsecondaire.pv.max )
changed.system.caracsecondaire.pv.value = this.system.caracsecondaire.pv.max; changed.data.caracsecondaire.pv.value = this.data.data.caracsecondaire.pv.max;
} }
if ( changed.data?.furor?.value ) {
if ( changed.system?.furor?.value ) { if ( changed.data.furor.value < 0 )
if ( changed.system.furor.value < 0 ) changed.data.furor.value = 0;
changed.system.furor.value = 0; if ( changed.data.furor.value > this.data.data.furor.max )
if ( changed.system.furor.value > this.system.furor.max ) changed.data.furor.value = this.data.data.furor.max;
changed.system.furor.value = this.system.furor.max;
} }
super._preUpdate(changed, options, user); super._preUpdate(changed, options, user);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCompetences() { getCompetences() {
let comp = this.items.filter( item => item.type == 'competence'); let comp = this.data.items.filter( item => item.type == 'competence');
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -225,97 +224,87 @@ export class YggdrasillActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getInitiativeScore() { getInitiativeScore() {
if ( this.type == 'personnage') { return this.data.data.caracsecondaire.reaction.max;
return this.system.caracsecondaire.reaction.max;
} else {
return this.system.attributs.physique.values.defaut.value;
} }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getCompetencesGenerales() { getCompetencesGenerales() {
let comp = this.items.filter( item => item.type == 'competence' && item.system.categorie == 'generale'); let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'generale');
return comp.sort( this.compareName ); return comp.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCompetencesMartiales() { getCompetencesMartiales() {
let comp = this.items.filter( item => item.type == 'competence' && item.system.categorie == 'martiale'); let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'martiale');
return comp.sort( this.compareName ); return comp.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCompetencesMagiques() { getCompetencesMagiques() {
let comp = this.items.filter( item => item.type == 'competence' && item.system.categorie == 'magique'); let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'magique');
return comp.sort( this.compareName ); return comp.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getDons( ) { getDons( ) {
let dons = this.items.filter( item => item.type == 'don'); let dons = this.data.items.filter( item => item.type == 'don');
return dons.sort( this.compareName ); return dons.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getEffetsMagiques( ) { getEffetsMagiques( ) {
let effets = this.items.filter( item => item.type == 'effetmagique'); let effets = this.data.items.filter( item => item.type == 'effetmagique');
return effets.sort( this.compareName ); return effets.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getEffetsDeRunes( ) { getEffetsDeRunes( ) {
let effets = this.items.filter( item => item.type == 'effetderune'); let effets = this.data.items.filter( item => item.type == 'effetderune');
return effets.sort( this.compareName ); return effets.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getMonnaies( ) { getMonnaies( ) {
let monnaies = this.items.filter( item => item.type == 'monnaie'); let monnaies = this.data.items.filter( item => item.type == 'monnaie');
return monnaies.sort( this.compareName ); return monnaies.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getFaiblesses( ) { getFaiblesses( ) {
let faib = this.items.filter( item => item.type == 'faiblesse'); let faib = this.data.items.filter( item => item.type == 'faiblesse');
return faib.sort( this.compareName ); return faib.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getBlessures( ) { getBlessures( ) {
return this.items.filter( item => item.type == 'blessure'); return this.data.items.filter( item => item.type == 'blessure');
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getToutEquipements() { getToutEquipements() {
return this.items.filter( item => item.type == 'equipement' || item.type == 'armure' || item.type == 'armecc' || item.type == 'armedist' || item.type == 'bouclier'); return this.data.items.filter( item => item.type == 'equipement' || item.type == 'armure' || item.type == 'armecc' || item.type == 'armedist');
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getArmes() { getArmes() {
return this.items.filter( item => (item.type == 'armecc' || item.type == 'armedist') && item.system.equipe ); return this.data.items.filter( item => (item.type == 'armecc' || item.type == 'armedist') && item.data.data.equipe );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getArmures() { getArmures() {
return this.items.filter( item => item.type == 'armure' && item.system.equipe ); return this.data.items.filter( item => item.type == 'armure' && item.data.data.equipe );
}
getBoucliers() {
return this.items.filter( item => item.type == 'bouclier' && item.system.equipe );
} }
getProuessesMartiales() { getProuessesMartiales() {
let prouesse = this.items.filter( item => item.type == 'prouesse' ); let prouesse = this.data.items.filter( item => item.type == 'prouesse' );
return prouesse.sort( this.compareName ); return prouesse.sort( this.compareName );
} }
getSortsSejdr() { getSortsSejdr() {
let sort = this.items.filter( item => item.type == 'sortsejdr' ); let sort = this.data.items.filter( item => item.type == 'sortsejdr' );
return sort.sort( this.compareName ); return sort.sort( this.compareName );
} }
getSortsGaldr() { getSortsGaldr() {
let sort = this.items.filter( item => item.type == 'sortgaldr' ); let sort = this.data.items.filter( item => item.type == 'sortgaldr' );
return sort.sort( this.compareName ); return sort.sort( this.compareName );
} }
getRunes() { getRunes() {
let sort = this.items.filter( item => item.type == 'rune' ); let sort = this.data.items.filter( item => item.type == 'rune' );
return sort.sort( this.compareName ); return sort.sort( this.compareName );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async setEpuise( ) { async setEpuise( ) {
if (!this.system.status.epuise) { await this.update({ 'data.status.epuise': true});
await this.update({ 'system.status.epuise': true}); this.data.data.status.epuise = true;
this.system.status.epuise = true;
}
/*let effect = this.getEffectByLabel('Epuisé'); /*let effect = this.getEffectByLabel('Epuisé');
if ( !effect ) { if ( !effect ) {
let effect = statusEffects.find( ef => ef.id == 'epuise'); let effect = statusEffects.find( ef => ef.id == 'epuise');
@ -324,10 +313,8 @@ export class YggdrasillActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async cleanEpuise() { async cleanEpuise() {
if (this.system.status.epuise) { await this.update({ 'data.status.epuise': false});
await this.update({ 'system.status.epuise': false}); this.data.data.status.epuise = false;
this.system.status.epuise = false;
}
/*let effect = this.getEffectByLabel('Epuisé'); /*let effect = this.getEffectByLabel('Epuisé');
if ( effect ) { if ( effect ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]); await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]);
@ -335,7 +322,7 @@ export class YggdrasillActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async toggleEpuise( ) { async toggleEpuise( ) {
if ( this.system.status.epuise ) { if ( this.data.data.status.epuise ) {
await this.cleanEpuise(); await this.cleanEpuise();
} else { } else {
await this.setEpuise(); await this.setEpuise();
@ -343,15 +330,14 @@ export class YggdrasillActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
isEpuise() { isEpuise() {
return this.system.status.epuise; return this.data.data.status.epuise;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async setBlesse( ) { async setBlesse( ) {
if (!this.system.status.blesse) { await this.update({ 'data.status.blesse': true} );
await this.update({ 'system.status.blesse': true} ); this.data.data.status.blesse = true;
this.system.status.blesse = true; console.log("BLESSSE !!!!");
}
/*let effect = this.getEffectByLabel('Blessé'); /*let effect = this.getEffectByLabel('Blessé');
if ( !effect ) { if ( !effect ) {
let effect = statusEffects.find( ef => ef.id == 'blesse'); let effect = statusEffects.find( ef => ef.id == 'blesse');
@ -360,10 +346,8 @@ export class YggdrasillActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async cleanBlesse() { async cleanBlesse() {
if (this.system.status.blesse) { await this.update({ 'data.status.blesse': false} );
await this.update({ 'system.status.blesse': false} ); this.data.data.status.blesse = false;
this.system.status.blesse = false;
}
/*let effect = this.getEffectByLabel('Blessé'); /*let effect = this.getEffectByLabel('Blessé');
if ( effect ) { if ( effect ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]); await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]);
@ -372,46 +356,43 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
isBlesse() { isBlesse() {
return this.system.status.blesse; return this.data.data.status.blesse;
//return this.getEffectByLabel('Blessé'); //return this.getEffectByLabel('Blessé');
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async setMeurtri( ) { async setMeurtri( ) {
await this.setBlesse(); await this.setBlesse();
if (!this.system.status.meurtri) { await this.update({ 'data.status.meurtri': true});
await this.update({ 'system.status.meurtri': true}); this.data.data.status.meurtri = true;
this.system.status.meurtri = true;
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async cleanMeurtri() { async cleanMeurtri() {
if (this.system.status.meurtri) { await this.update({ 'data.status.meurtri': false});
await this.update({ 'system.status.meurtri': false}); this.data.data.status.meurtri = false;
this.system.status.meurtri = false;
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
isMeurtri() { isMeurtri() {
return this.system.status.meurtri; return this.data.data.status.meurtri;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async decrementFuror( nbFuror) { async decrementFuror( nbFuror) {
await this.update( { 'system.furor.value': this.system.furor.value - nbFuror } ); await this.update( { 'data.furor.value': this.data.data.furor.value - nbFuror } );
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCurrentFuror() { getCurrentFuror() {
return this.system.furor.value; return this.data.data.furor.value;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getActiveEffects(matching = it => true) { getActiveEffects(matching = it => true) {
let array = Array.from(this.getEmbeddedCollection("ActiveEffect").values());
return Array.from(this.getEmbeddedCollection("ActiveEffect").values()).filter(it => matching(it)); return Array.from(this.getEmbeddedCollection("ActiveEffect").values()).filter(it => matching(it));
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getEffectByLabel(label) { getEffectByLabel(label) {
return this.getActiveEffects().find(it => it.label == label); return this.getActiveEffects().find(it => it.data.label == label);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getEffectById(id) { getEffectById(id) {
@ -420,11 +401,11 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getCarac( caracName ) { getCarac( caracName ) {
for( let key in this.system.carac) { for( let key in this.data.data.carac) {
let categ = this.system.carac[key]; let categ = this.data.data.carac[key];
for( let carac in categ.carac) { for( let carac in categ.carac) {
if (carac.toLowerCase() == caracName.toLowerCase() ) { if (carac.toLowerCase() == caracName.toLowerCase() ) {
return foundry.utils.deepClone(categ.carac[carac]); return deepClone(categ.carac[carac]);
} }
} }
} }
@ -433,72 +414,50 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeCaracSecondaire( ) { computeCaracSecondaire( ) {
if ( this.type == "personnage") { if ( this.type == "personnage") {
let basecorps = this.system.carac.corps.carac; let basecorps = this.data.data.carac.corps.carac;
let sumcorps = basecorps.puissance.value + basecorps.agilite.value + basecorps.vigueur.value let sumcorps = basecorps.puissance.value + basecorps.agilite.value + basecorps.vigueur.value
let baseesprit = this.system.carac.esprit.carac; let baseesprit = this.data.data.carac.esprit.carac;
let sumesprit = baseesprit.intellect.value + baseesprit.perception.value + baseesprit.tenacite.value let sumesprit = baseesprit.intellect.value + baseesprit.perception.value + baseesprit.tenacite.value
let baseame = this.system.carac.ame.carac; let baseame = this.data.data.carac.ame.carac;
let sumame = baseame.charisme.value + baseame.communication.value + baseame.instinct.value let sumame = baseame.charisme.value + baseame.communication.value + baseame.instinct.value
let newPV = (sumcorps*3) + (sumesprit *2) + sumame; let newPV = (sumcorps*3) + (sumesprit *2) + sumame;
if ( newPV != this.system.caracsecondaire.pv.max) { if ( newPV != this.data.data.caracsecondaire.pv.max) {
this.system.caracsecondaire.pv.max = newPV; this.data.data.caracsecondaire.pv.max = newPV;
this.update( { 'system.caracsecondaire.pv.max': newPV }); this.update( { 'data.caracsecondaire.pv.max': newPV });
} }
this.system.caracsecondaire.reaction.value = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value; this.data.data.caracsecondaire.reaction.value = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value;
let newReac = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value; this.data.data.caracsecondaire.reaction.max = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value;
if ( newReac != this.system.caracsecondaire.reaction.max) {
this.system.caracsecondaire.reaction.max = newReac
this.update( { 'system.caracsecondaire.reaction.max': newReac });
}
this.system.caracsecondaire.defensephy.value = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value; this.data.data.caracsecondaire.defensephy.value = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value;
let newDef = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value; this.data.data.caracsecondaire.defensephy.max = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value;
if ( newDef != this.system.caracsecondaire.defensephy.max) {
this.system.caracsecondaire.defensephy.max = newDef
this.update( { 'system.caracsecondaire.defensephy.max': newDef });
}
this.system.caracsecondaire.defensemen.value = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value; this.data.data.caracsecondaire.defensemen.value = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value;
newDef = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value; this.data.data.caracsecondaire.defensemen.max = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value;
if ( newDef != this.system.caracsecondaire.defensemen.max) {
this.system.caracsecondaire.defensemen.max = newDef
this.update( { 'system.caracsecondaire.defensemen.max': newDef });
}
this.system.caracsecondaire.deplacement.value = basecorps.agilite.value + basecorps.vigueur.value; this.data.data.caracsecondaire.deplacement.value = basecorps.agilite.value + basecorps.vigueur.value;
let depl = basecorps.agilite.value + basecorps.vigueur.value; this.data.data.caracsecondaire.deplacement.max = basecorps.agilite.value + basecorps.vigueur.value;
if ( depl != this.system.caracsecondaire.deplacement.max) {
this.system.caracsecondaire.deplacement.max = depl
this.update( { 'system.caracsecondaire.deplacement.max': depl });
}
this.system.caracsecondaire.capaenc.value = (basecorps.puissance.value * 2) + basecorps.vigueur.value; this.data.data.caracsecondaire.capaenc.value = (basecorps.puissance.value * 2) + basecorps.vigueur.value;
let enc = (basecorps.puissance.value * 2) + basecorps.vigueur.value; this.data.data.caracsecondaire.capaenc.max = (basecorps.puissance.value * 2) + basecorps.vigueur.value;
if ( enc != this.system.caracsecondaire.capaenc.max ) {
this.system.caracsecondaire.capaenc.max = enc
this.update( { 'system.caracsecondaire.capaenc.max': enc });
}
//console.log("CARAC SEC", this.system.caracsecondaire)
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async equiperObject( equipementId ) { async equiperObject( equipementId ) {
let item = this.items.find( item => item.id == equipementId ); let item = this.data.items.find( item => item.id == equipementId );
if (item && item.system) { if (item && item.data.data) {
