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Way to organize dice rolls in chat

1531507464

Edited 1531507508
Hello, roll20 newbie here (and not native english speaker so sorry if my post is hard to read) In my game system, we use non-standard roll system. Well, I found way how to "make it work" inside chat window, but.. result looks nasty and disorganized :(. Diceroll system: our system we call  xD20+- and basically there are always 2 pools of d20 dices, One pool are "good green dices" other pool are "bad red dices".  Every dice can "explode" on 20.  Bonuses goes to good dice pool and penalties into bad dice poll. Standard pools have 5 dices each.  Example: Shaila is swimming. Her swiming expertise is master so she get +3 good dices. but se has chainmail on her (2 bad dices) and broken left leg (another 2 bad dices).   because 5 dices are basic pool -  we have 5 + 3 = 8 good dices against 5 + 2 + 2 = 9 bad dices.  Proper dice roll is for chat window  /roll  8d20! - 9d20!  and it looks this way Yep, numbers are fine but it does not look good. In basic application I made in javascript it looks this way.    Questions are:  1. can i somehow change color of dice icons in chat  for "good dices" to green and for "bad dices" to red? 2. if not, can I somehow separate both good/bad pools into 2 columns with result separated on bottom? 3. Or can I have at least different color of text inside dices? (green for good ones and red for bad ones)?  I am considering to buy pro version for our group, because I need own character  sheet for my game, and also own battle system unlike any standard rpg has so - if it is not possible throught chat system  4. is it possible to get nice visual result for my dice pool system as some popup window for player inside his own sheet? Thank you for answers.
You can use Critical Success and Critical Failures to color your dice Something like /r 8d20!cs&gt;0 - 9d20!cf &lt;100 should color all the dice in the first group green, and all the dice in the second group red, with 100 being s safety cap for the exploding dice. <a href="https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points</a>
Thank you @Alex H. Well,&nbsp; /r 8d20!cs&gt;0 - 9d20!cf&gt;0 looks beter than black text, anyway - why the 1 in "good dice roll" is still red? With 1 is higher than 0 = so Critical Success rule should apply and it should be green?
1531510359
The Aaron
Pro
API Scripter
you need to add cf0 on the first roll and cs0 on the second.&nbsp; They default to 1 and 20 respectively, so you'll get the wrong color if they happen to come up: /r 8d20!cs&gt;1cf0 - 9d20!cf&gt;1cs0 Also, the &gt; and &lt; in Roll20 Dice mean "greater than or equal to" and "less than or equal to" for historical reasons.&nbsp; You could also apply sorts, which I find appealing: /r 8d20!cs&gt;1cf0sd - 9d20!cf&gt;1cs0sa
1531510370

Edited 1531510390
The Aaron
Pro
API Scripter
(note the green 1s and the red 20)
The Aaron "They default to 1 and 20 respectively"&nbsp; - not really, they default only 1, 20 takes red color as CF - look bellow. anyway your solution especially with sorting method is very nice indeed :)
1531513770
The Aaron
Pro
API Scripter
It looks like coloring of individual dice will only ever be green or red, it can't be blue for both like the outline on inline rolls.&nbsp; Red takes priority over green, so if a number is both a critical failure and critical success, it gets colored as a failure.&nbsp; That's why the red 20 is red, while the success one is red instead of green.&nbsp; Probably in the code it checks to see if it is a failure first, then checks for success second, finally defaulting to black.