Body, Mind & Soul — API Reference
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    Function _renderPlayAnimation

    • Re-issue an AutomatedAnimations.playAnimation call on the delegate's own client. Tokens cross the socket boundary by id (not by reference) and are re-resolved locally via canvas.tokens.get, which only succeeds when the delegate is currently viewing the combat's scene — that's the intended failure signal: if the source token can't be resolved, this throws BmsPromptAbort so promptFor's existing disconnect/cancel → GM-reprompt → "Handle on GM" fallback kicks in (which re-runs the call GM-side, a no-worse-than-current-behavior outcome).

      The animation call itself is fire-and-forget, matching the direct-call path in OUTCOME_REGISTRY.playAnimation — resolution doesn't block on animation playback.

      Spec fields: sceneId : string — combat scene id; delegate must be viewing it sourceTokenId : string — acting token's id within that scene targetTokenIds : string[] | undefined — target token ids, when computed animationName : string — AA preset/animation name playOnMiss : boolean — whether to pass opts.playOnMiss/hitTargets hitTargetIds : string[] | undefined — subset of targets that actually hit

      Parameters

      • spec: object
      • Optionalopts: { requestId?: string } = {}

      Returns Promise<true>