let update = { _id: item.id, "system.equipe": !item.system.equipe }; let update = { _id: item.id, "data.equipe": !item.data.data.equipe };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async updateCompetence( compId, niveau) { async updateCompetence( compId, niveau) {
let comp = this.items.find( item => item.type == 'competence' && item.id == compId); let comp = this.data.items.find( item => item.type == 'competence' && item.id == compId);
console.log("Comp updated!!!!", compId, niveau); console.log("Comp updated!!!!", compId, niveau);
if (comp) { if (comp) {
const update = { _id: comp.id, 'system.niveau': niveau }; const update = { _id: comp.id, 'data.niveau': niveau };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} else { } else {
ui.notifications.warn("Compétence inconnue", compId) ui.notifications.warn("Compétence inconnue", compId)
@ -512,9 +471,9 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollAttribute( attrkey, subAttrKey = 'defaut') { async rollAttribute( attrkey, subAttrKey = 'defaut') {
let attr = foundry.utils.duplicate(this.system.attributs[attrkey]); let attr = duplicate(this.data.data.attributs[attrkey]);
console.log("ATTR : ", attr, attrkey, subAttrKey); let subAttr = duplicate(this.data.data.attributs[attrkey].values[subAttrKey] );
let subAttr = foundry.utils.duplicate(this.system.attributs[attrkey].values[subAttrKey] ); console.log("ATTR : ", attr, subAttr);
if ( attr ) { if ( attr ) {
subAttr.label = subAttr.label || ""; subAttr.label = subAttr.label || "";
let title = `Attribut : ${attr.label} ${subAttr.label} : ${subAttr.value}`; let title = `Attribut : ${attr.label} ${subAttr.label} : ${subAttr.value}`;
@ -524,13 +483,16 @@ export class YggdrasillActor extends Actor {
actorImg: this.img, actorImg: this.img,
actorId: this.id, actorId: this.id,
attr: attr, attr: attr,
valuePhysique: this.system.attributs["physique"].values["defaut"].value, valuePhysique: this.data.data.attributs["physique"].values["defaut"].value,
subAttr: subAttr, subAttr: subAttr,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
title: title, title: title,
isBlesse: this.system.etat.etat == "blesse", isBlesse: this.data.data.etat.etat == "blesse",
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
bonusMalus: 0,
optionsSR: YggdrasillUtility.buildSROptions( ),
sr: 0
} }
this.addDefaultRoll(rollData)
let rollDialog = await YggdrasillRoll.create( this, rollData); let rollDialog = await YggdrasillRoll.create( this, rollData);
console.log(rollDialog); console.log(rollDialog);
rollDialog.render( true ); rollDialog.render( true );
@ -538,23 +500,11 @@ export class YggdrasillActor extends Actor {
ui.notifications.warn("Attribut non trouvée"); ui.notifications.warn("Attribut non trouvée");
} }
} }
/* -------------------------------------------- */
addDefaultRoll(rollData) {
rollData.optionsBonusMalus= YggdrasillUtility.createOptions(-15, 15)
rollData.bonusMalus= "0"
rollData.optionsFuror= YggdrasillUtility.createOptions(0, this.getCurrentFuror())
rollData.furorUsage= "0"
rollData.optionsBD= YggdrasillUtility.createOptions(0, +15)
rollData.sr= "0"
rollData.puissanceRune = 1
rollData.optionsPuissanceRune= YggdrasillUtility.createOptions(1, +15)
rollData.supportRune= "peau"
rollData.config= game.system.config
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollCarac( categName, caracName) { async rollCarac( categName, caracName) {
let carac = foundry.utils.duplicate(this.system.carac[categName].carac[caracName]); let carac = duplicate(this.data.data.carac[categName].carac[caracName]);
console.log("CARAC : ", carac, this.data.data.carac);
if ( carac) { if ( carac) {
let rollData = { let rollData = {
mode: "carac", mode: "carac",
@ -568,9 +518,13 @@ export class YggdrasillActor extends Actor {
isEpuise: this.isEpuise(), isEpuise: this.isEpuise(),
isBlesse: this.isBlesse(), isBlesse: this.isBlesse(),
isMeurtri: this.isMeurtri(), isMeurtri: this.isMeurtri(),
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
bonusMalus: 0,
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
furorUsage: 0,
optionsSR: YggdrasillUtility.buildSROptions( ),
sr: 0
} }
this.addDefaultRoll(rollData)
console.log("CARAC : ", rollData, this.system.carac);
let rollDialog = await YggdrasillRoll.create( this, rollData); let rollDialog = await YggdrasillRoll.create( this, rollData);
console.log(rollDialog); console.log(rollDialog);
rollDialog.render( true ); rollDialog.render( true );
@ -582,7 +536,7 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollCompetence( competenceId ) { async rollCompetence( competenceId ) {
let competence = this.items.find( item => item.type == 'competence' && item.id == competenceId); let competence = this.data.items.find( item => item.type == 'competence' && item.id == competenceId);
if ( competence) { if ( competence) {
let rollData = { let rollData = {
mode: "competence", mode: "competence",
@ -591,13 +545,18 @@ export class YggdrasillActor extends Actor {
actorId: this.id, actorId: this.id,
img: competence.img, img: competence.img,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
title: `Compétence ${competence.name} : ${competence.system.niveau}`, title: `Compétence ${competence.name} : ${competence.data.data.niveau}`,
competence: foundry.utils.duplicate(competence), competence: duplicate(competence),
isEpuise: this.isEpuise(), isEpuise: this.isEpuise(),
isBlesse: this.isBlesse(), isBlesse: this.isBlesse(),
isMeurtri: this.isMeurtri(), isMeurtri: this.isMeurtri(),
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
bonusMalus: 0,
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
furorUsage: 0,
optionsSR: YggdrasillUtility.buildSROptions( ),
sr: 0
} }
this.addDefaultRoll(rollData)
let rollDialog = await YggdrasillRoll.create( this, rollData); let rollDialog = await YggdrasillRoll.create( this, rollData);
console.log(rollDialog); console.log(rollDialog);
rollDialog.render( true ); rollDialog.render( true );
@ -608,21 +567,21 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getAttaqueData( mode ) { getAttaqueData( mode ) {
let attackData = foundry.utils.duplicate(attackMode[mode]); let attackData = duplicate(attackMode[mode]);
if ( attackData){ if ( attackData){
attackData.mode = mode; attackData.mode = mode;
attackData.carac = foundry.utils.duplicate(this.system.carac[attackData.categName].carac[attackData.caracName]); attackData.carac = duplicate(this.data.data.carac[attackData.categName].carac[attackData.caracName]);
if ( attackData.malus != 0) { if ( attackData.malus != 0) {
let malusTab = attackData.malus.split(';'); let malusTab = attackData.malus.split(';');
attackData.malus = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.malus = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
if ( attackData.protection != 0) { if ( attackData.protection != 0) {
let malusTab = attackData.protection.split(';'); let malusTab = attackData.protection.split(';');
attackData.protection = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.protection = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
if ( attackData.bonusdegats != 0) { if ( attackData.bonusdegats != 0) {
let malusTab = attackData.bonusdegats.split(';'); let malusTab = attackData.bonusdegats.split(';');
attackData.bonusdegats = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.bonusdegats = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
} }
return attackData; return attackData;
@ -630,21 +589,21 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getTirData( mode) { getTirData( mode) {
let attackData = foundry.utils.duplicate( tirMode[mode] ); let attackData = duplicate( tirMode[mode] );
if ( attackData){ if ( attackData){
attackData.mode = mode; attackData.mode = mode;
attackData.carac = foundry.utils.duplicate(this.system.carac[attackData.categName].carac[attackData.caracName]); attackData.carac = duplicate(this.data.data.carac[attackData.categName].carac[attackData.caracName]);
if ( attackData.malus != 0) { if ( attackData.malus != 0) {
let malusTab = attackData.malus.split(';'); let malusTab = attackData.malus.split(';');
attackData.malus = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.malus = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
if ( attackData.protection != 0) { if ( attackData.protection != 0) {
let malusTab = attackData.protection.split(';'); let malusTab = attackData.protection.split(';');
attackData.protection = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.protection = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
if ( attackData.bonusdegats != 0) { if ( attackData.bonusdegats != 0) {
let malusTab = attackData.bonusdegats.split(';'); let malusTab = attackData.bonusdegats.split(';');
attackData.bonusdegats = this.system.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1]) attackData.bonusdegats = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
} }
} }
return attackData; return attackData;
@ -652,24 +611,23 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollSort( sortId, magie) { async rollSort( sortId, magie) {
let sort = this.items.find( item => item.id == sortId); let sort = this.data.items.find( item => item.id == sortId);
let competence = this.items.find( item => item.type == 'competence' && item.name.toLowerCase().includes(magie)); let competence = this.data.items.find( item => item.type == 'competence' && item.name.toLowerCase().includes(magie));
console.log("SORT :", sortId, sort, competence ); console.log("SORT :", sortId, sort, competence );
let carac; let carac;
if ( magie == "sejdr") { if ( magie == "sejdr") {
carac = foundry.utils.duplicate(this.system.carac.ame.carac.instinct); carac = duplicate(this.data.data.carac.ame.carac.instinct);
} else if ( magie == "rune") { } else if ( magie == "rune") {
carac = foundry.utils.duplicate(this.system.carac.ame.carac.communication); carac = duplicate(this.data.data.carac.ame.carac.communication);
} else { } else {
carac = foundry.utils.duplicate(this.system.carac.ame.carac.charisme); carac = duplicate(this.data.data.carac.ame.carac.charisme);
} }
if ( sort && competence) { if ( sort && competence) {
let rollData = { let rollData = {
mode: magie, mode: magie,
isMagie: true,
alias: this.name, alias: this.name,
actorImg: this.img, actorImg: this.img,
actorId: this.id, actorId: this.id,
@ -677,10 +635,10 @@ export class YggdrasillActor extends Actor {
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
title: magie + " - " + sort.name, title: magie + " - " + sort.name,
selectedCarac: carac, selectedCarac: carac,
agiliteCarac: foundry.utils.duplicate(this.system.carac.corps.carac.agilite), agiliteCarac: duplicate(this.data.data.carac.corps.carac.agilite),
instinctCarac: foundry.utils.duplicate(this.system.carac.ame.carac.instinct), instinctCarac: duplicate(this.data.data.carac.ame.carac.instinct),
sort: foundry.utils.duplicate(sort), sort: duplicate(sort),
competence: foundry.utils.duplicate(competence), competence: duplicate(competence),
dureeGaldr: "1d5a", dureeGaldr: "1d5a",
nbCibles: "1", nbCibles: "1",
zoneGaldr: "INS10cm3", zoneGaldr: "INS10cm3",
@ -688,9 +646,17 @@ export class YggdrasillActor extends Actor {
isEpuise: this.isEpuise(), isEpuise: this.isEpuise(),
isBlesse: this.isBlesse(), isBlesse: this.isBlesse(),
isMeurtri: this.isMeurtri(), isMeurtri: this.isMeurtri(),
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
optionsBD: YggdrasillUtility.buildListOptions(0, +6),
bonusMalus: 0,
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
furorUsage: 0,
optionsSR: YggdrasillUtility.buildSROptions( ),
sr: 14,
puissanceRune: 1,
optionsPuissanceRune: YggdrasillUtility.buildListOptions(1, 15),
supportRune: "peau",
} }
this.addDefaultRoll(rollData)
rollData.sr = 14
let rollDialog = await YggdrasillRoll.create( this, rollData); let rollDialog = await YggdrasillRoll.create( this, rollData);
console.log(rollDialog); console.log(rollDialog);
rollDialog.render( true ); rollDialog.render( true );
@ -701,9 +667,9 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollArme( armeId ) { async rollArme( armeId ) {
let arme = this.items.find( item => item.id == armeId); let arme = this.data.items.find( item => item.id == armeId);
let compName = armeCategorieToCompetence[arme.system.categorie]; let compName = armeCategorieToCompetence[arme.data.data.categorie];
let competence = this.items.find( item => item.type == 'competence' && item.name == compName); let competence = this.data.items.find( item => item.type == 'competence' && item.name == compName);
console.log("ARME :", armeId, arme, competence ); console.log("ARME :", armeId, arme, competence );
if ( arme && competence) { if ( arme && competence) {
@ -724,16 +690,21 @@ export class YggdrasillActor extends Actor {
img: competence.img, img: competence.img,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
title: "Attaque !", title: "Attaque !",
selectedCarac: foundry.utils.duplicate(this.system.carac.corps.carac.agilite), selectedCarac: duplicate(this.data.data.carac.corps.carac.agilite),
arme: foundry.utils.duplicate(arme), arme: duplicate(arme),
competence: foundry.utils.duplicate(competence), competence: duplicate(competence),
bonusdefense: 0, bonusdefense: 0,
isEpuise: this.isEpuise(), isEpuise: this.isEpuise(),
isBlesse: this.isBlesse(), isBlesse: this.isBlesse(),
isMeurtri: this.isMeurtri() isMeurtri: this.isMeurtri(),
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
optionsBD: YggdrasillUtility.buildListOptions(0, +6),
bonusMalus: 0,
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
furorUsage: 0,
optionsSR: YggdrasillUtility.buildSROptions( ),
sr: 14
} }
this.addDefaultRoll(rollData)
rollData.sr = 14
let rollDialog = await YggdrasillRoll.create( this, rollData); let rollDialog = await YggdrasillRoll.create( this, rollData);
console.log(rollDialog); console.log(rollDialog);
rollDialog.render( true ); rollDialog.render( true );
@ -745,16 +716,10 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getEncTotal( ) { getEncTotal( ) {
let encTotal = 0; let encTotal = 0;
for( let item of this.items) { for( let item of this.data.items) {
if (item.type == "equipement" || item.type == "armecc" if (item.type == "equipement" || item.type == "armecc"
|| item.type == "armedist" || item.type == "armure" || item.type == "monnaie" || item.type == "bouclier") { || item.type == "armedist" || item.type == "armure" || item.type == "monnaie") {
encTotal += (item.system.enc * item.system.quantite); encTotal += item.data.data.enc;
}
}
for( let item of this.items) {
if (item.type == "bouclier" && item.system.equipe) {
encTotal -= (item.system.enc * item.system.quantite);
encTotal += (item.system.enccomb * item.system.quantite);
} }
} }
return encTotal; return encTotal;
@ -763,40 +728,30 @@ export class YggdrasillActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getProtectionTotal( ) { getProtectionTotal( ) {
let protectionTotal = 0; let protectionTotal = 0;
for( let item of this.items) { for( let item of this.data.items) {
if (item.type == "armure" && item.system.equipe) { if (item.type == "armure" && item.data.data.equipe) {
protectionTotal += Number(item.system.protection); protectionTotal += Number(item.data.data.protection);
} }
} }
return protectionTotal; return protectionTotal;
} }
/* -------------------------------------------- */
getDpBouclier( ) {
let dpBouclier = 0;
for( let item of this.items) {
if (item.type == "bouclier" && item.system.equipe) {
dpBouclier += Number(item.system.defensebonus);
}
}
return dpBouclier;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async incrementeQuantite( objetId ) { async incrementeQuantite( objetId ) {
let objetQ = this.items.find( item => item.id == objetId ); let objetQ = this.data.items.find( item => item.id == objetId );
if (objetQ) { if (objetQ) {
let newQ = objetQ.system.quantite + 1; let newQ = objetQ.data.data.quantite + 1;
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantite': newQ }]); // pdates one EmbeddedEntity
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async decrementeQuantite( objetId ) { async decrementeQuantite( objetId ) {
let objetQ = this.items.find( item => item.id == objetId ); let objetQ = this.data.items.find( item => item.id == objetId );
if (objetQ) { if (objetQ) {
let newQ = objetQ.system.quantite - 1; let newQ = objetQ.data.data.quantite - 1;
newQ = (newQ <= 0) ? 0 : newQ; newQ = (newQ <= 0) ? 0 : newQ;
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantite': newQ }]); // pdates one EmbeddedEntity
} }
} }

