2 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 ad771ff2b5 A uniselector for the pause
Foundry's pause is a spinning d20 and a caption. This replaces both from CSS
alone, without touching the markup: figure#pause becomes a small navy panel with
a yellow rule along the top, and the <img> becomes the arm of a uniselector.

A uniselector is the stepping switch inside a telephone exchange — an arm that
clicks round one contact at a time, hunting for a free line. It is the right
object for this game. The department's whole business is a machine that says
where things belong, and OPEN DAY is set inside one. Eleven contacts, because
eleven minutes is the interval this setting keeps returning to.

It STEPS rather than sweeps: steps(11) over 7.7s, so a contact every 700ms. A
continuous spin reads as a loading throbber; a discrete click reads as a machine
working through a list, which is what the department is doing while the table is
out of the room. The arm carries a faint trailing sector, because without it a
700ms step is easy to miss and the stepping is the whole idea.

No new text. Foundry's caption is localised and this only restyles it — a string
hardcoded in a stylesheet would be one the lang file could never reach.

Two things the browser had to be asked rather than assumed:

  - Core pins #pause with BOTH top and bottom, so an auto height stretched it to
    180px for a 16px caption. It is pinned here instead and sized to content.
  - The arm is rotated, so getBoundingClientRect returns the diagonal of its own
    square (75px for a 52px element). The layout takes its size from the flex
    basis and never from the measured box.

prefers-reduced-motion stops the movement and keeps the object — a stepping dial
in the corner of the eye is exactly what that preference is asking about.

Version 1.0.4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:25:12 +01:00
slaguru666andClaude Opus 5 53481bdfc1 Ship the LAST ADMISSION plates as showable images
A third journal in the adventure — LAST ADMISSION — Show the players — holding
the seven scene plates and the floor plan as eight image pages at player
visibility. Right-click, Show Players, done.

title.show is false and there is no caption, on purpose: the table gets the
picture and nothing else. No heading telling them which room this is, no label
naming the thing on the stairs. The page NAMES exist only for the GM's sidebar
so the right one can be found in a hurry under pressure, and the players never
see them.

Ordered by when each comes up, not by asset number, for the same reason.

The builder throws if a plate is missing from disk, because a missing image is
a blank frame on a projector in front of six people.

Verified in Foundry: eight pages import at OBSERVER, the image loads, and the
rendered page contains no headings, no figcaption and no text at all.

