Slice Dice
Slice Dice
Pause check - only host can initiate pause, but should make it so players can
request it at any time (barred from doing so for x seconds afterwards, maybe x
rounds?)
Begin Round
Zone Awareness - distance and zone circumstance modified perception
Actor Tally - Adds actors to the initiative if they've made Awareness of
combat
Initiatives - rolled every round
Actor Round - In order of actor initiative
Perception - Current percieved objects are in full color. Ones previously
seen are greyscale, (dimmed in inventory menus). If an object is missing, it'll be
highlighted in some other color
Actions - Interspersed with eachother, no specific order (radio button
context?)
Types
Movement - Given a number of units to use, 0 to many may be used
in a turn, sprinkled with other actions
Main action - Attacks, casting spells, can also be used to gain
more movement units or another object interaction. Most characters only have one
per turn
Reflexive - Done by other actors when provoked by an actor's
action. Most characters only have one per turn
Style action - Usually reserved for special actions given by
character features, automatically used to reload 'loading' weapons if the object
interaction has been used
Object interaction - Interacting with the environment. Done
automatically along with another action in the case of drawing weapons to atack
with them
Queue
Can be built on client side until the player expects a die roll
to be made either by them or a target. If a target for interaction (square, target,
self) is changed, all actions including that are highlighted for review and easy
deletion. If impossible (such as enemy moving out of reach of destination) the
queue is deleted past that point.
Sent to server
Server steps through queue until a die is rolled, then passes the
remainder of the unexecuted queue back for the player to review and finalize. This
repeats until the player is out of usable actions, they run out of review time
(either turn-limited or review limited) or they choose to pass.
If there is a possible reaction, it's simply yes/no on the
reactor's part on a shorter timer to execute it or not. The reaction can be toggled
to automatically do it or not do it at the first opportunity.
At the end of the player's turn, the queue plays for everyone as
a
All token initial states, finalized queues and results are saved
for replay
Static Features
Magical Recovery
Active Features
Rage