View File

@ -22,7 +22,7 @@ export class YggdrasillCombat extends Combat {
// Send a chat message // Send a chat message
let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode"); let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
let messageData = foundry.utils.mergeObject( let messageData = mergeObject(
{ {
speaker: { speaker: {
scene: canvas.scene._id, scene: canvas.scene._id,

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@ -1,111 +0,0 @@
export const YGGDRASILL_CONFIG = {
optionsEtat: [
{ key: "fringant", label: "Fringant" },
{ key: "blesse", label: "Blessé" },
{ key: "mort", label: "Mort" }
],
optionsArme: [
{ key: "lutte", label: "Lutte" },
{ key: "improvisee", label: "Improvisée" },
{ key: "courte", label: "Courte" },
{ key: "longue", label: "Longue" },
{ key: "deuxmains", label: "A Deux Mains" },
{ key: "hast", label: "Hast" }
],
optionsArmeTir: [
{ key: "jet", label: "Jet" },
{ key: "tir", label: "Tir" }
],
optionsArmure: [
{ key: "armure", label: "Armure" },
{ key: "piecearmure", label: "Pièce d'Armure" }
],
optionsBouclier: [
{ key: "bouclier", label: "Bouclier" }
],
optionsCompetence: [
{ key: "generale", label: "Générale" },
{ key: "magique", label: "Magique" },
{ key: "martiale", label: "Martiale" }
],
optionsMaladie: [
{ key: "mineure", label: "Mineure" },
{ key: "moderee", label: "Modérée" },
{ key: "majeure", label: "Majeure" }
],
optionsProuesse: [
{ key: "attaque", label: "Attaque" },
{ key: "defensive", label: "Défensive" },
{ key: "utilitaire", label: "Utilitaire" }
]
,
optionsGaldr: [
{ key:"malediction", label:"Malédictions" },
{ key:"illusion", label:"Illusions" },
{ key:"charme", label:"Charme" }
],
optionsAttaque: [
{ key:"classique", label:"Attaque classique" },
{ key:"force", label:"Attaque en force" },
{ key:"devastatrice", label:"Attaque dévastatrice" },
{ key:"precise", label:"Attaque Précise" },
{ key:"visee", label:"Attaque Visée" }
],
optionsSR : [
{key: "0", label: "Aucun"},
{key: "5", label: "Très Simple (5)"},
{key: "7", label: "Simple (7)"},
{key: "10", label: "Aisé (10)"},
{key: "14", label: "Moyen (14)"},
{key: "19", label: "Difficile (19)"},
{key: "25", label: "Très Difficile (25)"},
{key: "32", label: "Exceptionnel (32)"},
{key: "40", label: "Légendaire (40)"},
{key: "49", label: "Divin (49)"}
],
optionsCarac: [
{ key: "puissance", label: "Puissance" },
{ key: "vigueur", label: "Vigueur" },
{ key: "agilite", label: "Agilité" },
{ key: "intellect", label: "Intellect" },
{ key: "perception", label: "Perception" },
{ key: "tenacite", label: "Tenacité" },
{ key: "charisme", label: "Charisme" },
{ key: "communication", label: "Communication" },
{ key: "instinct", label: "Instinct" }
],
optionsDureeGaldr: [
{ key:"1d5a", label:"1d5 Actions" },
{ key:"1d10t", label:"1d10 Tours" },
{ key:"1d10m", label:"1d10 Minutes" },
{ key:"1d10h", label:"1d10 Heures" },
{ key:"1d5j", label:"1d5 journées" }
],
optionsZoneGaldr: [
{ key:"INS10cm3", label:"INS x 10 cm3 (chat, balle, épée, ...)" },
{ key:"INS50cm3", label:"INS x 50 cm3 (tabouret, enfant, ...)" },
{ key:"INS1m3", label:"INS x 1 m3 (homme, 2 enfants, ...)" },
{ key:"INS5m3", label:"INS x 5 m3 (charrette, 2 cavaliers, ...)" },
{ key:"INS10m3", label:"INS x 10 m3 (maison, kraken, bateau, ...)" }
],
optionsNbCibles: [
{ key: "1", label: "1" },
{ key: "2_4", label: "2 à 4" },
{ key: "5_9", label: "5 à 9" },
{ key: "10_49", label: "10 à 49" },
{ key: "50plus", label: "50 et +" }
],
optionsSupportRunes: [
{ key: "peau", label: "Peau" },
{ key: "tissu", label: "Tissu" },
{ key: "cuir", label: "Cuir" },
{ key: "bois", label: "Bois" },
{ key: "pierremetal", label: "Pierre, Métal" }
]
}

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@ -11,7 +11,7 @@ export class YggdrasillFigurantSheet extends ActorSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["yggdrasill", "sheet", "actor"], classes: ["yggdrasill", "sheet", "actor"],
template: "systems/fvtt-yggdrasill/templates/figurant-sheet.html", template: "systems/fvtt-yggdrasill/templates/figurant-sheet.html",
width: 640, width: 640,
@ -23,8 +23,8 @@ export class YggdrasillFigurantSheet extends ActorSheet {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { getData() {
const objectData = foundry.utils.duplicate(this.object) const objectData = YggdrasillUtility.data(this.object);
let formData = { let formData = {
title: this.title, title: this.title,
@ -34,21 +34,18 @@ export class YggdrasillFigurantSheet extends ActorSheet {
name: objectData.name, name: objectData.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: foundry.utils.deepClone(this.object.system), data: foundry.utils.deepClone(YggdrasillUtility.templateData(this.object)),
limited: this.object.limited, limited: this.object.limited,
equipements: this.actor.getToutEquipements(), equipements: this.actor.getToutEquipements(),
effetsmagiques: this.actor.getEffetsMagiques(), effetsmagiques: this.actor.getEffetsMagiques(),
encTotal: this.actor.getEncTotal(), encTotal: this.actor.getEncTotal(),
monnaies: this.actor.getMonnaies(), monnaies: this.actor.getMonnaies(),
optionsAttr: Array.fromRange(41, 1), optionsAttr: new Array(21).fill('option'),
optionsBase: YggdrasillUtility.createDirectOptionList(0, 20), optionsBase: YggdrasillUtility.createDirectOptionList(0, 20),
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
notes: await TextEditor.enrichHTML(this.object.system.notes, {async: true}),
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
isGM: game.user.isGM, isGM: game.user.isGM
config: game.system.config
} }
console.log("FIGURANT : ", formData); console.log("FIGURANT : ", formData);
@ -66,7 +63,7 @@ export class YggdrasillFigurantSheet extends ActorSheet {
// Update Inventory Item // Update Inventory Item
html.find('.item-edit').click(ev => { html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("item-id")); const item = this.actor.getOwnedItem(li.data("item-id"));
item.sheet.render(true); item.sheet.render(true);
}); });
// Delete Inventory Item // Delete Inventory Item
@ -96,7 +93,7 @@ export class YggdrasillFigurantSheet extends ActorSheet {
}); });
html.find('.item-link a').click((event) => { html.find('.item-link a').click((event) => {
const itemId = $(event.currentTarget).data("item-id"); const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.items.get(itemId); const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true); item.sheet.render(true);
}); });
html.find('.item-equip').click(ev => { html.find('.item-equip').click(ev => {

View File

@ -8,7 +8,7 @@ export class YggdrasillItemSheet extends ItemSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["fvtt-yggdrasill", "sheet", "item"], classes: ["fvtt-yggdrasill", "sheet", "item"],
template: "systems/fvtt-yggdrasill/templates/item-sheet.html", template: "systems/fvtt-yggdrasill/templates/item-sheet.html",
width: 550, width: 550,
@ -43,7 +43,7 @@ export class YggdrasillItemSheet extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = foundry.utils.duplicate(this.object); const objectData = YggdrasillUtility.data(this.object);
let formData = { let formData = {
title: this.title, title: this.title,
@ -53,15 +53,13 @@ export class YggdrasillItemSheet extends ItemSheet {
name: objectData.name, name: objectData.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: foundry.utils.deepClone(this.object.system), data: foundry.utils.deepClone(YggdrasillUtility.templateData(this.object)),
optionsBase: YggdrasillUtility.createDirectOptionList(0, 20), optionsBase: YggdrasillUtility.createDirectOptionList(0, 20),
optionsNiveaux4: Array.fromRange(5, 1), optionsNiveaux4: YggdrasillUtility.buildListOptions(1, 5),
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
limited: this.object.limited, limited: this.object.limited,
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
isGM: game.user.isGM, isGM: game.user.isGM
config: game.system.config
} }
return formData; return formData;
} }
@ -77,13 +75,13 @@ export class YggdrasillItemSheet extends ItemSheet {
// Update Inventory Item // Update Inventory Item
html.find('.item-edit').click(ev => { html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
const item = this.object.options.actor.items.get(li.data("item-id")); const item = this.object.options.actor.getOwnedItem(li.data("item-id"));
item.sheet.render(true); item.sheet.render(true);
}); });
// Update Inventory Item // Update Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.object.options.actor.deleteEmbeddedDocuments( "Item", [li.data("item-id") ] ).then( this.render(true)); this.object.options.actor.deleteOwnedItem( li.data("item-id") ).then( this.render(true));
}); });
} }

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@ -14,8 +14,6 @@ import { YggdrasillActorSheet } from "./yggdrasill-actor-sheet.js";
import { YggdrasillFigurantSheet } from "./yggdrasill-figurant-sheet.js"; import { YggdrasillFigurantSheet } from "./yggdrasill-figurant-sheet.js";
import { YggdrasillUtility } from "./yggdrasill-utility.js"; import { YggdrasillUtility } from "./yggdrasill-utility.js";
import { YggdrasillCombat } from "./yggdrasill-combat.js"; import { YggdrasillCombat } from "./yggdrasill-combat.js";
import { YGGDRASILL_CONFIG } from "./yggdrasill-config.js";
import { ClassCounter} from "https://www.uberwald.me/fvtt_appcount/count-class-ready.js"
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Foundry VTT Initialization */ /* Foundry VTT Initialization */
@ -36,8 +34,6 @@ Hooks.once("init", async function () {
decimals: 0 decimals: 0
}; };
game.system.config = YGGDRASILL_CONFIG
/* -------------------------------------------- */ /* -------------------------------------------- */
game.socket.on("system.fvtt-yggdrasill", data => { game.socket.on("system.fvtt-yggdrasill", data => {
YggdrasillUtility.onSocketMesssage(data); YggdrasillUtility.onSocketMesssage(data);
@ -71,10 +67,7 @@ function welcomeMessage() {
ChatMessage.create({ ChatMessage.create({
user: game.user.id, user: game.user.id,
whisper: [game.user.id], whisper: [game.user.id],
content: `<div id="welcome-message-yggdrasill"><span class="rdd-roll-part"><strong>Bienvenue à Yggdrasill !</strong> content: `<div id="welcome-message-yggdrasill"><span class="rdd-roll-part">Bienvenue !</div>
<p>Yggdrasill est un Jeu de Rôle publié par 7ième Cercle : https://www.7emecercle.com/7C_site/jeux-de-roles/yggdrasill/</p>
<br>Yggdrasill est une propriété de 7ième Cercle.
</div>
` }); ` });
} }
@ -91,9 +84,7 @@ Hooks.once("ready", function () {
user: game.user._id user: game.user._id
}); });
} }
welcomeMessage();
ClassCounter.registerUsageCount()
welcomeMessage()
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */

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@ -73,12 +73,12 @@ export class YggdrasillRoll extends Dialog {
updateGaldrSR( ) { updateGaldrSR( ) {
let sdDuree = Number(dureeGaldrSD[this.rollData.dureeGaldr]); let sdDuree = Number(dureeGaldrSD[this.rollData.dureeGaldr]);
let sdVar = 0; let sdVar = 0;
if ( this.rollData.sort.system.voie == "illusion") { if ( this.rollData.sort.data.voie == "illusion") {
sdVar = Number(zonesciblesGaldrSD[this.rollData.zoneGaldr]); sdVar = Number(zonesciblesGaldrSD[this.rollData.zoneGaldr]);
} else { } else {
sdVar = Number(ciblesGaldrSD[this.rollData.nbCibles]); sdVar = Number(ciblesGaldrSD[this.rollData.nbCibles]);
} }
let SR = Number(this.rollData.sort.system.sd) + sdDuree + sdVar; let SR = Number(this.rollData.sort.data.sd) + sdDuree + sdVar;
$("#srTotal").text(SR); $("#srTotal").text(SR);
this.rollData.sr = SR; this.rollData.sr = SR;
} }
@ -91,32 +91,27 @@ export class YggdrasillRoll extends Dialog {
if ( this.rollData.supportRune == "peau") { if ( this.rollData.supportRune == "peau") {
support = 3; support = 3;
this.rollData.echelleDuree = "Actions"; this.rollData.echelleDuree = "Actions";
this.rollData.echelleDureeVie = "Heures"
} }
if ( this.rollData.supportRune == "tissu") { if ( this.rollData.supportRune == "tissu") {
support = 6; support = 6;
this.rollData.echelleDuree = "Tours"; this.rollData.echelleDuree = "Tours";
this.rollData.echelleDureeVie = "Jours"
} }
if ( this.rollData.supportRune == "cuir") { if ( this.rollData.supportRune == "cuir") {
support = 9; support = 9;
this.rollData.echelleDuree = "Minutes"; this.rollData.echelleDuree = "Minutes";
this.rollData.echelleDureeVie = "Semaines"
} }
if ( this.rollData.supportRune == "bois") { if ( this.rollData.supportRune == "bois") {
support = 12; support = 12;
this.rollData.echelleDuree = "Heures"; this.rollData.echelleDuree = "Heures";
this.rollData.echelleDureeVie = "Mois"
} }
if ( this.rollData.supportRune == "pierremetal") { if ( this.rollData.supportRune == "pierremetal") {
support = 15; support = 15;
this.rollData.echelleDuree = "Jours"; this.rollData.echelleDuree = "Jours";
this.rollData.echelleDureeVie = "Années"
} }
let SR = this.rollData.puissanceRune + (Number(this.rollData.sort.system.niveau)*3) + support; let SR = this.rollData.puissanceRune + (Number(this.rollData.sort.data.niveau)*3) + support;
$("#srTotal").text(SR); $("#srTotal").text(SR);
$("#runeDuree").text( this.rollData.dureeRune + " " + this.rollData.echelleDuree); $("#runeDuree").text( this.rollData.dureeRune + " " + this.rollData.echelleDuree);
$("#runeDureeVie").text( this.rollData.competence.system.niveau + " " + this.rollData.echelleDureeVie); $("#runeDureeVie").text( this.rollData.puissanceRune + " " + this.rollData.echelleDuree);
this.rollData.sr = SR; this.rollData.sr = SR;
} }
@ -124,7 +119,7 @@ export class YggdrasillRoll extends Dialog {
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
let dialog = this; var dialog = this;
function onLoad() { function onLoad() {
if (dialog.rollData.mode == "competence") { if (dialog.rollData.mode == "competence") {
let carac = dialog.actor.getCarac( "Puissance" ); let carac = dialog.actor.getCarac( "Puissance" );

