This commit is contained in:
+264
-251
@@ -526,281 +526,294 @@ Hooks.on("createChatMessage", async (message) => {
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})
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}
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// Si le défenseur est un personnage qui perd, proposer Grit/Luck (seulement s'il a des points)
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// Seulement si l'utilisateur actuel est le propriétaire du défenseur
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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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let attackerHandledBonus = false
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let shieldReaction = null
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let shieldBlocked = false
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const isSpellOrMiracle = attackRollType === "spell-attack" || attackRollType === "miracle-attack"
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if (defender && defenseRoll < attackRoll && isPrimaryController(defender) && !isSpellOrMiracle) {
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const shieldData = LethalFantasyUtils.getShieldReactionData(defender)
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let canRerollDefense = LethalFantasyUtils.hasD30Reroll(defenseD30message)
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let canShieldReact = !!shieldData
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let canAdHocShield = !shieldData
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while (defenseRoll < attackRoll) {
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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) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${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 (canRerollDefense) {
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buttons.push({
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action: "rerollDefense",
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label: "Re-roll defense",
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icon: "fa-solid fa-rotate-right",
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callback: () => "rerollDefense"
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})
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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 (${shieldData.label})`,
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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 (canAdHocShield) {
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// No pre-configured shield — offer ad-hoc shield option (useful for monsters)
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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" },
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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> rolled <strong>${attackRoll}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${defenseRoll}</strong></p>
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${defenseD30message ? `<p class="bonus-info">D30 special: ${defenseD30message.description}</p>` : ""}
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</div>
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<p class="offer-text">Choose how to improve the defense before resolving the hit.</p>
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</div>
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`,
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buttons,
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rejectClose: false
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})
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if (!choice || choice === "continue") break
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defenderHandledBonus = true
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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continue
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}
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if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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continue
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}
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if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRoll)
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if (!bonusDie) continue
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender, (total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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continue
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}
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if (choice === "rerollDefense" && canRerollDefense) {
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const oldDefenseRoll = defenseRoll
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const reroll = await LethalFantasyUtils.rerollConfiguredRoll(defenseRerollContext)
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canRerollDefense = false
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if (!reroll) continue
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defenseRoll = reroll.options?.rollTotal || reroll.total || oldDefenseRoll
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await createReactionMessage(defender, `<p><strong>${defenderName}</strong> uses Mulligan and re-rolls defense: <strong>${oldDefenseRoll}</strong> → <strong>${defenseRoll}</strong>.</p>`)
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continue
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}
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if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldData.formula, defender)
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const newDefenseTotal = defenseRoll + shieldBonus
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defenseRoll = newDefenseTotal
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canShieldReact = false
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if (newDefenseTotal >= attackRoll) {
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shieldBlocked = true
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shieldReaction = {
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damageReduction: shieldData.damageReduction,
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label: shieldData.label,
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bonus: shieldBonus
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}
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await createReactionMessage(
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defender,
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`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRoll}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldData.damageReduction}</strong> will apply to damage.</p>`
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)
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} else {
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shieldReaction = null
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await createReactionMessage(
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defender,
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`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
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)
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}
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}
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if (choice === "adHocShield") {
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const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRoll, defenseRoll)
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if (!adHoc) continue
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
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const newDefenseTotal = defenseRoll + shieldBonus
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defenseRoll = newDefenseTotal
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canShieldReact = false
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canAdHocShield = false
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if (newDefenseTotal >= attackRoll) {
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shieldBlocked = true
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shieldReaction = {
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damageReduction: adHoc.damageReduction,
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label: `${adHoc.formula.toUpperCase()} shield`,
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bonus: shieldBonus
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}
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await createReactionMessage(
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defender,
