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Roleplay Event Helper

Announce your roleplay event's house rules to chat, then let the addon call the /roll results — your attendees don't need to install anything.
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RoleplayEventHelperv1.14.0.zip

File nameRoleplayEventHelperv1.14.0.zip
Uploader
ZethrelZethrel
Uploaded
Aug 3, 2026
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6
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158.2 KB
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Retail
File ID
8571477
Type
R
Release
Supported game versions
  • 12.0.7

What's new

The roll effects window opened underneath the main window. It opened at the centre of the screen, which is exactly where the main window sits, in the same drawing layer — so it arrived behind it and the button looked like it had done nothing. Fixed, along with everything around it:

  • It now opens beside the main window, anchored to its right edge, so it keeps station if you move or resize the main window.
  • Where you drag it is where it stays, this session and the next. Both it and the roll log now remember their positions the way the main window already did.
  • Clicking any window brings it to the front, and opening one raises it. Two windows in the same layer were previously settled arbitrarily, which is not a behaviour anyone can learn.
  • The roll log opens beside the main window too, staggered down from the effects window so two open at once are visibly two windows.

The Loot tab's button now says how many effects you have — Roll effects... (3) — so you can tell there are some without opening the window to look.

A rejected edit now complains on the field, not in your chat frame. Typing ten into a number box used to put a red line in the same frame you are running the evening from — next to the rolls, the verdicts and the room's roleplay, where it either scrolled past unread or pushed something that mattered off the top. The box goes red and says why instead, and clears itself after a few seconds. The roll effects window does the same for its number boxes, which previously just swallowed bad input without a word.

Every field has a tooltip. Twenty had none — including the ones most worth explaining: what a critical band actually covers, what 0 means in Heals per event and Seconds per turn, and what each turn-order mode does. A test now enforces it, so a field added later cannot arrive undocumented.

Starter presets. The New button now offers four worked events instead of going straight to a blank one:

Starter What it shows
Duel Ring Initiative, armor-based health, a turn timer, first to zero loses
Fishing Night A full results table with several fish per band picked at random, plus roll effects for the room's reaction
Tavern Night No combat at all: house rules, etiquette, and a drinks table you read out yourself
Arena Brawl A raid-sized free-for-all where only the fighting subgroups are adjudicated

Each one arrives complete — rules, etiquette, the numbers, and the sections it does not need already switched off — and every one announces to preview only until you pick a channel. /reh templates lists them, /reh template fishing creates one, and /reh template duel Friday Duels names it while creating it.

Making the same starter twice is fine: the second is Fishing Night 2.

They exist because a blank preset is a form to fill in, while a worked event is something to read and change — and because the loot table and roll effects were otherwise invisible until someone went looking for them.

Fixed: alternatives were announced as separate bands. A table with three fish written against 4-7 announced 4-7 = a salmon. 4-7 = a trout. 4-7 = a carp., which reads to the room like the host made a mistake and never says that a 5 can give any of them. It now reads 4-7 = a salmon, a trout or a carp.

Four changes aimed at the same thing: the window telling you what it is about to do, without you having to work it out.

  • The preview is quieter. Every message used to carry a byte count, so half the ink in the pane went on a number that only matters near the 255-byte limit. Now a count appears in amber only when a message is getting long, and in red when a rule was too long and had to be split across two messages -- which is worth finding out in the preview rather than in the channel.
  • Separators are called out. They are dimmed in the preview, and the summary names them: 13 messages (5 separators), about 8 seconds. They are the one part of that count you can delete without losing a rule.
  • Tabs show which sections are left out. A section switched out of the announcement keeps all its rules, which from the tab strip looked identical to one that is still in it. Those tabs now carry a small red dot, and the tooltip says how to switch it back on.
  • The announce button names its target. It reads Announce to party chat, or Preview only when the preset sends nothing. The target used to be on one button and the action on another, so confirming where an announcement was about to go meant reading the far corner of the window.

The roll log and the roll effects window resize too. Same grip in the bottom-right corner, same double-click to go back to the default, and each window remembers its own size.

  • The roll log gives all the extra room to the text, which is what a host reading back through a busy round wants.
  • The roll effects window gives the extra width to the message boxes, the one field on a row that can run out of space.

Fixed: the status line was hidden behind the preview. Sentences like You are not in a party. were printed under the preview pane's bottom edge, so only the lower half of the text was visible — which is why the announce button could be greyed out with no readable reason next to it. The status line now has a strip of its own.

Fixed: on a roll effect row, the remove button sat on top of the delay box. The right-hand controls are now chained leftwards from the corner instead of each being placed at a measured offset, so they stay together at any width.