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@ -1,4 +1,5 @@
/* -------------------------------------------- */ /* -------------------------------------------- */
//import { YggdrasillCombat } from "./yggdrasill-combat.js";
/* -------------------------------------------- */ /* -------------------------------------------- */
const dureeGaldrText = { "1d5a": "Actions", "1d10t": "Tours", "1d10m": "Minutes", "1d10h": "Heures", "1d5j": "Jours"}; const dureeGaldrText = { "1d5a": "Actions", "1d10t": "Tours", "1d10m": "Minutes", "1d10h": "Heures", "1d5j": "Jours"};
@ -12,11 +13,26 @@ export class YggdrasillUtility {
const templatePaths = [ const templatePaths = [
'systems/fvtt-yggdrasill/templates/actor-sheet.html', 'systems/fvtt-yggdrasill/templates/actor-sheet.html',
'systems/fvtt-yggdrasill/templates/editor-notes-gm.html' 'systems/fvtt-yggdrasill/templates/editor-notes-gm.html',
'systems/fvtt-yggdrasill/templates/hud-actor-attaque.html',
'systems/fvtt-yggdrasill/templates/hud-actor-sort.html'
] ]
return loadTemplates(templatePaths); return loadTemplates(templatePaths);
} }
/* -------------------------------------------- */
static templateData(it) {
return YggdrasillUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectSortedOptionList( min, max) { static createDirectSortedOptionList( min, max) {
let options = []; let options = [];
@ -25,14 +41,7 @@ export class YggdrasillUtility {
} }
return options; return options;
} }
/* -------------------------------------------- */
static createOptions( min, max) {
let options = [];
for(let i=min; i<=max; i++) {
options.push( {key:i, label: `${i}` } );
}
return options;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectOptionList( min, max) { static createDirectOptionList( min, max) {
let options = {}; let options = {};
@ -50,13 +59,22 @@ export class YggdrasillUtility {
} }
return options; return options;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static buildListOptions(min, max) { static buildSROptions( ) {
let options = "" let options = ""
for (let i = min; i <= max; i++) { options += `<option value="0">Aucun</option>`
options += `<option value="${i}">${i}</option>` options += `<option value="5">Très Simple (5)</option>`
} options += `<option value="7">Simple (7)</option>`
options += `<option value="10">Aisé (10)</option>`
options += `<option value="14">Moyen (14)</option>`
options += `<option value="19">Difficile (19)</option>`
options += `<option value="25">Trés Difficile (25)</option>`
options += `<option value="32">Exceptionnel (32)</option>`
options += `<option value="40">Légendaire (40)</option>`
options += `<option value="49">Divin (49)</option>`
return options; return options;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -80,34 +98,6 @@ export class YggdrasillUtility {
return compendiumData.filter(filter); return compendiumData.filter(filter);
} }
/* -------------------------------------------- */
static async specificYggRoll( nbDice, isFurorUsage = false) {
let rawDices = []
let rolls = []
let maxTab = []
let maxTabMaxIndex = isFurorUsage ? nbDice : 2;
for (let i=0; i<nbDice; i++) {
rolls[i] = await new Roll("1d10x10").roll( ) //+sumDice+"+"+rollData.furorUsage+"d10+"+niveauCompetence+"+"+rollData.finalBM).roll( { async: false} );
if ( i == nbDice-1 ) {
await this.showDiceSoNice(rolls[i], game.settings.get("core", "rollMode") );
} else {
this.showDiceSoNice(rolls[i], game.settings.get("core", "rollMode") );
}
rawDices.push({ 'result': rolls[i].total});
}
rolls.sort((a,b) => a.total-b.total);
rolls.reverse();
for (let i=0; i<maxTabMaxIndex; i++) {
maxTab[i] = {idx: 0, value: 0};
if (rolls[i].total != undefined) maxTab[i].value = rolls[i].total;
}
return { rawDices: rawDices, maxTab: maxTab, rolls: rolls }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async rollAttribute( rollData ) { static async rollAttribute( rollData ) {
// Init stuff // Init stuff
@ -118,39 +108,30 @@ export class YggdrasillUtility {
let niveau = rollData.subAttr.value; let niveau = rollData.subAttr.value;
// Bonus/Malus total // Bonus/Malus total
rollData.finalBM = Number(rollData.bonusMalus); rollData.finalBM = rollData.bonusMalus;
// Gestion cas blessé (malus de -3) // Gestion cas blessé (malus de -3)
if ( rollData.isBlesse) { // Cas blesse : malus de -3 if ( rollData.isBlesse) { // Cas blesse : malus de -3
rollData.finalBM -= 3; rollData.finalBM -= 3;
} }
let results = await this.specificYggRoll( 2 ) let myRoll = new Roll("2d10+"+niveau+"+"+rollData.finalBM).roll( { async: false} );
rollData.rawDices = results.rawDices await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
rollData.maxTab = results.maxTab
rollData.rolls = results.rolls
rollData.bonus = niveau + Number(rollData.finalBM)
rollData.finalTotal = Number(rollData.maxTab[0].value) + Number(rollData.maxTab[1].value);
rollData.finalTotal += Number(rollData.bonus)
// Compute total SR // Compute total SR
rollData.srFinal = Number(rollData.sr); rollData.srFinal = rollData.sr;
if ( rollData.bonusdefense ) {
rollData.srFinal += Number(rollData.bonusdefense);
}
if ( rollData.srFinal > 0 ) { if ( rollData.srFinal > 0 ) {
isCritical = rollData.finalTotal >= rollData.srFinal*2; isCritical = myRoll.total >= rollData.srFinal*2;
isSuccess = rollData.finalTotal >= rollData.srFinal; isSuccess = myRoll.total >= rollData.srFinal;
marge = rollData.finalTotal - rollData.srFinal; marge = myRoll.total - rollData.srFinal;
} }
if (rollData.rolls[0].dice[0].results[0].result == 1 && rollData.rolls[1].dice[0].results[0].result == 1) { if (myRoll.dice[0].results[0].result == 1 && myRoll.dice[0].results[1].result == 1) {
isFailure = true; isFailure = true;
} }
// Dégats // Dégats
if ( isSuccess && rollData.subAttr.degats ) { if ( isSuccess && rollData.subAttr.degats ) {
rollData.degatsExplain = `Marge(${marge}) + Physique(${rollData.valuePhysique}) + 1d10`; rollData.degatsExplain = `Marge(${marge}) + Physique(${rollData.valuePhysique}) + 1d10`;
rollData.rollDegats = await new Roll("1d10+"+marge+"+"+rollData.valuePhysique).roll( ); rollData.rollDegats = new Roll("1d10+"+marge+"+"+rollData.valuePhysique).roll( { async: false} );
await this.showDiceSoNice(rollData.rollDegats, game.settings.get("core", "rollMode") ); await this.showDiceSoNice(rollData.rollDegats, game.settings.get("core", "rollMode") );
rollData.degats = rollData.rollDegats.total; rollData.degats = rollData.rollDegats.total;
} }
@ -160,17 +141,19 @@ export class YggdrasillUtility {
rollData.isSuccess = isSuccess; rollData.isSuccess = isSuccess;
rollData.isCritical = isCritical; rollData.isCritical = isCritical;
rollData.marge = marge; rollData.marge = marge;
rollData.roll = myRoll
console.log("ROLLLL ATTR!!!!", rollData); console.log("ROLLLL ATTR!!!!", rollData);
this.createChatWithRollMode( rollData.alias, { this.createChatWithRollMode( rollData.alias, {
content: await renderTemplate(`systems/fvtt-yggdrasill/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-yggdrasill/templates/chat-generic-result.html`, rollData)
}); });
//myRoll.toMessage();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async rollYggdrasill( rollData ) { static async rollYggdrasill( rollData ) {
let sumDice = ( rollData.isEpuise | rollData.isMeurtri) ? 1 : 2; let sumDice = ( rollData.isEpuise | rollData.isMeurtri | rollData.isBlesse) ? 1 : 2;
// Init stuff // Init stuff
let isCritical = false; let isCritical = false;
@ -182,18 +165,18 @@ export class YggdrasillUtility {
// Select niveau de competence/arme/carac // Select niveau de competence/arme/carac
if ( rollData.mode != "carac" ) { if ( rollData.mode != "carac" ) {
niveauCompetence = rollData.competence.system.niveau; niveauCompetence = rollData.competence.data.niveau;
} else { } else {
niveauCompetence = rollData.selectedCarac.value; niveauCompetence = rollData.selectedCarac.value;
} }
// Bonus/Malus total // Bonus/Malus total
rollData.finalBM = Number(rollData.bonusMalus); rollData.finalBM = rollData.bonusMalus;
if ( rollData.attackDef) { if ( rollData.attackDef) {
rollData.finalBM -= rollData.attackDef.malus; rollData.finalBM -= rollData.attackDef.malus;
} }
if ( rollData.sort && rollData.sort.system.malus ) { if ( rollData.sort && rollData.sort.data.malus ) {
rollData.finalBM += rollData.sort.system.malus; rollData.finalBM += rollData.sort.data.malus;
} }
// Gestion cas blessé (malus de -3) // Gestion cas blessé (malus de -3)
if ( rollData.isBlesse) { // Cas blesse : malus de -3 if ( rollData.isBlesse) { // Cas blesse : malus de -3
@ -201,60 +184,40 @@ export class YggdrasillUtility {
} }
if (sumDice > nbDice) sumDice = nbDice; if (sumDice > nbDice) sumDice = nbDice;
let results = await this.specificYggRoll( nbDice ) let myRoll = new Roll(nbDice+"d10x10kh"+sumDice+"+"+rollData.furorUsage+"d10+"+niveauCompetence+"+"+rollData.finalBM).roll( { async: false} );
rollData.rawDices = results.rawDices await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
rollData.maxTab = results.maxTab
rollData.rolls = results.rolls
console.log("RES", results, nbDice, sumDice)
if ( rollData.furorUsage > 0 ) {
results = await this.specificYggRoll( rollData.furorUsage, true )
rollData.furorRawDices = results.rawDices
rollData.furorMaxTab = results.maxTab
rollData.furorRolls = results.rolls
let actor = game.actors.get(rollData.actorId);
actor.decrementFuror( rollData.furorUsage);
}
rollData.bonusTotal = niveauCompetence + rollData.finalBM
rollData.finalTotal = (sumDice ==1) ? rollData.maxTab[0].value : rollData.maxTab[0].value + rollData.maxTab[1].value;
rollData.furorResult = 0
for (let i=0; i<rollData.furorUsage; i++) {
rollData.furorResult += rollData.furorMaxTab[i].value
}
rollData.finalTotal += Number(rollData.furorResult) + Number(rollData.bonusTotal);
rollData.niveauCompetence = niveauCompetence
// Compute total SR // Compute total SR
rollData.srFinal = rollData.sr; rollData.srFinal = rollData.sr;
if ( rollData.bonusdefense ) { if ( rollData.bonusdefense ) {
rollData.srFinal += rollData.bonusdefense; rollData.srFinal += rollData.bonusdefense;
} }
if ( rollData.srFinal > 0 ) { if ( rollData.srFinal > 0 ) {
isCritical = rollData.finalTotal >= rollData.srFinal*2; isCritical = myRoll.total >= rollData.srFinal*2;
isSuccess = rollData.finalTotal >= rollData.srFinal; isSuccess = myRoll.total >= rollData.srFinal;
marge = rollData.finalTotal - rollData.srFinal; marge = myRoll.total - rollData.srFinal;
} }
if (nbDice == 1 && rollData.rolls[0].dice[0].results[0].result == 1) { rollData.rawDices = duplicate(myRoll.dice[0].results);
if (nbDice == 1 && myRoll.dice[0].results[0].result == 1) {
isFailure = true; isFailure = true;
} }
if (nbDice == 2 && rollData.rolls[0].dice[0].results[0].result == 1 && rollData.rolls[1].dice[0].results[0].result == 1) { if (nbDice == 2 && myRoll.dice[0].results[0].result == 1 && myRoll.dice[0].results[1].result == 1) {
isFailure = true; isFailure = true;
} }
if (nbDice >= 3 ) { if (nbDice >= 3 ) {
let nbOnes = 0 let nbOnes = myRoll.dice[0].results.filter( dice => dice.result == 1);
for (let roll of rollData.rolls) { isFailure = nbOnes.length >= 3;
if (roll.dice[0].results[0].result == 1 ) nbOnes++;
} }
isFailure = nbOnes >= 3; if ( rollData.furorUsage > 0 ) {
let actor = game.actors.get(rollData.actorId);
actor.decrementFuror( rollData.furorUsage);
} }
// Dégats // Dégats
if ( isSuccess && (rollData.mode == "armecc" || rollData.mode == "armedist") ) { if ( isSuccess && (rollData.mode == "armecc" || rollData.mode == "armedist") ) {
rollData.degatsExplain = `Marge(${marge}) + Degats Arme(${rollData.arme.system.degat}) + Bonus Attaque(${rollData.attackDef.bonusdegats})`; rollData.degatsExplain = `Marge(${marge}) + Degats Arme(${rollData.arme.data.degat}) + Bonus Attaque(${rollData.attackDef.bonusdegats})`;
rollData.degats = marge + rollData.arme.system.degat + rollData.attackDef.bonusdegats; rollData.degats = marge + rollData.arme.data.degat + rollData.attackDef.bonusdegats;
} }
// Stockage resultats // Stockage resultats
@ -263,13 +226,14 @@ export class YggdrasillUtility {
rollData.isSuccess = isSuccess; rollData.isSuccess = isSuccess;
rollData.isCritical = isCritical; rollData.isCritical = isCritical;
rollData.marge = marge; rollData.marge = marge;
rollData.roll = myRoll
// Specific GALDR // Specific GALDR
if ( rollData.sort?.type == "sortgaldr" && rollData.isSuccess) { if ( rollData.sort?.type == "sortgaldr" && rollData.isSuccess) {
let galdrRoll = await new Roll( rollData.dureeGaldr.substring(0, rollData.dureeGaldr.length - 1) ).roll( ); let galdrRoll = new Roll( rollData.dureeGaldr.substring(0, rollData.dureeGaldr.length - 1) ).roll( { async: false} );
await this.showDiceSoNice(galdrRoll, game.settings.get("core", "rollMode") ); await this.showDiceSoNice(galdrRoll, game.settings.get("core", "rollMode") );
rollData.dureeGaldrText = galdrRoll.total + " " + dureeGaldrText[rollData.dureeGaldr]; rollData.dureeGaldrText = galdrRoll.total + " " + dureeGaldrText[rollData.dureeGaldr];
if ( rollData.sort.system.voie == "illusion") { if ( rollData.sort.data.voie == "illusion") {
let volume = rollData.zoneGaldr.substring(3, rollData.zoneGaldr.length); let volume = rollData.zoneGaldr.substring(3, rollData.zoneGaldr.length);
rollData.zoneGaldrText = rollData.instinctCarac.value + " x " + volume; rollData.zoneGaldrText = rollData.instinctCarac.value + " x " + volume;
} else { } else {
@ -282,11 +246,12 @@ export class YggdrasillUtility {
this.createChatWithRollMode( rollData.alias, { this.createChatWithRollMode( rollData.alias, {
content: await renderTemplate(`systems/fvtt-yggdrasill/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-yggdrasill/templates/chat-generic-result.html`, rollData)
}); });
//myRoll.toMessage();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getUsers(filter) { static getUsers(filter) {
return game.users.filter(filter).map(user => user.system._id); return game.users.filter(filter).map(user => user.data._id);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) { static getWhisperRecipients(rollMode, name) {
@ -306,7 +271,7 @@ export class YggdrasillUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static blindMessageToGM(chatOptions) { static blindMessageToGM(chatOptions) {
let chatGM = foundry.utils.duplicate(chatOptions); let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM); chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Message aveugle de " + game.user.name + "<br>" + chatOptions.content; chatGM.content = "Message aveugle de " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM); console.log("blindMessageToGM", chatGM);

