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PostPosted: Tue Aug 05, 2014 9:34 am 
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Ok, so, I've sort of tasked myself with trying to remake the dice roller on this forum, both for personal programming experience and because it doesn't support game systems that I like all that well. With that in mind, I thought I ask some questions about what everyone else wants from it. I already have a few ideas, although they are primarily to accommodate for the various ways you can interpret dice rolls. So if there's anything you want that the current one doesn't do, or that the current one does that I might be unlikely to implement (like advanced math and dice images?), then feel free to speak up. I'm hoping to make it modular enough to where I can implement such things afterwards as well, but it's better if I know the scope already. I'm going to do a dedicated thread for syntax later, so you can drop that for now.

Shoot.

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PostPosted: Tue Aug 05, 2014 10:09 am 
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Everything supported by the roll20 dice roller would be a good start.

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PostPosted: Tue Aug 05, 2014 11:20 am 
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Sorry, you're not getting 3D dice that emulates the throw.
(I'll need to look into what roll20 is capable of, but I'll see what I can do.)

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PostPosted: Wed Aug 06, 2014 7:04 pm 
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Keep in mind that I don't know much about what is / is not possible on the coding end and thus dont know if we'd be making a new dice roller or modifying the current one ... or perhaps both.

Must-have things for me in a dice roller:
1. Anti-cheat methods that keep people from editing a roll or from quoting a roll in one place to use in another.
2. An 'in-line' component that gives the options to keep the rolls as text. Either like the one we have or the one of GitP ... or both.
3. Able to handle various operators (+, - , X , ÷) : 3d6+5 , 3d6-5, 3d6x5 , 3d6÷5
4. The recently added 'best of' option ((and thus perhaps a worst of option)) 3d6b2 .... maybe if low numbers are good something like 3d6w2 to get the lowest?

Most anything else I can think of could be figured manually which a much greater ease than programming it into the forum. For example in the Dragon Age rpg one dice is red and the number that it comes up on means something specifically. But if you were posting that you could simply roll one die by itself then the other two together. *shrug*

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PostPosted: Fri Aug 08, 2014 3:38 pm 
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1. This is one of the things I am a little bewildered about, but looking into the code of the current implementation should yield a solution.
2. I'm the reason we have an inline solution right now (well, Welder is, really), so you can expect this.
3. Well, + and - is obviously necessary. Multiplication and division is a lot more niche, but it's not like certain mathematical operations are easier to use than others, so I can throw in modulo and whatever else you wouldn't need as well probably.
4. Keep, drop, various numerous methods of explosions, minimum, maximum, custom dice values. I'll include whatever I can come over, to the best of my ability.

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PostPosted: Sun Aug 10, 2014 7:20 am 
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Mown wrote:
3. Well, + and - is obviously necessary. Multiplication and division is a lot more niche, but it's not like certain mathematical operations are easier to use than others, so I can throw in modulo and whatever else you wouldn't need as well probably.

I'm gonna need it to handle Knuth up-arrow notation or else what is the point.

:duel:

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PostPosted: Sun Aug 10, 2014 7:27 am 
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Well, I know of one system off-hand where exponentiation is useful.
I don't think tetration or higher is used in any system though, and if it is, it's probably for that explicit purpose, and is highly likely not that good of a system.

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PostPosted: Sun Aug 10, 2014 7:38 am 
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Mown wrote:
Well, I know of one system off-hand where exponentiation is useful.
I don't think tetration or higher is used in any system though, and if it is, it's probably for that explicit purpose, and is highly likely not that good of a system.

you've obviously never played with Graham's Dice.

:duel:

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PostPosted: Sun Aug 10, 2014 4:29 pm 
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Pfft ... dice hipsters. =P

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PostPosted: Sat Aug 23, 2014 3:00 pm 
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So, let's see then:

  • Determine result
    • Accumulated value of all dice
    • Number of dice under, over or equal to a specific value
    • Degree of success compared to a specific number
  • Result modifiers
    • Mathematical operation on final result
    • Mathematical operation on each die roll
    • Keep and/or drop the X highest and/or lowest values
    • Determine mimimum and/or maximum values
  • Triggered events
    • Exploding dice
      • Roll a new dice
      • Reroll the die, accumulate the values
      • Apply modifiers to the exploded dice
      • Specify the reroll limit
    • Apply mathematical operations on specific dice results
    • Apply mathematical operations on specific roll results
  • Miscellaneous
    • Input custom dice
    • Accomodate for +, -, /, * and %
    • System presets as shorthand commands
    • Inline notation
  • System Requirements
    • Safety measures to prevent cheating.

I think that's all. Do note the lack of image representation of dice. Speak up if you really want it, but I personally think it looks more intrusive than anything.
I guess the question then, which is probably going to be the focal point of the next topic, is how you want the code to look like. Primarily a topic of verbose vs compressed.

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PostPosted: Sat Aug 23, 2014 3:16 pm 
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I guess some people like the image die but I dont care for them. I actually despise when I forget to type inline and then up with a big picture making my post funky.

- - - - - - -

I personally would prefer that

[dice]1d20+5[/dice]

would result in:

(1d20+5)[15]

But thats just my opinion and it really only works with d20 systems

- - - - - - - -

Maybe have a mouse over show you the individual die counts like the current inline? Or maybe have a tag that also displays the result of each die if you're taking the image away?

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