The defender's side of a combat exchange — a SuccessTestResult with defense-specific data.

  • situationalModifier — player-entered modifier from the defense dialog.

evaluate performs the defense roll (block, counterstrike, or dodge), determines success/failure, and checks for defense-specific mishaps (shield break, stumble, fumble). The defense success level is then compared against the AttackResult in the containing CombatResult to determine the final outcome.

Hierarchy (View Summary)

Constructors

Properties

The combatant logic for the defender.

label: string

The label for this defense result (shown on card).

The strike mode used for this defense (only if block or counterstrike).

rollMode: string

Foundry roll mode (public / private GM / blind / self) used when posting to chat.

Accessors

  • get canFate(): boolean
  • Whether a Fate Point may be spent on this test — true only when the owning item has an eligible, charged Fate Mystery (availableFate) and the test permits it. Fate is a post-roll success-level bump, never a re-roll: a spend raises this result's stored successLevel (#854).

    Returns boolean

  • get critAllowed(): boolean
  • Whether criticals are possible — i.e. the modifier defines any critical success or failure digits.

    Returns boolean

  • get description(): string
  • Human-readable description shown on the result's chat card.

    Returns string

  • get isCapped(): boolean
  • Whether the effective mastery level was constrained (capped) below its raw effective value.

    Returns boolean

  • get isCritical(): boolean
  • Whether this result is a critical (success or failure). Always false when critAllowed is false — except a forced auto-Critical-Failure (#568), which is always critical.

    Returns boolean

  • get isSuccessValue(): boolean
  • Whether this is a Success Value test (#848) — its roll is graded into a Success Value and Success Stars rather than a plain pass/fail. Drives the card's Success Value / Success Stars rows.

    Returns boolean

  • get kind(): string
  • The serialization discriminator for this instance — the concrete class's static Kind. Written into the JSON by toJSON under the kind key and read back by sohl.utils.defaultFromJSON to select the constructor. Derived from the class, never stored per-instance.

    Returns string

  • get lastDigit(): number
  • The ones digit of the roll total, tested against the modifier's critical digit lists.

    Returns number

  • get mishaps(): Set<string>
  • Set of mishap codes flagged for this result (e.g. fumble, stumble); lazily initialized.

    Returns Set<string>

  • get name(): string
  • Internal identifier for this result (distinct from the display title).

    Returns string

  • get normSuccessLevel(): number
  • Success level normalized to the canonical four-point scale (−1/0/1/2) from isSuccess and isCritical. Opposed and combat resolution compare two results by this value.

    Returns number

  • get parent(): SohlLogic<any>
  • The Logic that owns this entity. Always present (the constructor rejects a missing parent) and transient — it is not serialized and is re-supplied when the entity is revived or cloned.

    Returns SohlLogic<any>

  • get rawSuccessLevel(): number
  • Success level before the four-point clamp — the stored level with every successLevelMod folded in, so it can sit outside −1…2 (a Critical Failure pushed down by −1 reads −2).

    Returns number

    Opposed resolution compares this rather than successLevel because a contest's victory margin has no ceiling: each step between the two levels is one Victory Star, and a modifier that shifts a level widens the margin accordingly. Everything that asks "did it succeed, and how well?" wants the clamped successLevel / normSuccessLevel instead.

  • get resultDesc(): string
  • Longer result description for the chat card, derived on read from the description table (empty when no table is supplied). Never stored — see successStars.

    Returns string

  • get resultText(): string
  • Short result label for the chat card, derived on read from the description table (empty when no table is supplied). Never stored — see successStars.

    Returns string

  • get successLevel(): number
  • Success level clamped to the four-point scale: critical failure (−1), marginal failure (0), marginal success (1), or critical success (2). The raw internal level (which successLevelMod can push beyond this range) is normalized here.

    Returns number

  • get successStars(): number
  • Number of success "stars" (quality grade), derived on read from the description table. Never stored (issue #205) — recomputed from the table plus the evaluated success level / target value / roll last-digit.

    Returns number

  • get targetValue(): number
  • The test's target value — targetValueFunc(successLevel). For a plain success test this is just the success level; success-value tests map it to a quality/quantity outcome used to index the description table.

    Returns number

Methods

  • Raise this result's stored success level by delta — the post-roll Fate bump (#854). This mutates the already-settled outcome: it does not re-roll and does not re-evaluate. Because the outcome text/stars are derived on read (see resultText / successStars), re-posting the card after a bump re-resolves the description table against the new level automatically.

    Fate is defined as successLevel += delta on the original result's stored level; the successLevel getter re-clamps to the four-point scale on read (e.g. a marginal failure bumped by +2 reads as a critical success).

    Parameters

    • delta: number

      Success levels to add (Fate contributes +1 or +2).

    Returns this

    This result, for chaining.

  • Roll the defense (block or dodge) and apply defense-specific mishaps on top of SuccessTestResult.evaluate.

    Returns Promise<boolean>

    false if the base evaluation disallows the result; otherwise true.

    On a failed roll: for block, a critical failure flags a fumble (last digit 0) or stumble (last digit 5); for dodge, a critical failure flags a stumble. The resolved success level is then compared against the attack within the containing CombatResult.

  • Open the pre-roll dialog and fold its inputs into this result.

    Parameters

    • data: PlainObject = {}

      Extra template data merged into the dialog.

    • callback: (formData: StrictObject<string | number>) => void

      Invoked with the submitted form data once the dialog inputs have been applied.

    Returns Promise<any>

    The dialog render/submit result.

    The dialog collects a situational modifier and a success-level modifier (both applied to masteryLevelModifier), the rollMode, and movement/mishap options. After the user submits, the supplied callback is chained with the form data. This does not roll — call evaluate afterward.

  • Render this result with the standard test chat card (templates/chat/standard-test-card.hbs) and post it via the speaker, attaching the Foundry roll and the dice sound.

    Parameters

    • data: PlainObject = {}

      Extra template data merged into the card. A buttons key (ActionCardButton or ActionCardButton[]) becomes follow-up action buttons on the card.

    Returns Promise<void>

    The derived display outcome (resultText, resultDesc, successStars) is not carried by toJSON — it is folded into the card data here, rendered once by the sender with a live targetValueFunc (issue #205).

    An optional buttons entry in data (one ActionCardButton or an array) is folded through toRenderableButtons — the same normalizer the action-card framework uses — so the standard card can carry arbitrary follow-up consent buttons (a graded test = successStarTable mapping + buttons follow-ups), dispatched through the shared chat-card chokepoint exactly like an action card. Nothing auto-fires (#853).