View File

@ -1,7 +1,7 @@
[Dolphin] [Dolphin]
HeaderColumnWidths=544,73,106,72 SortOrder=1
SortRole=modificationtime SortRole=modificationtime
Timestamp=2022,2,5,12,44,17.076 Timestamp=2021,9,21,17,43,45.19
Version=4 Version=4
ViewMode=1 ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

View File

@ -1,15 +1,21 @@
{"name":"Lance cc","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"hast","equipe":false,"degat":10,"solidite":11,"enc":2,"valeur":4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xMRAVbweHG0aMBNR":3},"flags":{"core":{"sourceId":"Item.KPPt0lyDyEac7SPi"}},"_id":"3VBHojfjdD504ibv"} {"name":"Casque","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":3,"enc":2,"valeur":2,"description":"<p>Le mod&egrave;le le plus fr&eacute;quent comporte un nasal et des &laquo; lunettes &raquo; qui prot&egrave;gent les yeux. Sur une base de bol en m&eacute;tal, des lamelles de renforts sont rivet&eacute;es afin d&rsquo;assurer la rigidit&eacute; de l&rsquo;ensemble. L&rsquo;int&eacute;rieur est doubl&eacute; de cuir et de tissu afin d&rsquo;amortir les chocs.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"8MoqC7EIc3SXtdsN"}
{"_id":"8aaaIqx6uT1sJ0RO","name":"Lance","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":8,"solidite":11,"enc":4,"portee":"5/10/15/30","valeur":4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"_id":"8aaaIqx6uT1sJ0RO","name":"Lance","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":8,"solidite":11,"enc":4,"portee":"5/10/15/30","valeur":4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}}
{"name":"Cuir lamellé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":6,"enc":3,"valeur":2,"description":"<p>Des lamelles de cuir plus rigides sont coll&eacute;es et cousues sur la version pr&eacute;c&eacute;dente. La poitrine, le ventre, les omoplates et les coudes sont particuli&egrave;rement renforc&eacute;s. Des pi&egrave;ces semi-rigides, bomb&eacute;es, enserrent parfois les &eacute;paules.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"B2yc8LDKTRl0Hjxt"}
{"name":"Hache de guerre","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":9,"solidite":10,"enc":2,"valeur":1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"BwmkCCiJWME4CpB0"} {"name":"Hache de guerre","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":9,"solidite":10,"enc":2,"valeur":1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"BwmkCCiJWME4CpB0"}
{"name":"Poignard cc","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"courte","equipe":false,"degat":3,"solidite":9,"enc":0,"valeur":0.5,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xMRAVbweHG0aMBNR":3},"flags":{"core":{"sourceId":"Item.jLtQv1SAt8pkMGqa"}},"_id":"CwrTGdva6vQVz0aQ"} {"name":"Epaullières de fourrure","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":1,"valeur":0.6,"description":"<p>Il s&rsquo;agit d&rsquo;un grand morceau de peau encerclant les &eacute;paules et le cou. En g&eacute;n&eacute;ral, cette fourrure est fix&eacute;e sur une cape. En plus de la protection qu&rsquo;elle apporte, sa nature (loup, ours, vison, etc.. ) donne une indication sur le statut du guerrier.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"C2mzwxiCPJWoY8kc"}
{"name":"Epée courte","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":5,"solidite":11,"enc":0,"valeur":2,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"FGIja8vhUOeGNC4x"} {"name":"Epée courte","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":5,"solidite":11,"enc":0,"valeur":2,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"FGIja8vhUOeGNC4x"}
{"name":"Longue hache","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"deuxmains","equipe":false,"degat":14,"solidite":12,"enc":3,"valeur":3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"GqAbMhROpATanmH3"} {"name":"Longue hache","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"deuxmains","equipe":false,"degat":14,"solidite":12,"enc":3,"valeur":3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"GqAbMhROpATanmH3"}
{"name":"Hache de jet","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":4,"solidite":8,"enc":0,"portee":"3/6/9/15","valeur":0.3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"IZRpi8jq9erpiyoy"} {"name":"Hache de jet","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":4,"solidite":8,"enc":0,"portee":"3/6/9/15","valeur":0.3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"IZRpi8jq9erpiyoy"}
{"_id":"MkEW9Ma5m9nlE0nr","name":"Poignard","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":3,"solidite":9,"enc":0,"portee":"3/6/9/12","valeur":0.5,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"_id":"MkEW9Ma5m9nlE0nr","name":"Poignard","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":3,"solidite":9,"enc":2,"portee":"3/6/9/12","valeur":0.4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}}
{"name":"Cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":4,"enc":1,"valeur":1,"description":"<p>La veste devient plus &eacute;paisse et doubl&eacute;e de tissu. Des pi&egrave;ces de m&eacute;tal, des rivets plats en cuivre, en bronze ou en fer apportent une protection suppl&eacute;mentaire aux zones les plus expos&eacute;es. Le col monte parfois jusque sous le menton.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"P6dSkefY97UqdDj9"}
{"name":"Arc de chasse","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":6,"solidite":8,"enc":2,"portee":"10/20/40/80","valeur":1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"PsqO2GFVTFIeyCmQ"} {"name":"Arc de chasse","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":6,"solidite":8,"enc":2,"portee":"10/20/40/80","valeur":1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"PsqO2GFVTFIeyCmQ"}
{"name":"Bracelets de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":1,"enc":0,"valeur":0.3,"description":"<p>Ils prot&egrave;gent l&rsquo;avant-bras, du dessus de la main jusqu&rsquo;au coude. Souvent grav&eacute;s de motifs d&eacute;coratifs, ils se composent de lamelles de cuir rigidifi&eacute;es et nou&eacute;es &agrave; l&rsquo;aide de gros lacets.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"RgYAFOOAh7GGzBaF"}
{"name":"Jambières de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":1,"valeur":0.4,"description":"<p>Nou&eacute;es autour des cuisses ou des mollets, elles prot&egrave;gent le combattant des coups visant ses jambes. Ici aussi, les artisans essaient souvent d&rsquo;orner ces pi&egrave;ces d&rsquo;armure de d&eacute;corations cisel&eacute;es dans la mati&egrave;re.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"SpTt7wfW9qBKJDxX"}
{"name":"Veste de cuir","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":0,"valeur":0.3,"description":"<p>Il s&rsquo;agit autant d&rsquo;un v&ecirc;tement courant que d&rsquo;une armure. La veste recouvre le torse, le ventre et les hanches. Certaines poss&egrave;dent des manches, courtes ou longues. Le cuir souple et fin ne restreint gu&egrave;re la libert&eacute; de mouvement.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"WrJ7Q4e556LDolbu"}
{"name":"Hachette","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"courte","equipe":false,"degat":4,"solidite":8,"enc":0,"valeur":0.3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"fjIHt6jNRAM25L9q"} {"name":"Hachette","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"courte","equipe":false,"degat":4,"solidite":8,"enc":0,"valeur":0.3,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"fjIHt6jNRAM25L9q"}
{"name":"Arc de guerre","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":7,"solidite":10,"enc":2,"portee":"10/30/50/100","valeur":2,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"jSrZnzjI0QVWuXw8"} {"name":"Arc de guerre","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":7,"solidite":10,"enc":2,"portee":"10/30/50/100","valeur":2,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"jSrZnzjI0QVWuXw8"}
{"name":"Javeline","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":6,"solidite":7,"enc":2,"portee":"5/10/20/40","valeur":0.4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"m6PjnSO3ACnzU0ie"} {"name":"Javeline","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"jet","equipe":false,"degat":6,"solidite":7,"enc":2,"portee":"5/10/20/40","valeur":0.4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"m6PjnSO3ACnzU0ie"}
{"name":"Cotte de mailles","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":9,"enc":5,"valeur":8,"description":"<p>Compos&eacute;e de centaines d&rsquo;anneaux de fer rivet&eacute;s, la cotte de mailles prot&egrave;ge les m&ecirc;mes parties du corps qu&rsquo;une veste. Elle ne descend jamais sur les jambes car cela restreint trop la mobilit&eacute; des combattants. Ceux-ci enfilent dessous une chemise molletonn&eacute;e ou une fine veste de cuir.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"n9eKutLHJZoBYFAD"}
{"name":"Epée à deux mains","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"deuxmains","equipe":false,"degat":12,"solidite":14,"enc":3,"valeur":5,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ptcBNQhYLwWkBkc0"} {"name":"Epée à deux mains","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"deuxmains","equipe":false,"degat":12,"solidite":14,"enc":3,"valeur":5,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ptcBNQhYLwWkBkc0"}
{"name":"Epée longue","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":7,"solidite":11,"enc":1,"valeur":4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"rpY7aUxJelvsozvh"} {"name":"Epée longue","type":"armecc","img":"icons/svg/item-bag.svg","data":{"categorie":"longue","equipe":false,"degat":7,"solidite":11,"enc":1,"valeur":4,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"rpY7aUxJelvsozvh"}
{"name":"Fronde","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":4,"solidite":12,"enc":0,"portee":"10/20/30/40","valeur":0.1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"x3aMYeKa73GxJ1Ge"} {"name":"Fronde","type":"armedist","img":"icons/svg/item-bag.svg","data":{"categorie":"tir","equipe":false,"degat":4,"solidite":12,"enc":0,"portee":"10/20/30/40","valeur":0.1,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"x3aMYeKa73GxJ1Ge"}

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2024/05/02-09:20:30.852464 7f844c2006c0 Recovering log #30
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2024/04/30-23:29:38.701535 7fdae60006c0 Recovering log #26
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{"_id":"4YGPuZ813BWQaNbq","name":"Bracelets de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"piecearmure","equipe":false,"protection":1,"enc":0,"valeur":0.3,"description":"<p>Ils prot&egrave;gent l&rsquo;avant-bras, du dessus de la main jusqu&rsquo;au coude. Souvent grav&eacute;s de motifs d&eacute;coratifs, ils se composent de lamelles de cuir rigidifi&eacute;es et nou&eacute;es &agrave; l&rsquo;aide de gros lacets.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Bracelets de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":1,"enc":0,"valeur":0.3,"description":"<p>Ils prot&egrave;gent l&rsquo;avant-bras, du dessus de la main jusqu&rsquo;au coude. Souvent grav&eacute;s de motifs d&eacute;coratifs, ils se composent de lamelles de cuir rigidifi&eacute;es et nou&eacute;es &agrave; l&rsquo;aide de gros lacets.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"4YGPuZ813BWQaNbq"}
{"name":"Cuir lamellé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":6,"enc":3,"valeur":2,"description":"<p>Des lamelles de cuir plus rigides sont coll&eacute;es et cousues sur la version pr&eacute;c&eacute;dente. La poitrine, le ventre, les omoplates et les coudes sont particuli&egrave;rement renforc&eacute;s. Des pi&egrave;ces semi-rigides, bomb&eacute;es, enserrent parfois les &eacute;paules.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"9WReqm0CdcCGnsNc"} {"name":"Cuir lamellé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":6,"enc":3,"valeur":2,"description":"<p>Des lamelles de cuir plus rigides sont coll&eacute;es et cousues sur la version pr&eacute;c&eacute;dente. La poitrine, le ventre, les omoplates et les coudes sont particuli&egrave;rement renforc&eacute;s. Des pi&egrave;ces semi-rigides, bomb&eacute;es, enserrent parfois les &eacute;paules.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"9WReqm0CdcCGnsNc"}
{"name":"Veste de cuir","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":0,"valeur":0.3,"description":"<p>Il s&rsquo;agit autant d&rsquo;un v&ecirc;tement courant que d&rsquo;une armure. La veste recouvre le torse, le ventre et les hanches. Certaines poss&egrave;dent des manches, courtes ou longues. Le cuir souple et fin ne restreint gu&egrave;re la libert&eacute; de mouvement.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"JP6OeUflKfg4WiyJ"} {"name":"Veste de cuir","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":0,"valeur":0.3,"description":"<p>Il s&rsquo;agit autant d&rsquo;un v&ecirc;tement courant que d&rsquo;une armure. La veste recouvre le torse, le ventre et les hanches. Certaines poss&egrave;dent des manches, courtes ou longues. Le cuir souple et fin ne restreint gu&egrave;re la libert&eacute; de mouvement.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"JP6OeUflKfg4WiyJ"}
{"name":"Cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":4,"enc":1,"valeur":1,"description":"<p>La veste devient plus &eacute;paisse et doubl&eacute;e de tissu. Des pi&egrave;ces de m&eacute;tal, des rivets plats en cuivre, en bronze ou en fer apportent une protection suppl&eacute;mentaire aux zones les plus expos&eacute;es. Le col monte parfois jusque sous le menton.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"MFH09YNp4uGL8eCE"} {"name":"Cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":4,"enc":1,"valeur":1,"description":"<p>La veste devient plus &eacute;paisse et doubl&eacute;e de tissu. Des pi&egrave;ces de m&eacute;tal, des rivets plats en cuivre, en bronze ou en fer apportent une protection suppl&eacute;mentaire aux zones les plus expos&eacute;es. Le col monte parfois jusque sous le menton.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"MFH09YNp4uGL8eCE"}
{"_id":"NK7IF0Cr4oOPCZVq","name":"Epaulières de fourrure","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"piecearmure","equipe":false,"protection":2,"enc":1,"valeur":0.6,"description":"<p>Il s&rsquo;agit d&rsquo;un grand morceau de peau encerclant les &eacute;paules et le cou. En g&eacute;n&eacute;ral, cette fourrure est fix&eacute;e sur une cape. En plus de la protection qu&rsquo;elle apporte, sa nature (loup, ours, vison, etc.. ) donne une indication sur le statut du guerrier.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Epaullières de fourrure","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":1,"valeur":0.6,"description":"<p>Il s&rsquo;agit d&rsquo;un grand morceau de peau encerclant les &eacute;paules et le cou. En g&eacute;n&eacute;ral, cette fourrure est fix&eacute;e sur une cape. En plus de la protection qu&rsquo;elle apporte, sa nature (loup, ours, vison, etc.. ) donne une indication sur le statut du guerrier.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"NK7IF0Cr4oOPCZVq"}
{"_id":"WergjG9QE8SxlAGr","name":"Jambières de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"piecearmure","equipe":false,"protection":2,"enc":1,"valeur":0.4,"description":"<p>Nou&eacute;es autour des cuisses ou des mollets, elles prot&egrave;gent le combattant des coups visant ses jambes. Ici aussi, les artisans essaient souvent d&rsquo;orner ces pi&egrave;ces d&rsquo;armure de d&eacute;corations cisel&eacute;es dans la mati&egrave;re.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Jambières de cuir renforcé","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":2,"enc":1,"valeur":0.4,"description":"<p>Nou&eacute;es autour des cuisses ou des mollets, elles prot&egrave;gent le combattant des coups visant ses jambes. Ici aussi, les artisans essaient souvent d&rsquo;orner ces pi&egrave;ces d&rsquo;armure de d&eacute;corations cisel&eacute;es dans la mati&egrave;re.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"WergjG9QE8SxlAGr"}
{"_id":"ozRBKdYJtbnk87gO","name":"Casque","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"piecearmure","equipe":false,"protection":3,"enc":2,"valeur":2,"description":"<p>Le mod&egrave;le le plus fr&eacute;quent comporte un nasal et des &laquo; lunettes &raquo; qui prot&egrave;gent les yeux. Sur une base de bol en m&eacute;tal, des lamelles de renforts sont rivet&eacute;es afin d&rsquo;assurer la rigidit&eacute; de l&rsquo;ensemble. L&rsquo;int&eacute;rieur est doubl&eacute; de cuir et de tissu afin d&rsquo;amortir les chocs.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Casque","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":3,"enc":2,"valeur":2,"description":"<p>Le mod&egrave;le le plus fr&eacute;quent comporte un nasal et des &laquo; lunettes &raquo; qui prot&egrave;gent les yeux. Sur une base de bol en m&eacute;tal, des lamelles de renforts sont rivet&eacute;es afin d&rsquo;assurer la rigidit&eacute; de l&rsquo;ensemble. L&rsquo;int&eacute;rieur est doubl&eacute; de cuir et de tissu afin d&rsquo;amortir les chocs.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ozRBKdYJtbnk87gO"}
{"name":"Cotte de mailles","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":9,"enc":5,"valeur":8,"description":"<p>Compos&eacute;e de centaines d&rsquo;anneaux de fer rivet&eacute;s, la cotte de mailles prot&egrave;ge les m&ecirc;mes parties du corps qu&rsquo;une veste. Elle ne descend jamais sur les jambes car cela restreint trop la mobilit&eacute; des combattants. Ceux-ci enfilent dessous une chemise molletonn&eacute;e ou une fine veste de cuir.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"qUXBrstsh5Oo8FEx"} {"name":"Cotte de mailles","type":"armure","img":"icons/svg/item-bag.svg","data":{"categorie":"armure","equipe":false,"protection":9,"enc":5,"valeur":8,"description":"<p>Compos&eacute;e de centaines d&rsquo;anneaux de fer rivet&eacute;s, la cotte de mailles prot&egrave;ge les m&ecirc;mes parties du corps qu&rsquo;une veste. Elle ne descend jamais sur les jambes car cela restreint trop la mobilit&eacute; des combattants. Ceux-ci enfilent dessous une chemise molletonn&eacute;e ou une fine veste de cuir.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"qUXBrstsh5Oo8FEx"}

