Tabletop Simulator

Tabletop Simulator

Easy dice
24 Comments
Cristal noir 9 Jul, 2021 @ 10:25am 
{secret} > only the affected color can see the result. For example only the blue player will be able to see his own roll of the dice. For example, I would like the red player to roll a dice and only the GM can see the result.
drNoodles  [author] 29 Jun, 2021 @ 9:03am 
use "{secret}" keyword in description
Cristal noir 28 Jun, 2021 @ 8:38pm 
very interesting tool, but how to make a throw only visible to the GM?
drNoodles  [author] 12 Oct, 2017 @ 3:20am 
this is a different kind of problem than in your last comment. well the idea behind this mod for me was that you set them once and don't modify them before every roll, in your case I would just make a 3d20 , maybe with a slight mod you could get 1d20+1d20+1d20 to show the sum...
Luthervian 11 Oct, 2017 @ 11:46am 
In this particular case, its for Hero System. It uses 3d for most checks and you have to roll under a target number. By the time I do the math for all possible target numbers in that range I'd be better off just rolling the 3 dice. Thanks anyways. I'll check later.
drNoodles  [author] 11 Oct, 2017 @ 7:20am 
assuming that you mean 14-20 out of 20 is a success, so it's like 7-10 out of 10, so it's like 4-5 out of 5: You make a climb check - you 1d{fall;fall;fall;succeed;succeed}.
Luthervian 10 Oct, 2017 @ 3:17pm 
Excellent addition, thank you.
For RPGs, it would be useful if we could specify a target number as well, reporting a "success" or "failure" if the roll makes the check.

For instance 1d20{14,You make your climb check, You fall.}
Markimus 15 Dec, 2016 @ 10:05am 
I think it would be nice if private and public could be used in conjunction. For example, if the GM makes a dice roll by clicking the button only he would get the result but the chat would receive information that the GM has done this roll. Also, add an "everyoneelse" tag as well.

Something like this:
everyoneelse(The GM has done a secret role.)
private({randomPlayer} was hit for 1d20 damage.)

You could also have the button do different things depending on who clicked on it.
ifHost({randomPlayer} was hit for 1d20 damage.)
ifBlue(You have the best colour, better than {randomPlayerX(Blue)}'s colour.)
ifRed(Your colour isn't as great as {BluePlayerName}'s colour.)
ifNotWhite(private(You are now working for the mafia.))
ifNotHost(You're a terrible person, not as great as {HostName}.)
drNoodles  [author] 29 Nov, 2016 @ 9:31am 
open game chat, click the roll button. no dice are needed.
Lowrider93 28 Nov, 2016 @ 8:30pm 
uh i don't get how this works, i spawnd a dice right clicked it and changed it to red then did the same with the dice spawner but nothing happens when i press the button, can u make a video to show how this works?
Dung3onlord 25 Aug, 2016 @ 5:17am 
Absolutely fantastic! Thank you very much!
drNoodles  [author] 25 Aug, 2016 @ 4:56am 
ok I see your point - added {secret} keyword. Just add it anywhere in the description and it will display the result to the person that clicked only.
Dung3onlord 24 Aug, 2016 @ 11:56pm 
thank you very much! i will try and see what happen. In rpg the results are not always public and this is something missing in all dice roller. I think rpg fan would really appreciate a version of this with an extra button to specify if the roll is secret or public.
In case changing the lines will not work may i contact you privatly?
drNoodles  [author] 24 Aug, 2016 @ 6:01am 
Almost always the results are public when you throw, anyway - right click and open lua editor:
change line
printToAll(text, {self.getColorTint().r,self.getColorTint().g,self.getColorTint().b})
to
printToColor(text, player, self.getColorTint())

grande variant
change line
printToAll(result, {self.getColorTint().r,self.getColorTint().g,self.getColorTint().b})
to
printToColor(result, player, self.getColorTint())

that should display it only to person that clicked
Dung3onlord 24 Aug, 2016 @ 4:51am 
thanks for the reply. One more question. for this roller or the "grande"version you made would it be possible to show the result only to the player that rolled? So far no dice roller in the workshop support this.
drNoodles  [author] 5 Aug, 2016 @ 9:21am 
It is "possible to add more than one script and pick which one has to be rolled" - spawn more than one and assign a different script to each.

You can even use the joint tool to glue them into a single unit that is arranged in a way you find most useful - so they move, rotate, scale as one. Set different name and/or background to tell them apart at a glance.

Like with Lego blocks - you build bigger more useful things from small self contained units.
Dung3onlord 5 Aug, 2016 @ 6:41am 
this is just GREAT! If it would be possible to add more than one script and pick which one has to be rolled this would be a must use for every RPG.
H3xx 27 Jul, 2016 @ 3:32am 
Awesome! This will help a lot!
drNoodles  [author] 27 Jul, 2016 @ 12:56am 
Added modifiers. Use +0 to just get the sum.
H3xx 26 Jul, 2016 @ 9:24pm 
Would be awesome if you could make it add in modifiers. Such as 1d6+5. That would make attack rolls etc. pretty quick and easy.
drNoodles  [author] 28 May, 2016 @ 2:13pm 
sure
🔥PsYchoM🔥 28 May, 2016 @ 1:39pm 
hi can I please use parts of code for my own mod ?
drNoodles  [author] 11 May, 2016 @ 1:33am 
Yea I was thinking about how to efficiently get to a value like 5d20 without clicking a million times. Today I added a way to do it - just put whatever you need in description. That way it's also easy to set 1d100, 2d50, 1d1000, etc...
spheniscine 10 May, 2016 @ 11:47pm 
Great for those times where you need to decide between a strange number of objects, like 7 or 11.

One suggestion though; perhaps buttons for "5+" and "5-" to more quickly change numbers.