Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would be nice to hear from you before I become insane of bad and wrong scripting.
If you need more information you can always ask about.
But then what if a die rolled goes into a bag or something? Now the roll could be broken. So you need to do checks for if the dice are there. And what if somebody else rolls or moves dice? Now you need to account for locking their roll out so only 1 at a time will work.
All totally possible, but it makes it more complicated than I have time to write/test for the time being, sorry!
I.E. Roll 2d6, get a total of 8, output X text
Roll 2d6, get a total of 4, output Y text
I've been thinking that your script here would be perfect for this, but frankly my LUA knowledge is... childish, at best.
In any case, thanks for this because it works fantastically as is.
Here is a link to a basic, general script I wrote for the prupose. Hopefully you can modify it to get what you want. https://pastebin.com/z5DULz81 . It is a global script.
Part 1, you need to know which dice to count. There's tons of ways to do this. Does it count all dice on the table? Does it count dice rolled in the last 5 seconds only? Does it only work in an area? Does it only use dice spawned for the action (like with this tool). Depending how you approach it you get very different levels of complexity.
This is what I tried but it is not working. Any advice?
function endRoll(result,numRolls)
broadcastToAll(self.getValue(), {255,255,255})
end
Yep, pretty random.
So far, it was only the randomization system that I ported over. I was guaging interest for porting over the ordering/printing system this tool uses to replace the other system.
When I first made something like this (Holy Roller) I got caught offguard by the randomness of a "sphere" of rotation. Fortunatly, someone posted a good solution on the forums, so I was sure to test it out thuroughly this time around haha
Ive played 1 game with them so far and they worked flawlessly and players commented on them positively. They look really slick and reduce clutter well.
Each time you run it, a number or two may get ahead or behind, but it isn't always the same numbers doing the leading/tailing. I believe it is at least as random as manually rolling a die. Here's a set of results I just got while running a test: https://www.screencast.com/t/6sDftro5c
Would it be hard to make a script on a bag, has buttons to spawn dice that's at a certain index of the bag? Like a bag with 2 sets of buttons to spawn x copies of the first and second dice in the bag. I'm not asking you to make it, just curious