Author Topic: Better implementation of the /roll command  (Read 1211 times)

Araye

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Better implementation of the /roll command
« on: September 10, 2006, 01:43:37 am »
I'd like to see the /roll command actually resemble die in this world.  For example, the results for a 1d10 would be 0 through 9, not 1 through 10.  I would also like to see the actual rolls when rolling multiple dice instead of the sum of their values.

It actually does make a difference.  Sorry if you can't see it.

Araye

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Xordan

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Re: Better implementation of the /roll command
« Reply #1 on: September 10, 2006, 02:23:30 am »
Sounds ok to me. I'll poke someone with the request :P

Induane

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Re: Better implementation of the /roll command
« Reply #2 on: September 10, 2006, 03:08:56 am »
Quote
Araye prepares for the insults and locking of his thread.

See that wasn't so bad! ;)

Under the moon

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Re: Better implementation of the /roll command
« Reply #3 on: September 10, 2006, 04:33:12 pm »
I would also like to see /tell <name> /roll for instances where you don't want your roll to be public. Or /grouproll and /guildroll for larger games or disputes.

Such cammands as /strengthroll, /aglroll, etc would come in handy for RP purposes as well, entering actual stats into an equation.

A visual dice window would also be very nice, someday.

svuun

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Re: Better implementation of the /roll command
« Reply #4 on: September 10, 2006, 04:38:56 pm »
on a 10 sided die, there's a side with nothing on it? always thought the minimum number was 1.  its true of 6 sided die, hence the name "snake eyes" for the minimum roll of 2 die

Under the moon

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Re: Better implementation of the /roll command
« Reply #5 on: September 10, 2006, 04:45:06 pm »
Any die with a greater number than 6 has numbers on it instead of pips. The ten sided die often starts with 0.

FyreBrand

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Re: Better implementation of the /roll command
« Reply #6 on: September 10, 2006, 08:52:10 pm »
I'd like to see the /roll command actually resemble die in this world.  For example, the results for a 1d10 would be 0 through 9, not 1 through 10.  I would also like to see the actual rolls when rolling multiple dice instead of the sum of their values.

It actually does make a difference.  Sorry if you can't see it.

Araye

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I would like to see multiple results as well.

I'm curious as to why you would want to count from 0?  Typically computers count from 0 anyways so it would seem easier to implement than 1 - 10 (not that it's hard to do that either).

I like Under the Moon's idea of being able to make the roll private.

Bereror

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Re: Better implementation of the /roll command
« Reply #7 on: September 10, 2006, 09:23:35 pm »
Why would somebody want to have the /roll 10 command to give results between 0 and 9? I mean, it is perfect for me since I'm a software developer, but why would a normal person want it?
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Araye

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Re: Better implementation of the /roll command
« Reply #8 on: September 11, 2006, 01:27:23 am »
In paper and pencil rpg's the ten sided die is usually used in a pair to determine a percentage or a number between 01 and 00 | where 00 = 100.  It is the only die that begins with a 0.  Sure you can buy a 1d100, but if you've ever used one, you also become an expert at drywalling (in the States we build wood frame houses.  The interior of which are sheeted with dry wall (aka gypsum board, rock board, etc.).  The joke being, getting frustated and throwing the die at the wall).

There is one paper and pencil rpg, that I'm quite fond of, that only uses a pair of d10 dice for all roles.  It is so much easier carrying a pair of dice than a sack full.

I am going to introduce a gambling game into PS soon that uses a pair of d10.  Their proper implementation would be a benefit.

I hope this answers your questions.

eldoth_terevan

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Re: Better implementation of the /roll command
« Reply #9 on: September 11, 2006, 10:34:10 pm »
Araye is correct on this one. Most 10 sided dies in the 80s and up started with 0 and ended with 9, so did the 20 sided dies... so that a 100 was actually two rolls of 0 on a d20. However, the four, six and eight sided dies went 1-4, 1-6, 1-8. This was because you could use the 10 sided multiple times to generate numbers going up to 10, 100, 1000, et cetera if you did not have the cool l33t d20 which was relatively new back then...

Bereror

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Re: Better implementation of the /roll command
« Reply #10 on: September 11, 2006, 10:43:24 pm »
So what you are asking is to have dies up to 9 sides going with 1-9 and dies starting with 10 sides giving 0-9 (replace 9 with the number of sides for dies up to 9 sides and sides-1 for dies with 10 or more sides)?
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Araye

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Re: Better implementation of the /roll command
« Reply #11 on: September 12, 2006, 12:15:07 am »
Ber, you sort of lost me,  ::)

The following are the dice I have used

d2 heads or tails  ;D
d4  1-4
d6  1-6
d8  1-8
d10 0-9
d20 1-20
d20 0-9 twice
d100 1-100

Maybe the /roll command is fine as it is, if the person wants to generate a random number.  Maybe what I want can be added and you'd specify it differently?

Maybe:

/roll 1 10 would still produce a random number between 1 and 10 but...
/roll 1 d10 would roll it as if it were a die and produce a number 0-9?

I could just see the thread now (if it where changed)...  "why doesn't a /roll 1 10 produce a number between 1 and 10?"

Araye

Bereror

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Re: Better implementation of the /roll command
« Reply #12 on: September 12, 2006, 07:08:40 am »
/roll 1 10 would still produce a random number between 1 and 10 but...
/roll 1 d10 would roll it as if it were a die and produce a number 0-9?

Now I got it :) Let's see what can be done.
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Araye

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Re: Better implementation of the /roll command
« Reply #13 on: September 14, 2006, 04:19:54 am »
Thank you Bereror!