The window can be dragged out. Grab the grip in the bottom-right corner and pull. Asked for so the whole preview can be read at once instead of scrolled through.

  • Most of the extra height goes to the preview — that being the reason to make the window bigger — and the rest to the editor, which also runs long. The preview never takes more than half the interior, so the tab you are editing always has room.
  • Extra width goes to the editor and the preview. The preset list stays as wide as it was: a preset name does not need more room, and the rules beside it do.
  • The size is remembered between sessions, the same way the position already was. Double-click the grip to go back to the default.
  • The tab strip re-wraps as the window widens, so ten tabs fold onto one row instead of staying on two.

At its default size the window is laid out exactly as before, so nothing moves for anyone who does not drag it.

Several possible results for the same roll, one picked at random. Write a range more than once and the addon chooses between them:

1      your line breaks
2-3    a shrimp
4-7    a salmon
4-7    a trout
4-7    a carp
 

A 5 catches a salmon, a trout or a carp. Three lines reading 4-7 are three fish in the same water, not a mistake. Precedence is unchanged: only an identical range joins the pool, so a narrow band listed above a wide one still wins outright. /reh loot test 5 lists every alternative a roll could give.

The same thing on the effects side: tick one of these at random on two or more effects that share a trigger and only one of them fires. Left unticked they all fire, exactly as before.

Results that cannot reach the channel now say so. Reported from a real event: everything set up, nothing arriving in party chat, and no explanation. There were three ways for that to happen silently, and all three now speak up once:

  • the roll watcher is off, so no rolls are being read at all — the most likely one, and it now says so when you switch results on, and on the window's status line while it is true
  • the channel is not available (not in that party, not in that raid)
  • the preset is still announcing to preview only

Roll effects: a window for the complicated version of the loot table. Same host, next request. The table on the Loot tab answers "what did that roll catch"; an effect answers "what happens on that roll", and it can do three things the table cannot.

  • Fire on a result, not just a number. An effect triggers on a roll, a range, a success, a failure, a critical either way, or every roll.
  • Several can answer the same roll. "On a natural 1 your line snaps" and "every cast makes a splash" are both true of a 1, so both are said. The loot table still stops at its first match, which is what makes it the quick one.
  • Each carries its own chance, delay and destination. A 25% chance of the big one getting away; two seconds before the crowd reacts; a line only you see while the rest goes to the room.

{name}{roll} and {result} are filled in, and {item} reaches across to whatever the loot table gave that same roll -- so the catch and what happens next can be two lines rather than one crowded one.

Open it with Roll effects... on the Loot tab or /reh effectsTry it in the window (or /reh effects test 1) shows what a roll would set off without waiting for someone to roll it and without sending anything. /reh effects list reads the whole set back in plain English.

Effects are per preset, travel in export strings, and an event with none behaves exactly as it did before they existed. The same delayed-message limitation as the loot table applies: /say, /yell, /emote, whispers and custom channels cannot receive a line sent seconds after a roll, and the addon says so once. An effect set to to me only is never affected by that, which makes it a way to run the whole thing in a /say event with the host reading the results out.

A loot table, read off the roll. Asked for by a host running a fishing night: someone rolls a 3, and a few seconds later the room hears that they caught an anchovy.

  • A new Loot tab holds the table, written the same way as the rest of the addon's lists -- one per line, 1-3 an anchovy4-10 an old boot100 the legendary whale. A bare number is a band of one, and the first line covering the roll wins, so a narrow band can sit above a wide one.
  • The result line is yours: {name}{item} and {roll} are filled in. Rolls no band covers say nothing at all unless you give them something to say.
  • It waits a few seconds by default, so the roll lands first and the catch reads as its outcome rather than as part of the same breath.
  • It has its own switch, separate from the watcher's verdicts. A fishing night can put the catch in the room without Rennek rolled 3 -> FAILURE going with it -- set the watcher to verdicts to me and leave the loot on.
  • Off by default, and it follows the same filter as everything else: whoever the watcher ignores is not handed a fish either.
  • The table can be announced with your rules like any other section, or left off the announcement to keep the catches a surprise.
  • /reh loot lists it, /reh loot on|off switches it, and /reh loot test 3 shows what a roll would give without waiting for one or sending anything.

One limitation worth knowing before the event: because the result is sent a few seconds after the roll rather than from a click, the client will not let it reach /say, /yell, /emote, whispers or custom channels -- the same restriction the rule announcement runs into. Party, raid, guild, officer and instance chat are delivered every time. The addon says so once when you set it up that way rather than leaving you watching an empty channel.

The editor tab strip now wraps onto a second row, since ten tabs no longer fit across one.

 

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