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feat(system-builder): conditions in the HEALTH folder; BLIND and BLEE… - #219
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October 9, 2026 12:52
…D become conditions (4e2b1) From the approved builder-conditions mockup. The HEALTH folder gets a CONDITIONS section (TokenConditions): every condition on the token as a wrapping chip with its icon and label, and what each means below. In the panel that changes health it offers + CONDITION from the running game's list and × to take one off, sending the whole list with every other condition's rounds left kept, and shows rounds left and modifiers from the socket's full answer. The panel that only watches someone else's health shows which conditions and what they mean. useConditionList fetches the game's list (modifiers only with the GM's login) and asks again on customSystemChanged; useConditionDetail asks requestTokenConditions and uses only a full answer about its own token. The injury map keeps the body and loses its BLIND and BLEED flags. A one-time startup move (startup/injuryConditions.js), after the per-system token health start, turns each flag into the Blinded or Bleeding condition on every token and in every game's saved values, in one transaction with a marker. Checked on a copy of a real database: five records moved, every body injury kept. The stream overlay shows a selected token's conditions in place of the flags.
…dcast The LUCK test read the sheet as soon as diceRollBroadcast was seen, but the spend (patchSheet) runs alongside the broadcast, not before it, so on a busy CI runner it sometimes read luck 2. It now polls with untilValue until the sheet shows the spend. The whole sheet is waited on rather than the number, since untilValue treats a falsy value as not yet and the expected LUCK is 0. Still fails when the spend never happens (checked by mutation).
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…D become conditions (4e2b1)
From the approved builder-conditions mockup. The HEALTH folder gets a CONDITIONS section (TokenConditions): every condition on the token as a wrapping chip with its icon and label, and what each means below. In the panel that changes health it offers + CONDITION from the running game's list and × to take one off, sending the whole list with every other condition's rounds left kept, and shows rounds left and modifiers from the socket's full answer. The panel that only watches someone else's health shows which conditions and what they mean.
useConditionList fetches the game's list (modifiers only with the GM's login) and asks again on customSystemChanged; useConditionDetail asks requestTokenConditions and uses only a full answer about its own token.
The injury map keeps the body and loses its BLIND and BLEED flags. A one-time startup move (startup/injuryConditions.js), after the per-system token health start, turns each flag into the Blinded or Bleeding condition on every token and in every game's saved values, in one transaction with a marker. Checked on a copy of a real database: five records moved, every body injury kept.
The stream overlay shows a selected token's conditions in place of the flags.
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frontend/package.jsonversiondocker-compose.ymlAPP_VERSIONCHANGELOG.mdwith release notesBefore merging to main:
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