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`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRoll}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`
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)
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} else {
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shieldReaction = null
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await createReactionMessage(
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defender,
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`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
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)
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}
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}
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}
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}
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// These persist across mulligan restarts (once used they stay consumed)
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const shieldData = LethalFantasyUtils.getShieldReactionData(defender)
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let canRerollDefense = LethalFantasyUtils.hasD30Reroll(defenseD30message)
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let canShieldReact = !!shieldData
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let canAdHocShield = !shieldData
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let attackRollFinal = attackRoll
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let attackerHandledBonus = false
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let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
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let mulliganRestart = false
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// Si l'attaquant est un personnage qui perd et a du Grit
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// Seulement si l'utilisateur actuel est le propriétaire de l'attaquant (pas le MJ)
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if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
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let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
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do {
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mulliganRestart = false
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defenderHandledBonus = false
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attackerHandledBonus = false
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while (attackRollFinal <= defenseRoll) {
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const currentGrit = Number(attacker.system?.grit?.current) || 0
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const buttons = []
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// ── Defense reaction loop ──────────────────────────────────────────────
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if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
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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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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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})
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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) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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})
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}
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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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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}
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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 (canRerollDefense) {
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buttons.push({
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action: "rerollDefense",
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label: "Re-roll defense (Mulligan)",
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icon: "fa-solid fa-rotate-right",
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callback: () => "rerollDefense"
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})
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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 (${shieldData.label})`,
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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 (canAdHocShield) {
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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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if (canRerollAttack && attackRerollContext) {
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buttons.push({
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action: "rerollAttack",
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label: "Re-roll attack",
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icon: "fa-solid fa-rotate-right",
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callback: () => "rerollAttack"
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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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}
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buttons.push({
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action: "continue",
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label: "Continue (no attack 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: "Attack reactions" },
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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> currently has <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> rolled <strong>${defenseRoll}</strong></p>
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${attackD30message ? `<p class="bonus-info">D30 special: ${attackD30message.description}</p>` : ""}
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<div class="combat-status">
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<p><strong>${attackerName}</strong> rolled <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${defenseRoll}</strong></p>
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${defenseD30message ? `<p class="bonus-info">D30 special: ${defenseD30message.description}</p>` : ""}
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</div>
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<p class="offer-text">Choose how to improve the defense before resolving the hit.</p>
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</div>
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<p class="offer-text">Choose how to improve the attack before resolving the combat result.</p>
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</div>
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`,
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buttons,
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rejectClose: false
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})
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`,
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buttons,
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rejectClose: false
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})
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if (!choice || choice === "continue") break
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if (!choice || choice === "continue") break
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attackerHandledBonus = true
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defenderHandledBonus = true
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if (choice === "grit") {
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const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, (total) => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
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attackRollFinal += attackBonus
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await attacker.update({ "system.grit.current": currentGrit - 1 })
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continue
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}
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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continue
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}
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if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(attackerName, "defense", attackRollFinal, defenseRoll)
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if (!bonusDie) continue
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const attackBonus = await LethalFantasyUtils.rollBonusDie(bonusDie, attacker, (total, formula) => `<p><strong>${attackerName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for attack.</p>`)
