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Custom Roll results

I'm investigating setting up a new game system that uses a somewhat unique dice rolling algorithm. The roll is a d10000 (0-9999) and a table is then referenced to determine the value that the roll represents. I'm long past my programming days and wondered if there was someone I could hire to help with this or what you all might suggest. Thanks!
I might recommend looking into TableExport to facilitate the creation of large Rollable Tables .
1455689896
The Aaron
Pro
API Scripter
Also, if you can provide more details about the game mechanics there may be something better we can offer.   Does your table actually have 10000 entries?
I started to investigate Rollable Tables but wasn't sure it would do the trick. There are not 10000 entries (thankfully!!) - there's a conversion that needs to occur where a defined roll range is converted to a set value. For example, every roll from 4567-5678 translates to 100. 
You might do well to just post all of the information; someone will might just write up something for you. ;)
1455749112
The Aaron
Pro
API Scripter
Or put that 100 in the Rollable Table with a weight of 1111 (5678-4567), and do the same for all the other table entries.
So this is what the table looks like where the 4 digit number in the body of the table represents the threshold for getting the result and where the tens digit is in the first row and the ones digit in the first column. So for example, a roll of 5123 results in a score of 100 but a roll of 4999 results in a score of 99. We call this our Standard Distribution table (SD for short). I guess the rollable table would work - I'd need 80 entries in the table - right? 60      70     80       90     100    110    120    130 0 .0000 .0013 .0228 .1587 .5000 .8413 .9772 .9987 1 .0001 .0019 .0287 .1841 .5398 .8643 .9821 .9990 2 .0002 .0026 .0359 .2119 .5793 .8849 .9861 .9992 3 .0003 .0035 .0446 .2420 .6179 .9032 .9893 .9993 4 .0004 .0047 .0548 .2743 .6554 .9192 .9918 .9994 5 .0005 .0062 .0668 .3085 .6915 .9332 .9938 .9995 6 .0006 .0082 .0808 .3446 .7257 .9452 .9953 .9996 7 .0007 .0107 .0968 .3821 .7580 .9554 .9965 .9997 8 .0008 .0139 .1151 .4207 .7881 .9641 .9974 .9998 9 .0010 .0179 .1357 .4602 .8159 .9713 .9981 .9999
1455853610
The Aaron
Pro
API Scripter
Here's your weights, I believe: 60    1 61    1 62    1 63    1 64    1 65    1 66    1 67    1 68    1 69    2 70    3 71    6 72    7 73    9 74    12 75    15 76    20 77    25 78    32 79    40 80    49 81    59 82    72 83    87 84    102 85    120 86    140 87    160 88    183 89    206 90    230 91    254 92    278 93    301 94    323 95    342 96    361 97    375 98    386 99    395 100    398 101    398 102    395 103    386 104    375 105    361 106    342 107    323 108    301 109    278 110    254 111    230 112    206 113    183 114    160 115    140 116    120 117    102 118    87 119    72 120    59 121    49 122    40 123    32 124    25 125    20 126    15 127    12 128    9 129    7 130    6 131    3 132    2 133    1 134    1 135    1 136    1 137    1 138    1 139    1
Aaron - is there a wiki entry that would help me understand how your weighted entries correlate to the d10000 roll? I'm a bit confused...
1455912566
The Aaron
Pro
API Scripter
I just took your table and put it in a spreadsheet, moved the decimal right and subtracted the prior row from the current one to get the number of possible values that could lead to that result. &nbsp;Here's the spreadsheet: &nbsp; <a href="https://docs.google.com/spreadsheets/d/1HKsX0-92IU" rel="nofollow">https://docs.google.com/spreadsheets/d/1HKsX0-92IU</a>...
Ah ha! I went back and re-read the Rollable Tables entry that&nbsp; Silvyre linked and now this makes perfect sense. Brilliant - thanks!
Im just replying to get an achievment! :D that sounds cool tho.