fix: attack/defense cross-client reaction flow
- C1: Stop D30 auto-roll on non-primary clients (caused divergence) - C2: defenderOwner fallback to GM for monster defenders - C3: Fix tie outcome in handleAttackBoosted (>= not >) - C5: Convert handleAttackBoosted to while-loop (multi-reaction) - C4/C6: shouldCreateMessage cross-client guard - M2: Coordinate main flow defender dialog vs socket handler - M3: Fresh grit/luck reads each socket handler iteration - M4: Include defenseD30message in socket payload + re-process - M5: Communicate attackerHandledBonus in socket payload - i18n: Add missing COMBAT.* keys, fix weapon.hbs label localize - d30_results_tables: Fix string typo
This commit is contained in:
+25
-1
@@ -1,8 +1,32 @@
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{
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"COMBAT": {
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"Begin": "Begin Combat",
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"Create": "Create Encounter",
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"Delete": "Delete Encounter",
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"Encounter": "Encounter",
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"EncounterNext": "Next Encounter",
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"EncounterPrevious": "Previous Encounter",
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"End": "End Combat",
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"InitiativeReset": "Reset Initiative",
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"InitiativeRoll": "Roll Initiative",
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"InitiativeScore": "Initiative Score",
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"NavLabel": "Combat Tracker Navigation",
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"None": "None",
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"NotStarted": "Not Started",
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"PanToCombatant": "Pan to Combatant",
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"PingCombatant": "Ping Combatant",
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"RollAll": "Roll All",
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"RollNPC": "Roll NPCs",
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"Round": "Second {round}",
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"RoundNext": "Next second",
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"RoundPrev": "Previous second",
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"Rounds": "Seconds",
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"RoundNext": "Next second"
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"Settings": "Combat Settings",
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"ToggleDead": "Toggle Dead",
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"ToggleVis": "Toggle Visible",
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"TurnEnd": "End Turn",
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"TurnNext": "Next Turn",
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"TurnPrev": "Previous Turn"
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},
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"LETHALFANTASY": {
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"Armor": {
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+30
-12
@@ -633,6 +633,10 @@ Hooks.on("createChatMessage", async (message) => {
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})
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}
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// Detect cross-client scenario: attacker has an active non-GM owner on another client
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const attackerHasNonGMOwner = attacker && game.users.some(u => u.active && !u.isGM && attacker.testUserPermission(u, "OWNER"))
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const attackerIsCrossClient = attackerHasNonGMOwner && !isPrimaryController(attacker)
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// Reaction phase — both sides may use grit/luck/shield/mulligan before the outcome is resolved.
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// After a mulligan reroll (either side), the comparison restarts so both sides can react to the new numbers.
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let defenderHandledBonus = false
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@@ -663,7 +667,7 @@ Hooks.on("createChatMessage", async (message) => {
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attackerHandledBonus = false
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// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
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if (defenseD30message && !defenseD30Processed && isPrimaryController(defender)) {
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if (defenseD30message && !defenseD30Processed && isPrimaryController(defender) && !attackerIsCrossClient) {
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const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
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if (d30Result.modifier) {
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defenseRoll += d30Result.modifier
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@@ -694,7 +698,9 @@ Hooks.on("createChatMessage", async (message) => {
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}
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// ── Defense reaction loop ──────────────────────────────────────────────
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if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
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// Skip when attacker is cross-client — the socket handler (handleAttackBoosted)
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// will show the defense dialog and create the comparison message.
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if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle && !attackerIsCrossClient) {
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while (defenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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@@ -1003,41 +1009,53 @@ Hooks.on("createChatMessage", async (message) => {
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}
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}
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// If attacker boosted past defense, let the defender react
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if (attackerHandledBonus && defenseRoll < attackRollFinal && defender) {
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// Cross-client coordination: delegate the remaining reaction + message
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// to the defender's controller via socket. Only the attacker's owning
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// client sends — preventing duplicate emissions from other clients.
