!roll command

#1
Suggestion is pretty straightforward.

!roll for any number between 2 to 100.

There are many situations where this can be used, from events to simple flipping of a coin.

You can also use this for something called "Death Rolls", a way to gamble your gold amongst older players without needing a staff member to do so. /roll 100, then the next person rolls the number the person gets until someone gets 1.

Having specific colors and all can prevent people faking the roll for events purpose.

There are workshop addons that do this, and it is also a very simple script to make.

The addon can also log to console for staff in case someone attempts to fake a roll number (failRP).
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#2
Firstly, roll can be used in a constructive way, or it can trivialize roleplay. We used it on Halo for a time, but staff had to instructed not to use it. We had a few issues, firstly, it's easy for a failed roll to be turned into a stupid outcome (take for example, failing to knock out a prisoner without a gun, so as a result, the prisoner is up and shooting with a new spawned gun) - this issue isn't an issue if the GMs are good and/or the staff manager keeps an eye on things. The other issue is more insidious, it is that someone could roleplay a lot, or roleplay a little, then be told to roll, and have a 50/50 regardless of the thought put into roleplay. It makes useless the thought and care put into solving a problem. A solution here is again good GMs and management, and more technically, something like a difficulty class from tabletop games like d&d, where a success isn't 51+, it is set to be higher or lower depending on the difficulty of the task, and the roleplay of the player.

Rolling can be done wrong. If rolling is added, that should be kept in mind

Next, I did make a change to the roll command to try and prevent cheating on Halo, so I do probably have that code if needed. The addon on the workshop formatted it as 'Lexa has rolled a 30.' which makes it easy to /me, the changed version formatted it as 'Lexa has rolled a: 56.', in addition, if a staff member (as defined by a ULX permission) was too far away to see the text, they would see '[Roll] Lexa has rolled a: 56.'. This was especially needed for Halo, where a significant amount of roleplay is predicated on staff involvement, but on GoM, local chat might be enough (maybe always with the red [Roll] to prevent atlas chat fuckery). A caveat is that I had to change half a dozen DarkRP functions to add the third colour whilst keeping the code similar to the style of the surrounding code, so I'd need to cut around my work to be sure I have everything.

If it's helpful, and the /roll on the workshop is the only formatting out there (the /me exploitable kind), I do have code to halp
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#3
(07-23-2022, 12:01 AM)Lexa Wrote: Firstly, roll can be used in a constructive way, or it can trivialize roleplay. We used it on Halo for a time, but staff had to instructed not to use it. We had a few issues, firstly, it's easy for a failed roll to be turned into a stupid outcome (take for example, failing to knock out a prisoner without a gun, so as a result, the prisoner is up and shooting with a new spawned gun) - this issue isn't an issue if the GMs are good and/or the staff manager keeps an eye on things. The other issue is more insidious, it is that someone could roleplay a lot, or roleplay a little, then be told to roll, and have a 50/50 regardless of the thought put into roleplay. It makes useless the thought and care put into solving a problem. A solution here is again good GMs and management, and more technically, something like a difficulty class from tabletop games like d&d, where a success isn't 51+, it is set to be higher or lower depending on the difficulty of the task, and the roleplay of the player.

Rolling can be done wrong. If rolling is added, that should be kept in mind

Next, I did make a change to the roll command to try and prevent cheating on Halo, so I do probably have that code if needed. The addon on the workshop formatted it as 'Lexa has rolled a 30.' which makes it easy to /me, the changed version formatted it as 'Lexa has rolled a: 56.', in addition, if a staff member (as defined by a ULX permission) was too far away to see the text, they would see '[Roll] Lexa has rolled a: 56.'. This was especially needed for Halo, where a significant amount of roleplay is predicated on staff involvement, but on GoM, local chat might be enough (maybe always with the red [Roll] to prevent atlas chat fuckery). A caveat is that I had to change half a dozen DarkRP functions to add the third colour whilst keeping the code similar to the style of the surrounding code, so I'd need to cut around my work to be sure I have everything.

If it's helpful, and the /roll on the workshop is the only formatting out there (the /me exploitable kind), I do have code to halp

I agree that rolls can be an issue if used all the time, but the reason I'm actually suggesting it is more so not for general RP situations but rather GM events that could use it, or decision making if you can't make up your mind, or dice games.

Rolls when used right, in this case lets say a GM is requesting a roll for you to persuade/deceive the NPC or character they are playing and ask for a d20, a simple pass/fail ratio is their decision based off the difficulty and entirely fine. But having everything tied to rolls in the event is a bad idea. I feel its GM discretion with the player as you said, and poor actions should be treated with disadvantage vs well thought out things having advantage, and so forth. I can discuss this in more detail when its not 2am btw, I've got a whole doc I teach people with outside gmod that I can convert to usage for a simple system.
Joined SBS - August 2016
Gamemaker - September 2016
Started Development work - December 2016
Admin - January 2017
Staff Manager - April 2017
Community Supervisor - May 2017
Resigned from Community Supervisor - May 2019



I do model work and texture work.
DM me on discord for commission info.


Discord - Bacara#9000
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#4
+1 because I feel like it could be a really good addition to the server which should be simple to use and less hassle to install. Also, I don't really see negatives to this add-on, so I feel like even a test-run is worthy for this add-on.
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