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attackRollFinal += attackBonus
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continue
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}
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if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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continue
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}
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if (choice === "rerollAttack" && canRerollAttack && attackRerollContext) {
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const oldAttackRoll = attackRollFinal
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const reroll = await LethalFantasyUtils.rerollConfiguredRoll(attackRerollContext)
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canRerollAttack = false
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if (!reroll) continue
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attackRollFinal = reroll.options?.rollTotal || reroll.total || oldAttackRoll
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await createReactionMessage(attacker, `<p><strong>${attackerName}</strong> uses Mulligan and re-rolls attack: <strong>${oldAttackRoll}</strong> → <strong>${attackRollFinal}</strong>.</p>`)
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if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRollFinal)
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if (!bonusDie) continue
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender, (total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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defenseRoll += bonusRoll
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continue
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}
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if (choice === "rerollDefense" && canRerollDefense) {
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const oldDefenseRoll = defenseRoll
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const reroll = await LethalFantasyUtils.rerollConfiguredRoll(defenseRerollContext)
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canRerollDefense = false
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if (!reroll) continue
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defenseRoll = reroll.options?.rollTotal || reroll.total || oldDefenseRoll
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await createReactionMessage(defender, `<p><strong>${defenderName}</strong> uses Mulligan and re-rolls defense: <strong>${oldDefenseRoll}</strong> → <strong>${defenseRoll}</strong>. Both sides may now react to the new numbers.</p>`)
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// Restart the full comparison so both sides can react to the new roll
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mulliganRestart = true
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break
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}
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if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldData.formula, defender)
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const newDefenseTotal = defenseRoll + shieldBonus
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defenseRoll = newDefenseTotal
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canShieldReact = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = {
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damageReduction: shieldData.damageReduction,
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label: shieldData.label,
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bonus: shieldBonus
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}
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await createReactionMessage(
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defender,
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`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldData.damageReduction}</strong> will apply to damage.</p>`
|
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)
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} else {
|
||||
shieldReaction = null
|
||||
await createReactionMessage(
|
||||
defender,
|
||||
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if (choice === "adHocShield") {
|
||||
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, defenseRoll)
|
||||
if (!adHoc) continue
|
||||
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
|
||||
const newDefenseTotal = defenseRoll + shieldBonus
|
||||
defenseRoll = newDefenseTotal
|
||||
canShieldReact = false
|
||||
canAdHocShield = false
|
||||
|
||||
if (newDefenseTotal >= attackRollFinal) {
|
||||
shieldBlocked = true
|
||||
shieldReaction = {
|
||||
damageReduction: adHoc.damageReduction,
|
||||
label: `${adHoc.formula.toUpperCase()} shield`,
|
||||
bonus: shieldBonus
|
||||
}
|
||||
await createReactionMessage(
|
||||
defender,
|
||||
`<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>`
|
||||
)
|
||||
} else {
|
||||
shieldReaction = null
|
||||
await createReactionMessage(
|
||||
defender,
|
||||
`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mulliganRestart) continue
|
||||
|
||||
// ── Attack reaction loop ───────────────────────────────────────────────
|
||||
if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
|
||||
while (attackRollFinal <= defenseRoll) {
|
||||
const currentGrit = Number(attacker.system?.grit?.current) || 0
|
||||
const buttons = []
|
||||
|
||||
if (currentGrit > 0) {
|
||||
buttons.push({
|
||||
action: "grit",
|
||||
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
|
||||
icon: "fa-solid fa-fist-raised",
|
||||
callback: () => "grit"
|
||||
})
|
||||
}
|
||||
|
||||
buttons.push({
|
||||
action: "bonusDie",
|
||||
label: "Add bonus die",
|
||||
icon: "fa-solid fa-dice",
|
||||
callback: () => "bonusDie"
|
||||
})
|
||||
|
||||
if (canRerollAttack && attackRerollContext) {
|
||||
buttons.push({
|
||||
action: "rerollAttack",
|
||||
label: "Re-roll attack (Mulligan)",
|
||||
icon: "fa-solid fa-rotate-right",
|
||||
callback: () => "rerollAttack"
|
||||
})
|
||||
}
|
||||
|
||||
buttons.push({
|
||||
action: "continue",
|
||||
label: "Continue (no attack bonus)",
|
||||
icon: "fa-solid fa-forward",
|
||||
callback: () => "continue"
|
||||
})
|
||||
|
||||
const choice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Attack reactions" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: `
|
||||
<div class="grit-luck-dialog">
|
||||
<div class="combat-status">
|
||||
<p><strong>${attackerName}</strong> currently has <strong>${attackRollFinal}</strong></p>
|
||||
<p><strong>${defenderName}</strong> rolled <strong>${defenseRoll}</strong></p>
|
||||
${attackD30message ? `<p class="bonus-info">D30 special: ${attackD30message.description}</p>` : ""}
|
||||
</div>
|
||||
<p class="offer-text">Choose how to improve the attack before resolving the combat result.</p>
|
||||
</div>
|
||||
`,
|
||||
buttons,
|
||||
rejectClose: false
|
||||
})
|
||||
|
||||
if (!choice || choice === "continue") break
|
||||
|
||||
attackerHandledBonus = true
|
||||
|
||||
if (choice === "grit") {
|
||||
const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, total => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
|
||||
attackRollFinal += attackBonus
|
||||
await attacker.update({ "system.grit.current": currentGrit - 1 })
|
||||
continue
|
||||
}
|
||||
|
||||
if (choice === "bonusDie") {
|
||||
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(attackerName, "defense", attackRollFinal, defenseRoll)
|
||||
if (!bonusDie) continue
|
||||
const attackBonus = await LethalFantasyUtils.rollBonusDie(bonusDie, attacker, (total, formula) => `<p><strong>${attackerName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for attack.</p>`)
|
||||
attackRollFinal += attackBonus
|
||||
continue
|
||||
}
|
||||
|
||||
if (choice === "rerollAttack" && canRerollAttack && attackRerollContext) {
|
||||
const oldAttackRoll = attackRollFinal
|
||||
const reroll = await LethalFantasyUtils.rerollConfiguredRoll(attackRerollContext)
|
||||
canRerollAttack = false
|
||||
if (!reroll) continue
|
||||
attackRollFinal = reroll.options?.rollTotal || reroll.total || oldAttackRoll
|
||||
await createReactionMessage(attacker, `<p><strong>${attackerName}</strong> uses Mulligan and re-rolls attack: <strong>${oldAttackRoll}</strong> → <strong>${attackRollFinal}</strong>. Both sides may now react to the new numbers.</p>`)
|
||||
// Restart the full comparison so both sides can react to the new roll
|
||||
mulliganRestart = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
} while (mulliganRestart)
|
||||
|
||||
const shieldDamageReduction = shieldBlocked ? shieldReaction.damageReduction : 0
|
||||
const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
|
||||
|
||||
Reference in New Issue
Block a user