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1) Made dice selection buttons respect LMB/RMB (increment/decrement)
2) Made memory buttons display the remembered dice on the dice selection buttons after use
3) Removed a forced reset after every dice roll
4) Removed mod+/- buttons
5) Made mod selection buttons respect LMB/RMB (increment/decrement)
6) Mod is no longer saved into memory, and instead the current mod values are used
(to enable adding mods to generic dice combinations)
I'l upload soon, will give proper credit to you & stump, thanks for a good utility!
on load math.randomseed(os.time())
on roll math.randomseed(math.random(1,9999999999))
That way you get new seeds each time that are not based on the time.
Its because of where the seed generation happens on roll.
You need to take math.randomseed(os.time()) out of the roll function
Current location
--Roll function. Displays roller, then does the random rolls
function roll(o,c)
printThis("((Roll by " .. Player[c].steam_name.."))", c)
math.randomseed(os.time())
local modTotal = 0
Better Location
(Very Top)
function onload(saved_data)
math.randomseed(os.time())
if saved_data ~= nil and saved_data ~= "" then
memory = JSON.decode(saved_data)
I love this thing but the non random nature was pissing me off.