Arma 3
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Dive's DnD Dice - RPG Dice Roll for Zeus
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
711.752 KB
4 Apr @ 1:30pm
14 Jul @ 1:10pm
8 Change Notes ( view )

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Dive's DnD Dice - RPG Dice Roll for Zeus

Description
This mod adds a DND-like mechanic where Zeus can initiate a Dice roll for a Player.
How to use:
1. Locate the modules under "Dive's DnD Dice"
2. Choose a Dice you wish to roll (D4, D6, D8, D10, D100, D12, D20)
3. The module could be placed two ways:
a. On a Player . In this case the Player's name will be visible in the Dice Roll UI
b. Not on a Player . In this case no Players will be mentioned in the Dice Roll UI
4. Configure the Settings and press OK

Available settings
1. Visibility Radius - Players within the Radius will see the Dice Roll UI. If you want the dice roll to not be visible by Players that are far away you can use this.
2. Global Visibility - Every Player on the map will see the Dice Roll UI
3. Message - Dice Roll UI will contain the text of this message. This is intended to help the Players understand what is the purpose of this particular Dice Roll.
4. Check against Difficulty - When enabled the Dice Roll will be compared against the configurable Difficulty. If the check passes the Player will see the "Success" text, or "Failure" otherwise. By default it is enabled only for D20 but you can use it with other dice too.
5. Difficulty - If "Check against Difficulty" is enabled this slider determines the difficulty of the roll.
6. Enable Critical Success/Failure - When enabled, the lowest value of the dice (e.g. 1 for D20) will result in a "Critical Failure" message, while the highest value of the dice (e.g. 20 for D20) will result in a "Critical Success" message. By default it is enabled only for D20 but you can use it with other dice too.

Included Dice
Full standard set is included!
D4, D6, D8, D10*, D100, D12, D20
* Note that values for D10 start from 0 and end at 9 to replicate how IRL D10 works. All other Dice start with 1 and end with their respective number.

Supported Languages
English
Russian

Source Code
https://github.com/dive155/arma3-dives-simple-dice-roll

Contact
My Discord[discordapp.com]

Update 1.1.0 (30.04.2025)
+ Module settings will now be saved when the settings window is closed.
+ Added ability to execute code after the dice is rolled.
Example (striking the target player with lightning if the difficulty check fails):
if not _checkPassed then {      private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL _targetPlayer];      [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; };
+ Added CBA event DSDR_diceRollHappened . The event is LOCAL to the computer of ZEUS ! You have to use remotexec to do anything on other machines. The available arguments are:
[ _result, _checkPassed, _message, _hasDifficulty, _difficulty, _hasCriticals, _sides, _targetPlayer, _affectedPlayers, _buff ]

Update 1.2.0 (13.07.2025)
+ Added ability to set Buffs/Debuffs and a corresponding animation extension for the roll.
+ By default the initial value of the Buff slider is set to 0, however with scripts it is possible to change the default value for a specific player. This is done as a QoL feature for Zeuses. You can do this somewhere in your code:
_buffAmount = 5; _playerYouWantToBuff setVariable ["DSDR_Buff", _buffAmount];
Now if a zeus initiates a roll for this player, the default buff value on the slider will be set to 5. This is a mere QoL recommendation - you are still free to set any other value manually.
28 Comments
Lady Inquisitor 13 Jun @ 9:07pm 
@Dive Sure! My unit is making an ajacent attack on titan universe and your dice rolls are some of the important mods that we need for a bunch of things :)
Dive  [author] 13 Jun @ 8:22pm 
@Lady Inquisitor sure, go for it!
If you will have any videos of yall having fun with this mod I'd really apreciate if you could post them in the comments, it really warms my heart to see my mods get used, but that's up to you discretion.
Lady Inquisitor 13 Jun @ 2:37am 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
aрап 13 May @ 3:54pm 
ЛЕГЕНДА!!!!!!!!
Dive  [author] 8 May @ 11:32am 
@kreamythings while not super pretty, it could be done like this.
Note that when using this method you have to do randomization yourself by using random _initialValue and _randomSpeed

[[
_message, // String, message to show
_difficulty, // Number, for difficulty check
_sides, // Number of sides on the cube
_initialValue, // The value the roulette will be starting at
_randomSpeed, // Initial speed of the roulette spinning
_object, // Target player or objNull
_hasDifficulty, // Bool
_hasCriticals // Bool
], _affectedPlayers, _codeText] call DSDR_fnc_rollDiceZeus
// _affectedPlayers - array of player controlled units that will see the roll
// _codeText - string, will attempt to compile and execute


Example usage:
[[
"Diffcheck",
3,
20,
round random 20, // Initial value
40 + random 40, // Initial roulette speed
objNull,
true,
true
], [player], ""] call DSDR_fnc_rollDiceZeus
kreamythings 7 May @ 6:59am 
Anyway to execute with an action or trigger so the dice roll starts?
minermail01 6 May @ 7:17am 
Appreciated, thanks for listening to my input.
Dive  [author] 30 Apr @ 1:17pm 
@minermail01 I have update the mod so it is now possible to execute code after a dice roll.
✠ DFSpecter 29 Apr @ 4:21pm 
ZEUS! ALLOW ME TO MAKE THIS DICEROLL AGAINST THE CSAT'S PASSIVE PERCEPTION AND MY LIFE IS YOOOOUUUURS!!
Cabal 26 Apr @ 3:49pm 
The only way this would be perfect, is if there was a way to make skill checks possible, and roll the die against it. Saving rolls and such would be cool too, really hone in on the roleplay aspect of it.