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2024/05/02-09:20:30.867038 7f844cc006c0 Recovering log #30
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@ -1,7 +1,7 @@
{"name":"Superstition","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le monde regorge de signes divins, de d&eacute;tails naturels qui refl&egrave;tent le sens cach&eacute; des choses. Le personnage sait rep&eacute;rer et interpr&eacute;ter ces &eacute;l&eacute;ments. Il s&rsquo;agit en g&eacute;n&eacute;ral d&rsquo;y voir des conditions favorables ou d&eacute;favorables pour le moment pr&eacute;sent, mais aussi des messages d&rsquo;avertissement envoy&eacute;s par les dieux. Les habitants de la Scandia sont des gens tr&egrave;s superstitieux et ils tendent &agrave; voir partout des pr&eacute;sages significatifs. Le Meneur de Jeu pourra en profiter pour glisser quelques indices obscurs sur la situation actuelle des h&eacute;ros qui, dans l&rsquo;id&eacute;al, r&eacute;v&egrave;leront leur plein sens une fois qu&rsquo;il sera trop tard.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"26CQEICWZs8Gw4Xi"} {"name":"Superstition","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le monde regorge de signes divins, de d&eacute;tails naturels qui refl&egrave;tent le sens cach&eacute; des choses. Le personnage sait rep&eacute;rer et interpr&eacute;ter ces &eacute;l&eacute;ments. Il s&rsquo;agit en g&eacute;n&eacute;ral d&rsquo;y voir des conditions favorables ou d&eacute;favorables pour le moment pr&eacute;sent, mais aussi des messages d&rsquo;avertissement envoy&eacute;s par les dieux. Les habitants de la Scandia sont des gens tr&egrave;s superstitieux et ils tendent &agrave; voir partout des pr&eacute;sages significatifs. Le Meneur de Jeu pourra en profiter pour glisser quelques indices obscurs sur la situation actuelle des h&eacute;ros qui, dans l&rsquo;id&eacute;al, r&eacute;v&egrave;leront leur plein sens une fois qu&rsquo;il sera trop tard.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"26CQEICWZs8Gw4Xi"}
{"name":"Intimidation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Par l&rsquo;interm&eacute;diaire de la menace verbale ou physique, le personnage peut contraindre quelqu&rsquo;un &agrave; lui ob&eacute;ir. Une tentative d&rsquo;Intimidation n&eacute;cessite un test en opposition. La cible tente de r&eacute;sister gr&acirc;ce &agrave; sa T&eacute;nacit&eacute; et &agrave; sa D&eacute;fense mentale.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"3vspCnDuVMqQDuPe"} {"name":"Intimidation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Par l&rsquo;interm&eacute;diaire de la menace verbale ou physique, le personnage peut contraindre quelqu&rsquo;un &agrave; lui ob&eacute;ir. Une tentative d&rsquo;Intimidation n&eacute;cessite un test en opposition. La cible tente de r&eacute;sister gr&acirc;ce &agrave; sa T&eacute;nacit&eacute; et &agrave; sa D&eacute;fense mentale.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"3vspCnDuVMqQDuPe"}
{"name":"Négociation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la capacit&eacute; &agrave; mener une discussion vers un compromis acceptable par les deux parties. N&eacute;gociation est une comp&eacute;tence utile aux diplomates de la Scandia, mais aussi aux marchands qui peuvent mener &agrave; bien leur marchandage lors de l&rsquo;achat et de la vente de leurs produits.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"4k4NLNlEG7jZEPK6"} {"name":"Négociation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la capacit&eacute; &agrave; mener une discussion vers un compromis acceptable par les deux parties. N&eacute;gociation est une comp&eacute;tence utile aux diplomates de la Scandia, mais aussi aux marchands qui peuvent mener &agrave; bien leur marchandage lors de l&rsquo;achat et de la vente de leurs produits.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"4k4NLNlEG7jZEPK6"}
{"_id":"6OMBvnSFqVHqd36u","name":"Jeux","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>le personnage conna&icirc;t les r&egrave;gles et sait pratiquer la plupart des jeux pris&eacute;s par les habitants de la Scandia, comme les jeux de d&eacute;s ou le <em>hnefatafl</em>. Cette comp&eacute;tence s&rsquo;utilise g&eacute;n&eacute;ralement avec des tests en opposition mettant en concurrence les niveaux de ma&icirc;trise respectifs des joueurs. Mais elle permet &eacute;galement de tricher. Dans ce cas, les autres participants peuvent tenter un test en opposition de Perception + Vigilance. Si le tricheur est d&eacute;masqu&eacute;, attendezvous &agrave; des cons&eacute;quences&hellip; muscl&eacute;es.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Jeu","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>le personnage conna&icirc;t les r&egrave;gles et sait pratiquer la plupart des jeux pris&eacute;s par les habitants de la Scandia, comme les jeux de d&eacute;s ou le <em>hnefatafl</em>. Cette comp&eacute;tence s&rsquo;utilise g&eacute;n&eacute;ralement avec des tests en opposition mettant en concurrence les niveaux de ma&icirc;trise respectifs des joueurs. Mais elle permet &eacute;galement de tricher. Dans ce cas, les autres participants peuvent tenter un test en opposition de Perception + Vigilance. Si le tricheur est d&eacute;masqu&eacute;, attendezvous &agrave; des cons&eacute;quences&hellip; muscl&eacute;es.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"6OMBvnSFqVHqd36u"}
{"name":"Artisanat","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence regroupe l&rsquo;ensemble des activit&eacute;s manuelles permettant de confectionner les objets du quotidien. La plupart des habitants de la Scandia pratiquent plus ou moins ces techniques et se r&eacute;v&egrave;lent autonomes lorsqu&rsquo;il s&rsquo;agit de fabriquer ou de r&eacute;parer des ustensiles basiques. Un niveau Confirm&eacute; permet d&rsquo;exercer son artisanat en professionnel et de gagner sa vie avec cette activit&eacute;. Les meilleurs artisans b&eacute;n&eacute;ficient d&rsquo;une renomm&eacute;e et d&rsquo;une consid&eacute;ration importantes. L&rsquo;utilisation de cette comp&eacute;tence correspond en g&eacute;n&eacute;ral &agrave; un test &eacute;tendu. Sp&eacute;cialisations possibles : cordonnerie, ferronnerie, chaudronnerie, charpenterie, tissage, tannerie, corderie, taille de pierre, poterie, sellerie, etc&hellip;</p>\n<p>Il existe cependant deux sp&eacute;cialisations qui m&eacute;ritent que l&rsquo;on s&rsquo;y attarde, tant elles occupent une place importante dans la soci&eacute;t&eacute; des Terres du Nord.</p>\n<p><strong>Construction navale : </strong>cette sp&eacute;cialisation permet de mener &agrave; bien la construction des diff&eacute;rents types de navires sillonnant les flots de la Scandia. Le personnage ma&icirc;trise aussi bien les secrets de l&rsquo;architecture navale que les techniques de la charpenterie de marine, mais il sait tout autant diriger les artisans qui vont r&eacute;aliser le bateau selon ses instructions. Les meilleurs dans ce domaine sont tr&egrave;s recherch&eacute;s par tous les jarls et souverains des Royaumes Nordiques.</p>\n<p><strong>Forge : </strong>l&rsquo;art de la forge n&eacute;cessite des connaissances sp&eacute;cifiques dont certaines confinent au secret transmis uniquement d&rsquo;un ma&icirc;tre &agrave; son disciple. Un personnage Novice sait fabriquer des objets usuels, simples, utiles au quotidien (clous, t&ecirc;tes d&rsquo;outils, anneaux&hellip;) Une fois atteint le niveau Confirm&eacute;, il peut commencer &agrave; forger des pi&egrave;ces plus complexes (fer pour les chevaux, serrures, ferrures d&rsquo;ornements, etc&hellip;) ainsi que des armes et des armures. Si certains exercent leur profession de mani&egrave;re itin&eacute;rante, un forgeron doit tout de m&ecirc;me disposer d&rsquo;un atelier et d&rsquo;outils appropri&eacute;s afin de pouvoir mettre en oeuvre sa comp&eacute;tence. Un forgeron pratique l&rsquo;un des m&eacute;tiers les plus respect&eacute;s parmi les artisans.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"947IgofSqazA1CoD"} {"name":"Artisanat","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence regroupe l&rsquo;ensemble des activit&eacute;s manuelles permettant de confectionner les objets du quotidien. La plupart des habitants de la Scandia pratiquent plus ou moins ces techniques et se r&eacute;v&egrave;lent autonomes lorsqu&rsquo;il s&rsquo;agit de fabriquer ou de r&eacute;parer des ustensiles basiques. Un niveau Confirm&eacute; permet d&rsquo;exercer son artisanat en professionnel et de gagner sa vie avec cette activit&eacute;. Les meilleurs artisans b&eacute;n&eacute;ficient d&rsquo;une renomm&eacute;e et d&rsquo;une consid&eacute;ration importantes. L&rsquo;utilisation de cette comp&eacute;tence correspond en g&eacute;n&eacute;ral &agrave; un test &eacute;tendu. Sp&eacute;cialisations possibles : cordonnerie, ferronnerie, chaudronnerie, charpenterie, tissage, tannerie, corderie, taille de pierre, poterie, sellerie, etc&hellip;</p>\n<p>Il existe cependant deux sp&eacute;cialisations qui m&eacute;ritent que l&rsquo;on s&rsquo;y attarde, tant elles occupent une place importante dans la soci&eacute;t&eacute; des Terres du Nord.</p>\n<p><strong>Construction navale : </strong>cette sp&eacute;cialisation permet de mener &agrave; bien la construction des diff&eacute;rents types de navires sillonnant les flots de la Scandia. Le personnage ma&icirc;trise aussi bien les secrets de l&rsquo;architecture navale que les techniques de la charpenterie de marine, mais il sait tout autant diriger les artisans qui vont r&eacute;aliser le bateau selon ses instructions. Les meilleurs dans ce domaine sont tr&egrave;s recherch&eacute;s par tous les jarls et souverains des Royaumes Nordiques.</p>\n<p><strong>Forge : </strong>l&rsquo;art de la forge n&eacute;cessite des connaissances sp&eacute;cifiques dont certaines confinent au secret transmis uniquement d&rsquo;un ma&icirc;tre &agrave; son disciple. Un personnage Novice sait fabriquer des objets usuels, simples, utiles au quotidien (clous, t&ecirc;tes d&rsquo;outils, anneaux&hellip;) Une fois atteint le niveau Confirm&eacute;, il peut commencer &agrave; forger des pi&egrave;ces plus complexes (fer pour les chevaux, serrures, ferrures d&rsquo;ornements, etc&hellip;) ainsi que des armes et des armures. Si certains exercent leur profession de mani&egrave;re itin&eacute;rante, un forgeron doit tout de m&ecirc;me disposer d&rsquo;un atelier et d&rsquo;outils appropri&eacute;s afin de pouvoir mettre en oeuvre sa comp&eacute;tence. Un forgeron pratique l&rsquo;un des m&eacute;tiers les plus respect&eacute;s parmi les artisans.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"947IgofSqazA1CoD"}
{"name":"Survie","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage se sent &agrave; l&rsquo;aise dans les milieux naturels et sait comment y vivre en harmonie avec la nature. Cette comp&eacute;tence permet de trouver de quoi se nourrir et s&rsquo;abreuver, un endroit pour s&rsquo;abriter, de faire du feu et de se prot&eacute;ger des conditions climatiques extr&ecirc;mes comme le froid d&rsquo;une nuit d&rsquo;hiver. La Survie recouvre &eacute;galement la chasse et le pistage, mais aussi le sens de l&rsquo;orientation et les premiers soins.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"9AHUm9FLajXTkEZJ"} {"name":"Survie","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage se sent &agrave; l&rsquo;aise dans les milieux naturels et sait comment y vivre en harmonie avec la nature. Cette comp&eacute;tence permet de trouver de quoi se nourrir et s&rsquo;abreuver, un endroit pour s&rsquo;abriter, de faire du feu et de se prot&eacute;ger des conditions climatiques extr&ecirc;mes comme le froid d&rsquo;une nuit d&rsquo;hiver. La Survie recouvre &eacute;galement la chasse et le pistage, mais aussi le sens de l&rsquo;orientation et les premiers soins.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"9AHUm9FLajXTkEZJ"}
{"name":"Traditions","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Gr&acirc;ce &agrave; cette comp&eacute;tence, le personnage se souvient des r&egrave;gles, des coutumes et des lois qui ont cours dans la r&eacute;gion, voire la cit&eacute;, o&ugrave; il se trouve. Si le syst&egrave;me juridique reste assez semblable dans toute la Scandia, il existe souvent quelques variations locales dans l&rsquo;application des peines encourues pour un m&ecirc;me crime. De m&ecirc;me, les us et coutumes de certains endroits changent subtilement par rapport aux habitudes des h&eacute;ros et peuvent provoquer des situations des plus embarrassantes. Un personnage Expert dans cette comp&eacute;tence peut endosser le r&ocirc;le de crieur des lois lors d&rsquo;un thing.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"CIfheBgF5plSgqYT"} {"name":"Traditions","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Gr&acirc;ce &agrave; cette comp&eacute;tence, le personnage se souvient des r&egrave;gles, des coutumes et des lois qui ont cours dans la r&eacute;gion, voire la cit&eacute;, o&ugrave; il se trouve. Si le syst&egrave;me juridique reste assez semblable dans toute la Scandia, il existe souvent quelques variations locales dans l&rsquo;application des peines encourues pour un m&ecirc;me crime. De m&ecirc;me, les us et coutumes de certains endroits changent subtilement par rapport aux habitudes des h&eacute;ros et peuvent provoquer des situations des plus embarrassantes. Un personnage Expert dans cette comp&eacute;tence peut endosser le r&ocirc;le de crieur des lois lors d&rsquo;un thing.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"CIfheBgF5plSgqYT"}