Version 1.0.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:12:35 +01:00
22 changed files with 176 additions and 21 deletions
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@@ -426,6 +426,13 @@ If there is time — and there usually is, because this ends early — she says
## Artwork ## Artwork
**Showing them at the table.** The adventure ships a third journal,
**LAST ADMISSION — Show the players**, holding these as eight image pages at player
visibility. Right-click a page and *Show Players*: the table gets the picture and
nothing else — no heading, no caption, no label naming what they are looking at. The
page names are for the GM's sidebar and the players never see them.
**Style line:** flat editorial vector, deep navy and pale yellow with warm off-white, **Style line:** flat editorial vector, deep navy and pale yellow with warm off-white,
1970s British public-information poster, `--style raw --ar 3:2 --v 6`. 1970s British public-information poster, `--style raw --ar 3:2 --v 6`.
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@@ -1684,3 +1684,104 @@
.rb-dying { border-left: 3px solid var(--rb-danger); padding-left: 8px; } .rb-dying { border-left: 3px solid var(--rb-danger); padding-left: 8px; }
.rb-stable { border-left: 3px solid var(--rb-yellow); padding-left: 8px; } .rb-stable { border-left: 3px solid var(--rb-yellow); padding-left: 8px; }
.rb-dead { border-left: 3px solid var(--rb-white); padding-left: 8px; } .rb-dead { border-left: 3px solid var(--rb-white); padding-left: 8px; }
/* ============================================================
THE PAUSE — a uniselector, stepping
============================================================
Foundry's pause is a <figure id="pause"> holding an <img class="fa-spin"> and a
<figcaption>. Both are replaced here without touching the markup.
A uniselector is the stepping switch inside a telephone exchange: an arm that clicks
round one contact at a time, hunting for a free line. It is the right object for this
game — the department's whole business is a machine that says where things belong,
and OPEN DAY is set inside one. Eleven contacts, because eleven minutes is the
interval this setting keeps coming back to.
It STEPS rather than sweeps. A continuous spin reads as a loading throbber; a
discrete click every 700ms reads as a machine working through a list, which is what
the department is doing while the table is out of the room.
No new text: Foundry's own caption is localised and this only restyles it. A string
hardcoded here would be one the lang file could never reach.
============================================================ */
#pause {
/* Core pins this with BOTH top and bottom, so an auto height stretches it down the
whole screen — 180px tall for a 16px caption. Pin it once, here, and size to
content. The arm is rotated, so its bounding box is the diagonal of its own square:
the panel is laid out from the flex basis, never from getBoundingClientRect. */
position: fixed;
left: 50%; bottom: 14vh; top: auto; right: auto;
transform: translateX(-50%);
height: auto; width: max-content;
display: flex; align-items: center; gap: 16px;
min-width: 320px; padding: 14px 22px 14px 16px;
background: color-mix(in srgb, var(--rb-void) 88%, transparent);
border: 1px solid var(--rb-line);
border-top: 2px solid var(--rb-yellow);
border-radius: 0;
box-shadow: 0 10px 40px rgba(0,0,0,.55);
}
/* the dial: eleven contacts, standing still */
#pause::before {
content: "";
position: absolute; left: 16px; top: 50%;
width: 52px; height: 52px; margin-top: -26px;
border-radius: 50%;
border: 1px solid var(--rb-hairline);
background:
repeating-conic-gradient(from -90deg,
var(--rb-line) 0deg 2.4deg, transparent 2.4deg 32.727deg);
-webkit-mask: radial-gradient(circle, transparent 0 15px, #000 16px);
mask: radial-gradient(circle, transparent 0 15px, #000 16px);
opacity: .95;
}
/* the arm. The <img> keeps its box and loses its pixels: object-position walks the
raster out of the frame, which leaves a paintable element without a second wrapper. */
#pause img {
position: relative; z-index: 1;
flex: 0 0 52px; width: 52px; height: 52px; margin: 0;
object-fit: none; object-position: -999px -999px;
border: none; filter: none;
/* the arm, and behind it the contact it has just left — without the trailing sector
a 700ms step is easy to miss entirely, and the whole point is that it is stepping */
background: conic-gradient(from -92deg,
var(--rb-yellow) 0deg 5deg,
var(--rb-yellow-dim) 5deg 30deg,
transparent 30deg 360deg);
-webkit-mask: radial-gradient(circle, #000 0 22px, transparent 23px);
mask: radial-gradient(circle, #000 0 22px, transparent 23px);
animation: rb-uniselector 7.7s steps(11, end) infinite;
}
/* Foundry adds fa-spin to that img; ours is the only rotation that should run. */
#pause img.fa-spin { animation: rb-uniselector 7.7s steps(11, end) infinite; }
/* the hub, and the amber that says the record is being written */
#pause::after {
content: "";
position: absolute; left: 38px; top: 50%;
width: 8px; height: 8px; margin-top: -4px;
border-radius: 50%;
background: var(--rb-yellow);
animation: rb-pause-pip 2.6s ease-in-out infinite;
}
#pause figcaption {
font-family: var(--rb-display);
font-size: 13px; letter-spacing: .22em; text-transform: uppercase;
color: var(--rb-yellow);
text-shadow: none; padding: 0; margin: 0;
border-left: 1px solid var(--rb-hairline); padding-left: 16px;
}
