NPCs sometimes dodge or die at the most inappropriate moments. Similar to the results of critical effects, this feature would send the results of an NPC defense roll privately to the GM first, with a choice to either approve the roll and its consequences, or to reroll. Only upon approval will the result be processed and shown to the players.
This requires:
a new function m3mgdDefenseResultPrompt(tokenID, rollResult, attackerID) modelled after m3mgdCriticalEffectPrompt() that whispers an at-a-glance rendering of the result to the GM with links to either rerun the defense roll (is it sufficient to just re-execute the defense script?) or to process the result
refactor result processing from the defense script into a function m3mgdExecuteDefenseResult(tokenID, rollResult, attackerID)
for data exchange between these functions, a structure holding defense result data (see #64)
NPCs sometimes dodge or die at the most inappropriate moments. Similar to the results of critical effects, this feature would send the results of an NPC defense roll privately to the GM first, with a choice to either approve the roll and its consequences, or to reroll. Only upon approval will the result be processed and shown to the players.
This requires:
m3mgdDefenseResultPrompt(tokenID, rollResult, attackerID)
modelled afterm3mgdCriticalEffectPrompt()
that whispers an at-a-glance rendering of the result to the GM with links to either rerun the defense roll (is it sufficient to just re-execute thedefense
script?) or to process the resultdefense
script into a functionm3mgdExecuteDefenseResult(tokenID, rollResult, attackerID)