QUOTE(sckor @ Mar 22 2005, 11:30 PM)
that's, what I'm saying.....
That's why it works. If it didn't loop, it would remain at 1, (or 0 in this case (My mistake))
Edit- Also, I said the switch is for keeping track when you are SUPPOSED to roll. When you play a board game, you don't just keep rolling and rolling and rolling.
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Sorry, I misunderstood your meaning before.
But you
still don't need the switch if you just have an action that says
"remove all men at "stop dice roll" for current player."
If you're using a death counter, it doesn't matter in any way that the dice keeps 'rolling', because the players never see it. (except by the actions, which may include displaying a text message or setting minerals to the value of the dice roll)
Of course if minerals acts both as your counter and your player-notifying mechanism, then you have to stop it from looping to see what number you rolled.
Personally, I think death counts are much better to use.
QUOTE(DevliN @ Mar 23 2005, 01:23 AM)
What if they go to "Stop Dice roll" when the counter is at 0 or 13? And I've done this before on my Monopoly map. except with death counters and it went up to 36 not 12. So essentially this is original in that it uses minerals, but otherwise its been done with deaths.
Oh and can't you see your own minerals, so theoretically can't you anticipate when you can roll a certain number?
They way I did it in my Monopoly map is 2 sets of randomized switches - one per die. I had Switch 1, 2, 3, and Die 1 (Switch 4) for Die 1, and Switch 5, 6, 7, and Die 2 (Switch 8) for Die 2. Then just randomize Switches 1, 2, and 3 - rerandomizing 2 outcomes of course. And then do the same for Die 2. Its so much easier and a lot more random in the long run.
Also, this takes up 17 triggers whereas your counter would take up around 38 to 40 if you were to try to get all 36 combinations.
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If you have a 12-sided dice, you should make the counter loop from 0 to 11.
Then the trigger for resetting the counter looks like:
Trigger |
Conditions: |
¤ Player's deaths of "counter" are at least 11 |
Actions: |
¤ Set Player's deaths of "counter" to 0.
|
¤ Preserve trigger. |
And this trigger comes
before the counting trigger (the one that adds 1 to the counter constantly), which comes before the triggers that detect that you want to roll the dice. That way it's pretty much equally possible to get any of the 12 possibilities.
But as many people have pointed out many many times already, a 12-sided dice is not the same thing as two 6-sided dice.
Note: it is possible to have a 12-sided dice (its faces are pentagons), but they are very rare.
Devlin, it is possible to use a 36-counter to randomise 2 dice using only about 13 triggers (if you want i will explain further). Also, with switches, it's possible to do the same thing in just 8 triggers and 3 switches (but the method is twisted and tricky. Nonetheless, I will explain for those interested).