Actually, as mentioned in the other thread, I (the other guy) did solve my problems, even though I am not sure if it is Tim’s way or not.
My problem was:
roll 4 symbolic dice (say) and check result for each die, if a die shows a joker, say, then reroll that die once and let the user know;
show the roll nicely somewhere (a specific map, next to some other pieces and cards and things).
Schematically my solution was:
have some piece on the map (a “generator”) where I want the dice to appear to initiate the roll (a right button command, or action button);
users execute the command which fetchs a “mock die” token from a game piece palette via a place marker trait and initiates a command on it which fires a trigger on the “mock die” initiating a roll of just 1 real symbolic die and incrementing a GP called DiceRolled by 1;
a trigger fired by the roll checks the real die result (the numerical result associated with it); if it’s the number associated with the joker, then fetch an extra “mock die” token via place marker and put that 50 pixels below, say, and initiate a new roll from that too, showing the result via a corresponding layer of the extra “mock die”;
then move on (a trigger firing after the initial roll) and fetch another “mock die” token placing it 50 pixels to the right;
repeat step 2-4 again till DiceRolled equal 4; in the end you should have the 4 dice in a row where you want them, separated by 50 pixels each, with extra dice above any joker that was rolled.
Only annoying caveat: can’t manage to avoid the individual roll results to appear in the chat window (thus 4 lines each time, if there are 4 dices rolled in total)… If I turn off the option to show the dice roll in chat then it won’t roll at all.