@keyframes rb-uniselector { from { transform: rotate(0deg); } to { transform: rotate(360deg); } }
@keyframes rb-pause-pip { 0%, 100% { opacity: .25; } 50% { opacity: 1; } }
/* A stepping dial in the corner of the eye is exactly the sort of thing a reduced-motion
preference is asking us not to do. Keep the object, stop the movement. */
@media (prefers-reduced-motion: reduce) {
#pause img, #pause img.fa-spin, #pause::after { animation: none; }
#pause img { transform: rotate(-32deg); }
}
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@@ -2,7 +2,7 @@
"id": "ringbrp", "id": "ringbrp",
"title": "The Custodians", "title": "The Custodians",
"description": "A Basic Roleplaying game of agents who cross the crossing to contain what should not be there — and who come back a little less from here each time.", "description": "A Basic Roleplaying game of agents who cross the crossing to contain what should not be there — and who come back a little less from here each time.",
"version": "1.0.2", "version": "1.0.4",
"compatibility": { "compatibility": {
"minimum": 13, "minimum": 13,
"verified": "14.364" "verified": "14.364"
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@@ -461,6 +461,38 @@ function journalDoc(name, key, pages) {
return { doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [], ...BASE() }, pages: pageDocs, id }; return { doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [], ...BASE() }, pages: pageDocs, id };
} }
/**
* A journal of nothing but pictures, for showing to players.
*
* title.show is FALSE and there is no caption on purpose: when the GM hits Show Players
* the table gets the image and nothing else — no heading telling them which room this
* is, no label naming the thing they are looking at. The page NAME is for the GM's list
* in the sidebar, so they can find the right one in a hurry; the players never see it.
*/
function imageJournal(name, key, plates) {
const id = idFor(`journal:${key}`);
const pageDocs = plates.map((p, i) => {
// A missing plate is a blank frame on a projector in front of six people.
if (!existsSync(path.join(ROOT, p.src))) throw new Error(`${name}: no plate at ${p.src}`);
return {
_id: idFor(`journal:${key}:${i}`),
name: p.name, type: "image",
title: { show: false, level: 1 },
src: `systems/ringbrp/${p.src}`,
image: { caption: "" },
text: { format: 1, content: "", markdown: "" },
video: { controls: true, volume: 0.5 },
system: {}, sort: (i + 1) * 100, ownership: { default: 2 }, flags: {},
category: null
};
});
return {
doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [],
...BASE(), ownership: { default: 2 }, flags: { ringbrp: { brand: true } } },
pages: pageDocs, id
};
}
/* ---------------- writer ---------------- */ /* ---------------- writer ---------------- */
/** /**
@@ -842,6 +874,19 @@ function cullandScene() {
castDocs.push(actorDoc); castDocs.push(actorDoc);
} }
// The plates, one per page, for showing at the table. Named for what the GM will be
// looking for under pressure, ordered by when it comes up.
const showJournal = imageJournal("LAST ADMISSION — Show the players", "la_show", [
{ name: "1 · The house, from the drive", src: "art/scenes/la_01_hall.webp" },
{ name: "2 · Floor plan — Culland Hall", src: "art/maps/culland-hall.webp" },
{ name: "3 · Backstage — the green room", src: "art/scenes/la_06_green.webp" },
{ name: "4 · The east corridor", src: "art/scenes/la_03_corridor.webp" },
{ name: "5 · The nursery", src: "art/scenes/la_04_nursery.webp" },
{ name: "6 · The glasshouse — Old Marrow", src: "art/scenes/la_05_glass.webp" },
{ name: "7 · The stairs — the woman standing", src: "art/scenes/la_07_stairs.webp" },
{ name: "8 · The car park, afterwards", src: "art/scenes/la_08_carpark.webp" }
]);
const gmJournal = journalDoc("LAST ADMISSION — Run the prologue", "la_gm", L.LA_PAGES); const gmJournal = journalDoc("LAST ADMISSION — Run the prologue", "la_gm", L.LA_PAGES);
const handouts = journalDoc("LAST ADMISSION — Player handouts", "la_handouts", L.LA_HANDOUTS); const handouts = journalDoc("LAST ADMISSION — Player handouts", "la_handouts", L.LA_HANDOUTS);
handouts.doc.ownership = { default: 2 }; handouts.doc.ownership = { default: 2 };
@@ -870,8 +915,9 @@ function cullandScene() {
actors: castDocs, actors: castDocs,
items: [], items: [],
journal: [ journal: [
{ ...gmJournal.doc, pages: gmJournal.pages }, { ...gmJournal.doc, pages: gmJournal.pages },
{ ...handouts.doc, pages: handouts.pages } { ...handouts.doc, pages: handouts.pages },
{ ...showJournal.doc, pages: showJournal.pages }
], ],
scenes: [cullandScene()], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [], scenes: [cullandScene()], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [],
sort: 0, ...BASE() sort: 0, ...BASE()
@@ -879,7 +925,8 @@ function cullandScene() {
await writePack("lastadmission", [[`!adventures!${advId}`, adventure]]); await writePack("lastadmission", [[`!adventures!${advId}`, adventure]]);
console.log(` lastadm LAST ADMISSION — ${castDocs.length} cast, ` console.log(` lastadm LAST ADMISSION — ${castDocs.length} cast, `
+ `${L.LA_PAGES.length} GM pages, ${L.LA_HANDOUTS.length} handouts`); + `${L.LA_PAGES.length} GM pages, ${L.LA_HANDOUTS.length} handouts, `
+ `${showJournal.pages.length} plates to show`);
} }
// OPEN DAY — the prologue. A much smaller adventure than BLACK PLATFORM: no case file, // OPEN DAY — the prologue. A much smaller adventure than BLACK PLATFORM: no case file,