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Staredit Network -> Concepts -> randomized DICE!
Report, edit, etc...Posted by sckor on 2005-03-21 at 06:18:01
Comfy way i thought of, that you could use for randomized dices... Not really random, but it''s impossible to time it perfectly.

Conditions
Current player accumulates at most 12 minerals
Current player brings at most 0 men to "stop dice roll"
Actions
Add one mineral for current player
Clear Switch 1
Preserve Trigger.

Condition
Current player accumulates at least 13 minerals
Action
Set minerals for current player, set to 0
Preserve Trigger

Condition
Current player brings at least one unit to "Stop Dice roll"
Current player accumulaters exactly 6 minerals
Switch "1" is cleared
Actions
Whatever action
Set switch "1"
Preserve Trigger
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-21 at 14:55:34
Why the switch?
Report, edit, etc...Posted by BeeR_KeG on 2005-03-21 at 15:48:40
I really don't see a dice rolling in those trigger's, I'd stick with Bolt's randomization triggers and modify them a bit to meet my needs.
Report, edit, etc...Posted by warhammer40000 on 2005-03-21 at 17:48:06
You lost me.

At least organize ur triggers!!!
like-

Triggers-
Bark, moo, arf, cow
Actions
yada yada, blah blah, yep, do this, do that, right.

ADDITION: reducin spam pinch.gif
I forgot to ask u what happened to the trigger button! pinch.gif

omg... its back! my trigger button used to not be there! but its back yay! happy.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2005-03-21 at 17:56:45

Trigger
Description:
Something You Didn't Notice
Players:
¤ You
Conditions:
¤ Notice that there is Trigger BBCode
Actions:
¤ Use it to organize and stop others from spamming and telling you to use it.

Also, "dice" is already plural. There is no such word as "dices", unless you are dicing something, which is cutting. The singular form of "dice" is "die".
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-21 at 18:32:28
But this requires the player to do something to stop the roll, like slots.
Report, edit, etc...Posted by in_a_biskit on 2005-03-22 at 00:49:59
So it's a useful method for games where a human player rolls a die, or for events that aren't timed anyway (e.g. a battle system for an rpg).

I came up with this very idea in this post.

You don't need the switch.
You don't need to stop the loop either.
You need hypertriggers.

This method is useful because it doesn't need switches.
Report, edit, etc...Posted by sckor on 2005-03-22 at 02:09:44
Alright Sorry.
Here's an explanation.

The counter keeps going up till 12, then goes back to 0 (that is unrealistic)
(hypers are needed)..

The player brings at least one unit to a beacon, it stops constantly adding, but doesn't subtract. That leaves you with a set amount of minerals.

The switch, you won't want the dice rolled over, and over and over, and over again. So, I added the switch so you can make it so that you can roll it only when the switch is cleared/set.

The trigger is set to stop rolling if you bring a unit to it. If the switch wasn't there, then as soon as your unit stepped off the beacon, it would start rolling again.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-22 at 03:40:00
QUOTE(Mini Moose 2707 @ Mar 21 2005, 04:56 PM)
Also, "dice" is already plural. There is no such word as "dices", unless you are dicing something, which is cutting. The singular form of "dice" is "die".
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And the singular past tence of dice is death.

QUOTE(DT_Battlekruser @ Mar 21 2005, 05:32 PM)
But this requires the player to do something to stop the roll, like slots.
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Uh thats kinda required for it to work at all.


QUOTE(sckor @ Mar 22 2005, 01:09 AM)
The counter keeps going up till 12, then goes back to 0 (that is unrealistic)
(hypers are needed).. 

The player brings at least one unit to a beacon, it stops constantly adding, but doesn't subtract.  That leaves you with a set amount of minerals.

The switch, you won't want the dice rolled over, and over and over, and over again.  So, I added the switch so you can make it so that you can roll it only when the switch is cleared/set.