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if (defender && isPrimaryController(attacker)) {
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const defenderOwner = game.users.find(u => u.active && !u.isGM && defender.testUserPermission(u, "OWNER"))
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|| game.users.find(u => u.active && u.isGM)
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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// Cross-client: send socket to defender's client
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const sData = LethalFantasyUtils.getShieldReactionData(defender)
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game.socket.emit(`system.${SYSTEM.id}`, {
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type: "attackBoosted",
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userId: defenderOwner.id,
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attackerName, attackerId, defenderName, defenderId, defenderTokenId,
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attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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shieldDamageReduction: shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0,
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d30Bleed: d30Bleed ? "true" : "",
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d30DamageMultiplier, d30DrMultiplier,
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damageTier: damageTier || "standard",
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attackD30message,
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defenseD30message,
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hasShield: !!sData,
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shieldLabel: sData?.label || "",
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shieldFormula: sData?.formula || "",
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shieldDr: sData?.damageReduction || 0,
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canAdHocShield: !sData,
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})
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return // Comparison message created by defender's client
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return
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}
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// Same client: restart for defender loop if attacker boosted past defense
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if (defenseRoll < attackRollFinal && attackerHandledBonus) {
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mulliganRestart = true
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}
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// Single-client (GM controls both): restart so defender loop can run
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mulliganRestart = true
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}
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} while (mulliganRestart)
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const shieldDamageReduction = shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0
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const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
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// Créer le message de comparaison - uniquement par le client qui a géré le dernier bonus
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// Priorité: attaquant si il a géré le bonus, sinon défenseur si il a géré le bonus, sinon défenseur
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const shouldCreateMessage = attackerHandledBonus || (!attackerHandledBonus && defenderHandledBonus) || (!attackerHandledBonus && !defenderHandledBonus && isPrimaryController(defender))
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// Only one client should create the comparison message:
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// 1. Attacker boosted → attacker's client creates (or socket handler for cross-client)
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// 2. Defender boosted → defender's client creates
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// 3. Nobody boosted → attacker's client (preferred) or defender's client (fallback if same-client)
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const shouldCreateMessage = attackerHandledBonus
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|| (!attackerHandledBonus && defenderHandledBonus)
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|| (!attackerHandledBonus && !defenderHandledBonus && (
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(isPrimaryController(defender) && !attackerIsCrossClient)
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|| isPrimaryController(attacker)
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))
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if (shouldCreateMessage) {
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console.log("Creating comparison message", { attackerHandledBonus, defenderHandledBonus, isDefenderOwner: defender.isOwner })
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@@ -429,7 +429,7 @@
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"melee_attack": {
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"type": "flurry",
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"condition": "hit_or_miss",
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"description": "Flurry Attack or Hit to Miss"
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"description": "Flurry Attack on Hit or Miss"
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},
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"ranged_attack": {
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"type": "double_damage_dice",
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+149
-117
@@ -235,10 +235,10 @@ export default class LethalFantasyUtils {
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static async handleAttackBoosted(msg) {
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const {
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attackerName, attackerId, defenderName, defenderId, defenderTokenId,
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attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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shieldDamageReduction: initialShieldDR,
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d30Bleed, d30DamageMultiplier, d30DrMultiplier,
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damageTier, attackD30message,
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damageTier, attackD30message, defenseD30message,
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hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
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} = msg
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@@ -251,138 +251,177 @@ export default class LethalFantasyUtils {
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let canShieldReact = hasShield
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let canAdHoc = canAdHocShield
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// Show the defense reaction dialog
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if (defender && updatedDefenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
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let defenseDrMultiplier = null
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if (defenseD30message && defender) {
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const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
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if (d30Result.modifier) {
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updatedDefenseRoll += d30Result.modifier
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if (d30Result.modifier > 0) {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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}
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if (d30Result.specialEffect === "auto") {
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updatedDefenseRoll = attackRollFinal + 1
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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if (d30Result.specialEffect === "flag") {
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await ChatMessage.create({
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content: `<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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buttons.push({
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action: "bonusDie",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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label: `Roll shield (${shieldLabel})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHoc) {
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buttons.push({