@ -9,10 +9,10 @@
{"name":"Esquive","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage anticipe les attaques port&eacute;es contre lui et se met hors de port&eacute;e des coups ou des projectiles qui le visent. Bien qu&rsquo;elle s&rsquo;av&egrave;re surtout utile en combat, cette comp&eacute;tence sert &eacute;galement &agrave; &eacute;viter une collision qui menace le h&eacute;ros, comme un attelage lanc&eacute; au galop vers lui, ou un &eacute;boulement de gros rochers. Que l&rsquo;esquive soit r&eacute;ussie ou pas, le personnage se retrouve toujours &agrave; terre, &agrave; quelques pas de sa position initiale (le joueur choisit la direction).</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"MLCAKgi8wRLwlINc"} {"name":"Esquive","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage anticipe les attaques port&eacute;es contre lui et se met hors de port&eacute;e des coups ou des projectiles qui le visent. Bien qu&rsquo;elle s&rsquo;av&egrave;re surtout utile en combat, cette comp&eacute;tence sert &eacute;galement &agrave; &eacute;viter une collision qui menace le h&eacute;ros, comme un attelage lanc&eacute; au galop vers lui, ou un &eacute;boulement de gros rochers. Que l&rsquo;esquive soit r&eacute;ussie ou pas, le personnage se retrouve toujours &agrave; terre, &agrave; quelques pas de sa position initiale (le joueur choisit la direction).</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"MLCAKgi8wRLwlINc"}
{"name":"Commerce","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la connaissance des lois de l&rsquo;offre et de la demande. Le n&eacute;gociant sait &eacute;valuer les choses lors d&rsquo;un troc, ou d&rsquo;une transaction s&rsquo;il utilise de la monnaie. Il conna&icirc;t &eacute;galement les points d&rsquo;approvisionnement pour les diff&eacute;rentes marchandises produites dans la Scandia, et les endroits o&ugrave; il a le plus de chance d&rsquo;en tirer le meilleur profit. Les dates et les lieux o&ugrave; se d&eacute;roulent les foires annuelles n&rsquo;ont pas de secret pour lui. Enfin, cette comp&eacute;tence g&egrave;re tout l&rsquo;aspect intendance de cette activit&eacute;.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"OlELPb9hGkbQNnff"} {"name":"Commerce","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la connaissance des lois de l&rsquo;offre et de la demande. Le n&eacute;gociant sait &eacute;valuer les choses lors d&rsquo;un troc, ou d&rsquo;une transaction s&rsquo;il utilise de la monnaie. Il conna&icirc;t &eacute;galement les points d&rsquo;approvisionnement pour les diff&eacute;rentes marchandises produites dans la Scandia, et les endroits o&ugrave; il a le plus de chance d&rsquo;en tirer le meilleur profit. Les dates et les lieux o&ugrave; se d&eacute;roulent les foires annuelles n&rsquo;ont pas de secret pour lui. Enfin, cette comp&eacute;tence g&egrave;re tout l&rsquo;aspect intendance de cette activit&eacute;.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"OlELPb9hGkbQNnff"}
{"name":"Chercher","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence entre en jeu lorsque le personnage fouille un endroit particulier. Elle permet de r&eacute;v&eacute;ler les &eacute;l&eacute;ments cach&eacute;s dans le d&eacute;cor ou les indices dissimul&eacute;s. Contrairement &agrave; la comp&eacute;tence Vigilance, Chercher n&eacute;cessite une d&eacute;marche active de la part du h&eacute;ros.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"QysZVyRFax7P0mko"} {"name":"Chercher","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence entre en jeu lorsque le personnage fouille un endroit particulier. Elle permet de r&eacute;v&eacute;ler les &eacute;l&eacute;ments cach&eacute;s dans le d&eacute;cor ou les indices dissimul&eacute;s. Contrairement &agrave; la comp&eacute;tence Vigilance, Chercher n&eacute;cessite une d&eacute;marche active de la part du h&eacute;ros.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"QysZVyRFax7P0mko"}
{"_id":"SEeAKWRSKO0HWt6Q","name":"Médecine*","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence correspond &agrave; la connaissance de l&rsquo;ensemble des pratiques m&eacute;dicales de la Scandia. Elle permet d&rsquo;&eacute;tablir un diagnostic, de soigner les maladies les plus courantes, de traiter les blessures, de r&eacute;duire une fracture, d&rsquo;accompagner un accouchement, mais aussi de d&eacute;terminer les causes probables d&rsquo;une mort inexpliqu&eacute;e. Les premiers soins sont quant &agrave; eux couverts par la comp&eacute;tence Survie, mais un personnage plus comp&eacute;tent en M&eacute;decine peut dans ce cas substituer cette discipline &agrave; un test de Survie.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Médecine","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence correspond &agrave; la connaissance de l&rsquo;ensemble des pratiques m&eacute;dicales de la Scandia. Elle permet d&rsquo;&eacute;tablir un diagnostic, de soigner les maladies les plus courantes, de traiter les blessures, de r&eacute;duire une fracture, d&rsquo;accompagner un accouchement, mais aussi de d&eacute;terminer les causes probables d&rsquo;une mort inexpliqu&eacute;e. Les premiers soins sont quant &agrave; eux couverts par la comp&eacute;tence Survie, mais un personnage plus comp&eacute;tent en M&eacute;decine peut dans ce cas substituer cette discipline &agrave; un test de Survie.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"SEeAKWRSKO0HWt6Q"}
{"name":"Herboristerie","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la connaissance des plantes, des herbes et des produits naturels permettant de concocter des rem&egrave;des, mais aussi des teintures ou encore des poisons de toutes sortes. Un personnage vers&eacute; dans cette discipline sait &eacute;galement reconna&icirc;tre les plantes rencontr&eacute;es en pleine nature, ainsi que d&eacute;terminer l&rsquo;endroit o&ugrave; il a le plus de chance de trouver une esp&egrave;ce sp&eacute;cifique.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"SHnTbcIm0JZN7UqU"} {"name":"Herboristerie","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Il s&rsquo;agit de la connaissance des plantes, des herbes et des produits naturels permettant de concocter des rem&egrave;des, mais aussi des teintures ou encore des poisons de toutes sortes. Un personnage vers&eacute; dans cette discipline sait &eacute;galement reconna&icirc;tre les plantes rencontr&eacute;es en pleine nature, ainsi que d&eacute;terminer l&rsquo;endroit o&ugrave; il a le plus de chance de trouver une esp&egrave;ce sp&eacute;cifique.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"SHnTbcIm0JZN7UqU"}
{"name":"Natation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence repr&eacute;sente l&rsquo;aptitude &agrave; se mouvoir &agrave; la surface de l&rsquo;eau et &agrave; y demeurer en cas de chute depuis un navire. Le Meneur de Jeu peut appliquer un malus au test de Natation &eacute;gal &agrave; la valeur de protection de l&rsquo;armure port&eacute;e par l&rsquo;infortun&eacute;. Le nageur peut &eacute;galement se d&eacute;placer sous l&rsquo;eau ou plonger depuis les hauteurs vertigineuses des falaises avec de bonnes chances de r&eacute;ussite.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"VcfHyyT169aId8Td"} {"name":"Natation","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence repr&eacute;sente l&rsquo;aptitude &agrave; se mouvoir &agrave; la surface de l&rsquo;eau et &agrave; y demeurer en cas de chute depuis un navire. Le Meneur de Jeu peut appliquer un malus au test de Natation &eacute;gal &agrave; la valeur de protection de l&rsquo;armure port&eacute;e par l&rsquo;infortun&eacute;. Le nageur peut &eacute;galement se d&eacute;placer sous l&rsquo;eau ou plonger depuis les hauteurs vertigineuses des falaises avec de bonnes chances de r&eacute;ussite.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"VcfHyyT169aId8Td"}
{"_id":"ZhIYWUKuDV5hyuUA","name":"Langues*","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Tous les personnages parlent couramment le norrois (<em>dansk tunga</em>), la langue commune aux diff&eacute;rents royaumes de la Scandia. Chaque sp&eacute;cialisation dans cette comp&eacute;tence correspond &agrave; une langue particuli&egrave;re et &eacute;trang&egrave;re, ou &agrave; un patois local issu d&rsquo;une autre racine linguistique comme le finnois parl&eacute; par les tribus sames. Il est toujours possible de comprendre un dialecte tir&eacute; du norrois en r&eacute;ussissant, g&eacute;n&eacute;ralement, un test d&rsquo;Intellect contre un Seuil de R&eacute;ussite Moyen (14). Exemples de sp&eacute;cialisation : saxon, finnois, balte, germain&hellip;</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Langues","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Tous les personnages parlent couramment le norrois (<em>dansk tunga</em>), la langue commune aux diff&eacute;rents royaumes de la Scandia. Chaque sp&eacute;cialisation dans cette comp&eacute;tence correspond &agrave; une langue particuli&egrave;re et &eacute;trang&egrave;re, ou &agrave; un patois local issu d&rsquo;une autre racine linguistique comme le finnois parl&eacute; par les tribus sames. Il est toujours possible de comprendre un dialecte tir&eacute; du norrois en r&eacute;ussissant, g&eacute;n&eacute;ralement, un test d&rsquo;Intellect contre un Seuil de R&eacute;ussite Moyen (14). Exemples de sp&eacute;cialisation : saxon, finnois, balte, germain&hellip;</p>","niveau":0,"niveauunrequis":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ZhIYWUKuDV5hyuUA"}
{"name":"Discrétion","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage sait se d&eacute;placer en silence, tout en profitant du moindre couvert afin de passer inaper&ccedil;u. Cette comp&eacute;tence permet &eacute;galement de se cacher efficacement ou de camoufler un objet sur soi ou dans le d&eacute;cor environnant.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"cKowAJGvHnY0GSOZ"} {"name":"Discrétion","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Le personnage sait se d&eacute;placer en silence, tout en profitant du moindre couvert afin de passer inaper&ccedil;u. Cette comp&eacute;tence permet &eacute;galement de se cacher efficacement ou de camoufler un objet sur soi ou dans le d&eacute;cor environnant.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"cKowAJGvHnY0GSOZ"}
{"name":"Art","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Choisissez le domaine de pr&eacute;dilection du personnage. Il peut s&rsquo;agir d&rsquo;un simple don naturel, d&rsquo;une activit&eacute; professionnelle (pour un scalde), d&rsquo;un loisir&hellip; Cette comp&eacute;tence permet de cr&eacute;er une oeuvre d&rsquo;art originale ou d&rsquo;en reproduire une existante. Sp&eacute;cialisations possibles : orf&egrave;vrerie, chant, musique, danse, gravure, po&eacute;sie d&eacute;clam&eacute;e, flatterie, peinture, etc&hellip;</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"fcTMIpIMVc1cQASZ"} {"name":"Art","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":true,"categorie":"generale","specialisation":"","description":"<p>Choisissez le domaine de pr&eacute;dilection du personnage. Il peut s&rsquo;agir d&rsquo;un simple don naturel, d&rsquo;une activit&eacute; professionnelle (pour un scalde), d&rsquo;un loisir&hellip; Cette comp&eacute;tence permet de cr&eacute;er une oeuvre d&rsquo;art originale ou d&rsquo;en reproduire une existante. Sp&eacute;cialisations possibles : orf&egrave;vrerie, chant, musique, danse, gravure, po&eacute;sie d&eacute;clam&eacute;e, flatterie, peinture, etc&hellip;</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"fcTMIpIMVc1cQASZ"}
{"name":"Larcins","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence recouvre les activit&eacute;s des filous des terres du Nord. Elle permet de crocheter une serrure, mais aussi de couper une bourse ou de subtiliser discr&egrave;tement des clefs. Dans ce deuxi&egrave;me cas, Larcins s&rsquo;emploie dans un test en opposition contre la Perception et la Vigilance de la cible.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ggoWPfYoTx7QG5ae"} {"name":"Larcins","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"generale","specialisation":"","description":"<p>Cette comp&eacute;tence recouvre les activit&eacute;s des filous des terres du Nord. Elle permet de crocheter une serrure, mais aussi de couper une bourse ou de subtiliser discr&egrave;tement des clefs. Dans ce deuxi&egrave;me cas, Larcins s&rsquo;emploie dans un test en opposition contre la Perception et la Vigilance de la cible.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"ggoWPfYoTx7QG5ae"}

