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[Request] Specialized Dice Roller

Sadly, my programming skills are currently non-existent, so I put this out to the wider community. I am looking for a script to run for Star Wars Imperial Assault (Hopefully nothing fancy). What I need is something that would generate 1 of 6 facings with up to up to 3 of Five results (Range, Hit and Surge on offence and Block and Evade on Defence), then add up those results based on Hits-Blocks and Surges-Evades. There are a total of six separate dice to be rolled (Red, Yellow, Blue & Green for Offence and Black & White for Defence). An example would be 2 Green and 1 Yellow (Resulting in Range:2, 2Hit on the first green, Range: 3, 1Hit and 1Surge on the second green and Range: 0, 1 Surge on the Yellow minus 2Block on a Black Die. This would work out to Range: 5, 1 hit (3hits-2Blocks) and 2 Surge results. Hopefully this will be enough information. Thank you
1430409080
The Aaron
Pro
API Scripter
You could certainly set this up with the rollable tables: <a href="https://wiki.roll20.net/Card_Decks_and_Rollable_Ta" rel="nofollow">https://wiki.roll20.net/Card_Decks_and_Rollable_Ta</a>... Using images for your table and rolling them with /roll 1t[TableName] will yield the images in chat of the faces that were rolled. There are more complicated ways of doing this in the API that are certainly possible. Both options would require the images for the dice faces. I've never played SWIA, but if you can describe the rolls and provide the images, I can probably whip something up or direct you to a better solution.
We actually use tables currently but could not figure out how to get it to output the required totals (Or multiple values per face). Main issue we have found is that the table logic can be repetitive when rolled close together (i.e. if I roll the same die twice, I can get the same result on both) and the inability to get the totals calculated. Here are the images... (0 Range, 1 hit, 2 Surge), , , , , , , , , , , , , , , , , , , , (one Evade), (one block), , , , (Blank result), , , , , , (This is a dodge which negates all hits) Images would be nice but even just the roll results and totals would be great. Curse FFG and their use of custom dice for everything. Thank you
1430415045
The Aaron
Pro
API Scripter
Ah! I understand what you mean now. So, how are the number of each die that a character rolls calculated?
The number represents range. When doing a ranged attack, you need to match or exceed the distance (there is no opposition to this). Otherwise, it is hits (the star burst) minus blocks (the triangle) and surges (Lightning Bolt) minus Evades (the circle). An example would be... + - This would result in an Accuracy (range) of 5, 3 hits and 1 surge minus 2 blocks. The output would be Acc: 5, Hits: 1 , Surge: 1. A defense result would be Accuracy 5, 3 Hits, 1 Surge minus 1 block and 1 evade. The output would be Acc: 5, Hits 2: Surge: 0
1430420223
The Aaron
Pro
API Scripter
Ok. I was meaning more "how many green dice does a player roll, does it vary, etc", but this is also good info.
1430421567

Edited 1430421597
Varies, based on gear.
You could definitely modify the Edge of the Empire (another FFG game that uses a dice pool cancellation system) dice roller script so it works for this game pretty easily. It can be found here .
1430506821
The Aaron
Pro
API Scripter
That's a good point.
1430506901
The Aaron
Pro
API Scripter
It seems like there is a lot more in that script than just dice rolling though. Setting up custom character pools and such. Andrew, is that the case?
1430507262

Edited 1430507281
Andrew H.
API Scripter
Yes, the script has grown a lot since its humble beginnings as a simple dice roller. Most of those extra features are to support the character sheet.
I thought about forking a basic roller now that the roller code is pretty solid and hasn't changed in a while. Think that would be useful?
1430508670
The Aaron
Pro
API Scripter
Likely. You could make the Character Sheet functionality dependent on the Roller functionality so that you can separate them without duplication. Let me know if you want some thoughts on that, I've messed with it quite a bit on Roll20 with the isGM script and some unreleased work I've been doing. =D