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action: "adHocShield",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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if (d30Result.specialEffect === "drMultiplier") {
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defenseDrMultiplier = d30Result.multiplier
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await ChatMessage.create({
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content: `<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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}
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buttons.push({
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action: "continue",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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// Show the defense reaction dialog — while-loop for multiple reactions
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if (defender) {
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while (updatedDefenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions — attack boosted" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<div class="combat-status">
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<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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})
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}
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buttons.push({
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action: "bonusDie",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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label: `Roll shield (${shieldLabel})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHoc) {
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buttons.push({
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action: "adHocShield",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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})
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}
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buttons.push({
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action: "continue",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions — attack boosted" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<div class="combat-status">
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<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
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</div>
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<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
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</div>
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<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
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</div>
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`,
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buttons,
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rejectClose: false
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})
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`,
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buttons,
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rejectClose: false
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})
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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} else if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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} else if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
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if (bonusDie) {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
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(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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if (!choice || choice === "continue") break
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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}
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} else if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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} else {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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} else if (choice === "adHocShield" && canAdHoc) {
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const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
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if (adHoc) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
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await defender.update({ "system.grit.current": currentGrit - 1 })
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} else if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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} else if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
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if (bonusDie) {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
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(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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}
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} else if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
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||||
const newDefenseTotal = updatedDefenseRoll + shieldBonus
|
||||
updatedDefenseRoll = newDefenseTotal
|
||||
canShieldReact = false
|
||||
canAdHoc = false
|
||||
if (newDefenseTotal >= attackRollFinal) {
|
||||
shieldBlocked = true
|
||||
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
|
||||
shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
|
||||
await ChatMessage.create({
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: defender })
|
||||
})
|
||||
} else {
|
||||
await ChatMessage.create({
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: defender })
|
||||
})
|
||||
}
|
||||
} else if (choice === "adHocShield" && canAdHoc) {
|
||||
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
|
||||
if (adHoc) {
|
||||
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
|
||||
const newDefenseTotal = updatedDefenseRoll + shieldBonus
|
||||
updatedDefenseRoll = newDefenseTotal
|
||||
canShieldReact = false
|
||||
canAdHoc = false
|
||||
if (newDefenseTotal >= attackRollFinal) {
|
||||
shieldBlocked = true
|
||||
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
|
||||
await ChatMessage.create({
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: defender })
|
||||
})
|
||||
} else {
|
||||
await ChatMessage.create({
|
||||
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: defender })
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
|
||||
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll > attackRollFinal ? "miss" : "hit")
|
||||
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll >= attackRollFinal ? "miss" : "hit")
|
||||
|
||||
await LethalFantasyUtils.compareAttackDefense({
|
||||
attackerName,
|
||||
@@ -399,7 +438,7 @@ export default class LethalFantasyUtils {
|
||||
shieldDamageReduction: finalShieldDR,
|
||||
d30Bleed: d30Bleed || "",
|
||||
d30DamageMultiplier: d30DamageMultiplier || 1,
|
||||
d30DrMultiplier: d30DrMultiplier || 1,
|
||||
d30DrMultiplier: (d30DrMultiplier != null && d30DrMultiplier !== 1) ? d30DrMultiplier : (defenseDrMultiplier ?? d30DrMultiplier ?? 1),
|
||||
damageTier: damageTier || "standard",
|
||||
attackD30message
|
||||
})
|
||||
@@ -742,18 +781,11 @@ export default class LethalFantasyUtils {
|
||||
|
||||
// ── Choice type ── present all options to the player
|
||||
if (d30Message.type === "choice") {
|
||||
// Try to find a bonus_dice option matching this side
|
||||
const autoBonus = d30Message.choices.find(c => c.type === "bonus_dice" && validTargets.includes(c.target))
|
||||
|
||||
// If we can't show dialogs (wrong client), auto-roll bonus dice if available
|
||||
// If we can't show dialogs (wrong client), skip — the primary client
|
||||
// will communicate its choice result via socket. Auto-rolling here
|
||||
// would give a different modifier on each client, causing divergence.
|
||||
if (!canDialog) {
|
||||
if (autoBonus) {
|
||||
const modifier = await this._rollD30BonusDie(autoBonus.dice, actor, true)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
// No bonus dice available on this side — just report as flag
|
||||
const first = d30Message.choices[0]
|
||||
return { modifier: 0, specialEffect: "flag", specialName: first?.type || "choice" }
|
||||
return { modifier: 0, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
const buttons = d30Message.choices.map(c => {
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
{{formField systemFields.damageType.fields.typeS value=system.damageType.typeS}}
|
||||
</div>
|
||||
|
||||
{{formField systemFields.damage.fields.damageM value=system.damage.damageM label="LETHALFANTASY.Label.damage"}}
|
||||
{{formField systemFields.damage.fields.damageM value=system.damage.damageM label=(localize "LETHALFANTASY.Label.damage")}}
|
||||
|
||||
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user