The trigger is set to stop rolling if you bring a unit to it.  If the switch wasn't there, then as soon as your unit stepped off the beacon, it would start rolling again.
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1. You wouldn't want to set it to 0 unless you have a 13 sided dice. (PS two 6 sided dice have more than 12 differant combinations, unless your simply adding the values then you just have 11 differant values 2-12)

2. Why don't you want it to keep rolling? Isn't that the point, or do you not understand the triggers you wrote.
Report, edit, etc...Posted by sckor on 2005-03-22 at 04:32:34
1. That 0 part is a mistake. I have to set it to 1. Thanks for pointing that out.
2. If the switch isn't there, the dice still stops, but as soon as you step off the beacon, it starts rolling again. i don't want that to happen, if I was making a board game map.
Once everyone has finished their turn, you would clear the switch so that you can roll again. IF the switch wasn't there, you would be rolling all over and over again, without giving the other player a chance...

However, the trigger there is only for 1 player, so I'm sort of contradicting myself.
Report, edit, etc...Posted by in_a_biskit on 2005-03-22 at 06:51:46
It doesn't actually matter that the die keeps rolling, that's why it works in the first place.
You only have to check which number the counter is at when you want to 'roll' the dice.
So:

conditions: you want to roll the dice, the counter is at some number #
actions: clear the conditions for this trigger, do things based on that number #.

There's no need to stop the counter from counting, only to stop your triggers from thinking that you want to pick another number again.

also, as Bolt_Head pointed out already, you probably don't want a 12-sided dice so much as two 6-sided dice (or one 36-sided dice). There are only 11 different sums, but you are 6 times more likely to roll a 7 than to roll a 12.
Report, edit, etc...Posted by sckor on 2005-03-22 at 07:30:09
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.
Report, edit, etc...Posted by Heimdal on 2005-03-22 at 08:43:18
Bolt kind of hinted at this...

It seems that you are making one random number from 2 to 12 for the sum of two dice. However, there are 36 possible combinations of two dice, and some of them sum to the same value. For example, there are 6 ways to make 7 but only one way to make 2 or 12. This dice rolling trigger doesn't take into account differences in probability between two values. In addition, for numbers like 8, you can't tell if the player rolled doubles or not.

The easy and obvious answer would be to duplicate this trigger with a range of 1-6; one for each die...but I think I've seen that been done.

All in all I like the solution better than randomizing switches - I don't like anything created intentionally with the possibility of going into an infinite loop.
Report, edit, etc...Posted by DevliN on 2005-03-22 at 09:23:05
QUOTE
Condition
Current player accumulates at least 13 minerals
Action
Set minerals for current player, set to 0
Preserve Trigger

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.
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-22 at 20:02:22
QUOTE((U)Bolt_Head @ Mar 22 2005, 12:40 AM)
And the singular past tence of dice is death.

No, it is diced. Nouns can't have past tense so the singular past tense would be of the verb dice. <owned> tongue.gif

QUOTE
Uh thats kinda required for it to work at all.
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I was commenting on this system as opposed to the truly random old one.
Report, edit, etc...Posted by in_a_biskit on 2005-03-23 at 01:18:52
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).
Report, edit, etc...Posted by sckor on 2005-03-24 at 21:46:27
OOOh, I get what you're saying. Instead of using switch, remove the dicer, and recreate it when it's your turn?
Also, I guess heimdal is right.

Anyone know how to change the thread title? It looks really dumb "randomized DICES"..

Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-25 at 00:25:54
Yeah I do, Done.
Report, edit, etc...Posted by in_a_biskit on 2005-03-25 at 03:39:09
Now we have a tutorial on this too!
http://www.staredit.net/index.php?tutorial=61

Edit: Fixed Link
Report, edit, etc...Posted by sckor on 2005-03-25 at 05:34:09
Thank you for your support. Since no one seems to like my idea, I'll just put it in my map somehow and see how it turns out.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-25 at 21:36:00
Your link is messed up tongue.gif

I merged all the randomization tutorials together happy.gif
Report, edit, etc...Posted by Battleaxe3 on 2005-04-06 at 18:01:10
I still think the eziest way is my way, even show the dice roll on the mini map.

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