Require( "dice/dice.ts" ) -- dieNames is used below; it's a local variable for this script dieNames = { "2 Sp", "3 Sp", "4 Sp", "5 Sp", "6 Sp", "7 Sp", "8 Sp", "9 Sp", "10 Sp", "J Sp", "Q Sp", "K Sp", "A Sp", "2 He", "3 He", "4 He", "5 He", "6 He", "7 He", "8 He", "9 He", "10 He", "J He", "Q He", "K He", "A He", "2 Di", "3 Di", "4 Di", "5 Di", "6 Di", "7 Di", "8 Di", "9 Di", "10 Di", "J Di", "Q Di", "K Di", "A Di", "2 Cl", "3 Cl", "4 Cl", "5 Cl", "6 Cl", "7 Cl", "8 Cl", "9 Cl", "10 Cl", "J Cl", "Q Cl", "K Cl", "A Cl", }; return DiceAconf({ -- resultHeight is how far above the center of the model the BOTTOM -- of results are (in meters) resultHeight = 1.2, -- displayWidth is how wide the results display is (in meters) displayWidth = 6, -- aspect is the ratio of height to width of each die slot displayed aspect = 1.5, -- frames is how many die images are across the width of the material frames = 9, -- strips is how many rows of frames are across the height of the material strips = 6, -- Total number of die images useable is frames * strips. -- This is very similar to how material animation is specified, but -- these frames/strips are separate (yes, with enough texture space, -- you could create texture animated dice, with frames/strips inside -- each animation frame!) -- uscale and vscale scale the UV coordinates -- used to adjust -- for uneven edges in tiled textures uscale = 0.99, uoffset = 0.003, vscale = 0.995, voffset = 0, -- history is 1 if the three last rolls are displayed along the bottom history = 1, -- unique is 1 if no two dice are allowed to match (i e, deck of cards style) unique = 1, -- the actual model to use model = "dice6.model", -- the material defines the texture used to draw the die results material = { name = "Cards", colormap = "dice/cards.dds", lit = 0, twosided = 0, drawmode = 2, -- 2: alpha blend, 3: filter, 4: cutout, 5: additive, 6: premultiplied }, displayTime = 5, -- time before seeing the actual result msgRadius = 10, -- radius within which avatars will be told about the result -- the dice actually define each die (you can have a max of five) dice = { { -- firstSlot is 0 for the upper-left slot/cell -- numSlots is the number of possible things this die can show -- rollSlot is optional; if set, it's the slot that will be shown while rolling. -- If no rollSlot, random slots will be shown while rolling. -- dieNames is optional; if not set, the numeric value of the rolled slot will be used -- (starting from "1" for the "0-th" slot, not including the "firstSlot" offset) firstSlot = 0, numSlots = 52, rollSlot = 53, dieNames = dieNames, }, { firstSlot = 0, numSlots = 52, rollSlot = 53, dieNames = dieNames, }, { firstSlot = 0, numSlots = 52, rollSlot = 53, dieNames = dieNames, }, { firstSlot = 0, numSlots = 52, rollSlot = 53, dieNames = dieNames, }, { firstSlot = 0, numSlots = 52, rollSlot = 53, dieNames = dieNames, }, }, })