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MANIFEST-000032

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2024/05/02-09:20:30.743214 7f844cc006c0 Recovering log #30
2024/05/02-09:20:30.753988 7f844cc006c0 Delete type=3 #28
2024/05/02-09:20:30.754165 7f844cc006c0 Delete type=0 #30
2024/05/02-09:24:00.851545 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.851582 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.858223 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:00.864778 7f844ae006c0 Manual compaction at level-0 from '!items!26CQEICWZs8Gw4Xi' @ 72057594037927935 : 1 .. '!items!ylqZMDyXujUlSorr' @ 0 : 0; will stop at (end)
2024/05/02-09:24:00.874940 7f844ae006c0 Manual compaction at level-1 from '!items!26CQEICWZs8Gw4Xi' @ 72057594037927935 : 1 .. '!items!ylqZMDyXujUlSorr' @ 0 : 0; will stop at (end)

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2024/04/30-23:29:38.598445 7fdae56006c0 Recovering log #26
2024/04/30-23:29:38.609001 7fdae56006c0 Delete type=3 #24
2024/04/30-23:29:38.609105 7fdae56006c0 Delete type=0 #26
2024/05/01-09:07:55.221157 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.221263 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.228186 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.248533 7fdadfe006c0 Manual compaction at level-0 from '!items!26CQEICWZs8Gw4Xi' @ 72057594037927935 : 1 .. '!items!ylqZMDyXujUlSorr' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.248650 7fdadfe006c0 Manual compaction at level-1 from '!items!26CQEICWZs8Gw4Xi' @ 72057594037927935 : 1 .. '!items!ylqZMDyXujUlSorr' @ 0 : 0; will stop at (end)

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{"_id":"RAhkadJOfEnVBLpy","name":"Galdr*","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Le <em>galdr</em> utilise la puissance divine de la voix pour la magie. Tout pratiquant de la magie peut l&rsquo;utiliser. Il n&rsquo;est pas besoin d&rsquo;avoir une belle voix ou de chanter juste, mais de lancer des incantations.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Galdr","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Le <em>galdr</em> utilise la puissance divine de la voix pour la magie. Tout pratiquant de la magie peut l&rsquo;utiliser. Il n&rsquo;est pas besoin d&rsquo;avoir une belle voix ou de chanter juste, mais de lancer des incantations.</p>","niveau":0,"niveauunrequis":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"RAhkadJOfEnVBLpy"}
{"_id":"UoWkSxLdXhZQinnc","name":"Runes*","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Cette comp&eacute;tence permet de lire et de conna&icirc;tre le sens de chacune des vingt-quatre runes. Mais surtout elles donnent des indications occultes sur la r&eacute;alit&eacute; du monde et permettent de lancer des sorts de protection, mal&eacute;diction et gu&eacute;rison, &agrave; ceux qui savent s&rsquo;en servir.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Runes","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Cette comp&eacute;tence permet de lire et de conna&icirc;tre le sens de chacune des vingt-quatre runes. Mais surtout elles donnent des indications occultes sur la r&eacute;alit&eacute; du monde et permettent de lancer des sorts de protection, mal&eacute;diction et gu&eacute;rison, &agrave; ceux qui savent s&rsquo;en servir.</p>","niveau":0,"niveauunrequis":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"UoWkSxLdXhZQinnc"}
{"_id":"mIBiTKqfqiiepeyz","name":"Sejdr*","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Il s&rsquo;agit l&agrave; de l&rsquo;antique art magique enseign&eacute; &agrave; Odhinn m&ecirc;me, par Freyja, la sorcellerie. Les femmes sont plus nombreuses &agrave; en pratiquer certains sorts car ils sont li&eacute;s &agrave; des travaux consid&eacute;r&eacute;s comme purement f&eacute;minins (filer de la laine, mettre des v&ecirc;tements de c&eacute;r&eacute;monie pour les visions, chevaucher un autre personnage). Certains hommes pratiquent le Sejdr sans s&rsquo;en soucier, d&rsquo;autres s&eacute;lectionnent les sorts les moins compromettants et les compl&egrave;tent avec les Runes ou le Galdr.</p>","niveau":0,"niveauunrequis":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{}} {"name":"Sejdr","type":"competence","img":"systems/fvtt-yggdrasill/images/icons/icon_skill.png","data":{"isspecialisation":false,"categorie":"magique","specialisation":"","description":"<p>Il s&rsquo;agit l&agrave; de l&rsquo;antique art magique enseign&eacute; &agrave; Odhinn m&ecirc;me, par Freyja, la sorcellerie. Les femmes sont plus nombreuses &agrave; en pratiquer certains sorts car ils sont li&eacute;s &agrave; des travaux consid&eacute;r&eacute;s comme purement f&eacute;minins (filer de la laine, mettre des v&ecirc;tements de c&eacute;r&eacute;monie pour les visions, chevaucher un autre personnage). Certains hommes pratiquent le Sejdr sans s&rsquo;en soucier, d&rsquo;autres s&eacute;lectionnent les sorts les moins compromettants et les compl&egrave;tent avec les Runes ou le Galdr.</p>","niveau":0,"niveauunrequis":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"feLeZcbqgHkVzfJP":3},"flags":{},"_id":"mIBiTKqfqiiepeyz"}

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MANIFEST-000032

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2024/05/02-09:20:30.774893 7f844cc006c0 Recovering log #30
2024/05/02-09:20:30.785238 7f844cc006c0 Delete type=3 #28
2024/05/02-09:20:30.785346 7f844cc006c0 Delete type=0 #30
2024/05/02-09:24:00.874955 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.875023 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.882281 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:00.896915 7f844ae006c0 Manual compaction at level-0 from '!items!RAhkadJOfEnVBLpy' @ 72057594037927935 : 1 .. '!items!mIBiTKqfqiiepeyz' @ 0 : 0; will stop at (end)
2024/05/02-09:24:00.903558 7f844ae006c0 Manual compaction at level-1 from '!items!RAhkadJOfEnVBLpy' @ 72057594037927935 : 1 .. '!items!mIBiTKqfqiiepeyz' @ 0 : 0; will stop at (end)

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2024/04/30-23:29:38.613651 7fdae6a006c0 Recovering log #26
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2024/05/02-09:20:30.806675 7f844cc006c0 Recovering log #30
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2024/04/30-23:29:38.658423 7fdae56006c0 Recovering log #26
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MANIFEST-000032

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@ -1,8 +0,0 @@
2024/05/02-09:20:31.057575 7f844c2006c0 Recovering log #30
2024/05/02-09:20:31.068276 7f844c2006c0 Delete type=3 #28
2024/05/02-09:20:31.068367 7f844c2006c0 Delete type=0 #30
2024/05/02-09:24:00.993561 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.993597 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:01.000558 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:01.000809 7f844ae006c0 Manual compaction at level-0 from '!items!0tELaPFZgkeTUeVn' @ 72057594037927935 : 1 .. '!items!zC0kHoqZ9lkQFgI6' @ 0 : 0; will stop at (end)
2024/05/02-09:24:01.000836 7f844ae006c0 Manual compaction at level-1 from '!items!0tELaPFZgkeTUeVn' @ 72057594037927935 : 1 .. '!items!zC0kHoqZ9lkQFgI6' @ 0 : 0; will stop at (end)

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@ -1,8 +0,0 @@
2024/04/30-23:29:38.878752 7fdae60006c0 Recovering log #26
2024/04/30-23:29:38.890171 7fdae60006c0 Delete type=3 #24
2024/04/30-23:29:38.890274 7fdae60006c0 Delete type=0 #26
2024/05/01-09:07:55.343882 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.343919 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.350824 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.365593 7fdadfe006c0 Manual compaction at level-0 from '!items!0tELaPFZgkeTUeVn' @ 72057594037927935 : 1 .. '!items!zC0kHoqZ9lkQFgI6' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.365651 7fdadfe006c0 Manual compaction at level-1 from '!items!0tELaPFZgkeTUeVn' @ 72057594037927935 : 1 .. '!items!zC0kHoqZ9lkQFgI6' @ 0 : 0; will stop at (end)

Binary file not shown.

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@ -1 +0,0 @@
MANIFEST-000032

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@ -1,8 +0,0 @@
2024/05/02-09:20:30.821401 7f844c2006c0 Recovering log #30
2024/05/02-09:20:30.832886 7f844c2006c0 Delete type=3 #28
2024/05/02-09:20:30.832985 7f844c2006c0 Delete type=0 #30
2024/05/02-09:24:00.896933 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.896967 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.903398 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:00.903573 7f844ae006c0 Manual compaction at level-0 from '!items!0EoL2kcGdYiYS8lY' @ 72057594037927935 : 1 .. '!items!xf1RAsIzBXQgbLq2' @ 0 : 0; will stop at (end)
2024/05/02-09:24:00.903612 7f844ae006c0 Manual compaction at level-1 from '!items!0EoL2kcGdYiYS8lY' @ 72057594037927935 : 1 .. '!items!xf1RAsIzBXQgbLq2' @ 0 : 0; will stop at (end)

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@ -1,8 +0,0 @@
2024/04/30-23:29:38.672610 7fdae6a006c0 Recovering log #26
2024/04/30-23:29:38.683005 7fdae6a006c0 Delete type=3 #24
2024/04/30-23:29:38.683098 7fdae6a006c0 Delete type=0 #26
2024/05/01-09:07:55.256906 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.256961 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.263446 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.278143 7fdadfe006c0 Manual compaction at level-0 from '!items!0EoL2kcGdYiYS8lY' @ 72057594037927935 : 1 .. '!items!xf1RAsIzBXQgbLq2' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.278203 7fdadfe006c0 Manual compaction at level-1 from '!items!0EoL2kcGdYiYS8lY' @ 72057594037927935 : 1 .. '!items!xf1RAsIzBXQgbLq2' @ 0 : 0; will stop at (end)

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@ -1 +0,0 @@
MANIFEST-000032

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@ -1,8 +0,0 @@
2024/05/02-09:20:31.042811 7f844cc006c0 Recovering log #30
2024/05/02-09:20:31.054523 7f844cc006c0 Delete type=3 #28
2024/05/02-09:20:31.054615 7f844cc006c0 Delete type=0 #30
2024/05/02-09:24:00.986638 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.986739 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.993409 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:01.000786 7f844ae006c0 Manual compaction at level-0 from '!items!7VeQIQHxvw233Jzt' @ 72057594037927935 : 1 .. '!items!xw2gPhCxDVpkJnxL' @ 0 : 0; will stop at (end)
2024/05/02-09:24:01.000868 7f844ae006c0 Manual compaction at level-1 from '!items!7VeQIQHxvw233Jzt' @ 72057594037927935 : 1 .. '!items!xw2gPhCxDVpkJnxL' @ 0 : 0; will stop at (end)

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@ -1,8 +0,0 @@
2024/04/30-23:29:38.864329 7fdae74006c0 Recovering log #26
2024/04/30-23:29:38.875039 7fdae74006c0 Delete type=3 #24
2024/04/30-23:29:38.875162 7fdae74006c0 Delete type=0 #26
2024/05/01-09:07:55.358841 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.358889 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.365401 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.365623 7fdadfe006c0 Manual compaction at level-0 from '!items!7VeQIQHxvw233Jzt' @ 72057594037927935 : 1 .. '!items!xw2gPhCxDVpkJnxL' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.365664 7fdadfe006c0 Manual compaction at level-1 from '!items!7VeQIQHxvw233Jzt' @ 72057594037927935 : 1 .. '!items!xw2gPhCxDVpkJnxL' @ 0 : 0; will stop at (end)

Binary file not shown.

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@ -1 +0,0 @@
MANIFEST-000032

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@ -1,8 +0,0 @@
2024/05/02-09:20:31.028964 7f844c2006c0 Recovering log #30
2024/05/02-09:20:31.039429 7f844c2006c0 Delete type=3 #28
2024/05/02-09:20:31.039533 7f844c2006c0 Delete type=0 #30
2024/05/02-09:24:00.979204 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.979236 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.986242 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:00.986432 7f844ae006c0 Manual compaction at level-0 from '!items!89NwqZV3Qn9xWeO0' @ 72057594037927935 : 1 .. '!items!sH7HaKggOEaBVzn3' @ 0 : 0; will stop at (end)
2024/05/02-09:24:00.986497 7f844ae006c0 Manual compaction at level-1 from '!items!89NwqZV3Qn9xWeO0' @ 72057594037927935 : 1 .. '!items!sH7HaKggOEaBVzn3' @ 0 : 0; will stop at (end)

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@ -1,8 +0,0 @@
2024/04/30-23:29:38.848909 7fdae6a006c0 Recovering log #26
2024/04/30-23:29:38.860284 7fdae6a006c0 Delete type=3 #24
2024/04/30-23:29:38.860378 7fdae6a006c0 Delete type=0 #26
2024/05/01-09:07:55.337174 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.337262 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.343707 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.365572 7fdadfe006c0 Manual compaction at level-0 from '!items!89NwqZV3Qn9xWeO0' @ 72057594037927935 : 1 .. '!items!sH7HaKggOEaBVzn3' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.365637 7fdadfe006c0 Manual compaction at level-1 from '!items!89NwqZV3Qn9xWeO0' @ 72057594037927935 : 1 .. '!items!sH7HaKggOEaBVzn3' @ 0 : 0; will stop at (end)

Binary file not shown.

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@ -1 +0,0 @@
MANIFEST-000032

View File

@ -1,8 +0,0 @@
2024/05/02-09:20:31.014753 7f844cc006c0 Recovering log #30
2024/05/02-09:20:31.025539 7f844cc006c0 Delete type=3 #28
2024/05/02-09:20:31.025663 7f844cc006c0 Delete type=0 #30
2024/05/02-09:24:00.972587 7f844ae006c0 Level-0 table #35: started
2024/05/02-09:24:00.972622 7f844ae006c0 Level-0 table #35: 0 bytes OK
2024/05/02-09:24:00.979047 7f844ae006c0 Delete type=0 #33
2024/05/02-09:24:00.986419 7f844ae006c0 Manual compaction at level-0 from '!items!1smXvw2EcuTkytDv' @ 72057594037927935 : 1 .. '!items!yKLS6KQafucspg3R' @ 0 : 0; will stop at (end)
2024/05/02-09:24:00.986455 7f844ae006c0 Manual compaction at level-1 from '!items!1smXvw2EcuTkytDv' @ 72057594037927935 : 1 .. '!items!yKLS6KQafucspg3R' @ 0 : 0; will stop at (end)

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@ -1,8 +0,0 @@
2024/04/30-23:29:38.834359 7fdae56006c0 Recovering log #26
2024/04/30-23:29:38.845525 7fdae56006c0 Delete type=3 #24
2024/04/30-23:29:38.845680 7fdae56006c0 Delete type=0 #26
2024/05/01-09:07:55.351078 7fdadfe006c0 Level-0 table #31: started
2024/05/01-09:07:55.351137 7fdadfe006c0 Level-0 table #31: 0 bytes OK
2024/05/01-09:07:55.358613 7fdadfe006c0 Delete type=0 #29
2024/05/01-09:07:55.365609 7fdadfe006c0 Manual compaction at level-0 from '!items!1smXvw2EcuTkytDv' @ 72057594037927935 : 1 .. '!items!yKLS6KQafucspg3R' @ 0 : 0; will stop at (end)
2024/05/01-09:07:55.365681 7fdadfe006c0 Manual compaction at level-1 from '!items!1smXvw2EcuTkytDv' @ 72057594037927935 : 1 .. '!items!yKLS6KQafucspg3R' @ 0 : 0; will stop at (end)

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