Modules
Games & Gangs
Casino games in Wallet coins, and gangs with treasuries, territory and wars.
Three things share this page because they share a wallet. The casino takes bets in your server's own currency, a gang is a crew that pools it into a treasury and fights over ground, and an army belongs to the whole server and is paid for out of the same economy.
Or just tell the bot#
turn on games
turn on gangs
make the gang announcements go to #gangs
dispresso flip a coin for 100
dispresso blackjack 500
dispresso rob @DomThe last three are the casino said out loud, run as the person who said them, with the same bets, cooldowns and channel rules as the typed command. Start with dispresso or mention it. It asks for anything it still needs, writes the same settings the dashboard writes, and the whole list of sentences is on Talk to Dispresso.
Setup#
Use /botdashboard and open Games or Gangs. Gangs has its own creation price and per-action permissions there.
Casino games#
!blackjack 500 /casino blackjack hit and stand; blackjack pays 3:2
!coinflip 500 heads /casino coinflip heads or tails, 2x
!roulette 500 red /casino roulette red, black, green, even or odd
!slots 500 /casino slots three reels
/casino home the floor: your wallet, the games, the shifts!bj, !cf and !roul are the short forms. Every one of them is played in your server's own currency, never in Bank Coins, and every bet goes through the minimum, maximum and percent-of-balance caps the server sets.
Quick shifts#
The other half of the casino floor is ten small games that pay a little and stake nothing, so there is something to do with an empty wallet. Each is one round, over in seconds, and none of them is held to a daily claim.
!coffeebrewery brew, belt, creamer, serve, without the wrong button
!ordersup wait for the cup to finish, then grab it
!ordermemory watch a drink order, then repeat it back in order
!picktherightsize a customer names a size, pour the matching cup
!wrongcup one cup does not match the rest, spot it
!countthebeans estimate the beans before grinding a batch
!beanhunt spot the real bean among the empty cups in time
!mathcheck check the register total before the shift ends
!coffeetrivia one quick question from the regulars
!markettrader read the live Wallet-to-Bank rate and trade itEach has a slash twin under /casino, and /casino home lists the lot with a button each.
Robbing somebody, and shooting it out#
!rob @someone (/combat rob) goes after another member's Wallet. It starts near a coin flip and moves from there with what the two of you are carrying: your weapon pushes your odds up, their armour pushes them down, and neither can drag the number outside one in ten to three in four. /combat loadout shows what you have on, and weapons and armour come from the Market.
A hit takes a slice of their Wallet with a hard ceiling on it, so one successful rob is an annoyance rather than a disaster. Missing is not free: you pay them a small consolation out of your own Wallet. Then you are on a cooldown of about three quarters of an hour, and they are protected from anybody for the next ten minutes. A server that wants none of it can switch robbery off. !shootout @someone 500 (/combat shootout) is the consenting version: a 1v1 duel for a bet both of you can cover.
Starting a gang#
A gang belongs to one server. It has a treasury, gear, territory and a war record, and it costs whatever that server has decided: /gang price says what, and Manage Server sets it.
!gang /gang home your gang, with every button on it
!gangcreate <name> /gang create start one. Also !creategang
!ganginfo [name] /gang info a gang's card, yours or a rival's
!ganginvite @member /gang invite ask somebody in
!ganginvites /gang invites invites waiting on you, and on your gang
!gangaccept / !gangdecline /gang accept, /gang decline
!gangcancelinvite @member /gang cancelinvite take an offer back
!gangkick / !gangleave /gang kick, /gang leave
!gangdisband /gang disband leader only; half the price comes back
!ganglb /gang lb the war board, and who holds the global zonesNobody is added to a gang. An invite waits for the person to answer it, for two days, and then lapses. If more than one gang has invited you, name the gang when you accept. /gang showcase puts your gang on your Dispresso profile card, and takes it off again.
The treasury, the shop and the armoury#
!gangdeposit <amount> /gang deposit put server coins in
!gangwithdraw <amount> /gang withdraw take them out. Leader only
!gangshop /gang shop list upgrades, items and perks
!gangbuy <item> /gang shop buy buy one out of the treasury
!ganguseitem <item> /gang shop use check or use something the gang bought
!gangarmoury /gang shop armoury the gear the crew owns, and what is on
!gangequip <gear> /gang shop equip
!gangunequip <slot> /gang shop unequip
!gangseticon /gang style name, colour and iconThe armoury is gear the gang owns rather than gear a member owns, and it has two slots, a weapon and a piece of armour. Buying a piece does nothing at all until somebody equips it, and only what is equipped counts, in wars and in territory challenges alike. The best piece in each slot is worth ten percent, so gear tops up your war odds rather than standing in for War Power levels.
Taking a zone#
Zones are not claimed, they are taken. There is one command for it, !challengeterritory, and it is the same command whether a rival gang holds the zone or nobody does. An empty map is not a closed map. !claimterritory still answers, but only to point you at the right spelling.
Two rules stop most first attempts, so they are worth knowing before you spend anything:
Your gang's FIRST capture must be on the outer ring.
After that you can only take hexes connected to ground you already hold,
and you move inward one ring at a time.
Launching an assault costs 750 server coins, from your own wallet.
It is spent whether you win or lose.!challengeterritory <zone> take a zone, held or empty
!gangterritories what your gang holds
!territories the whole map
!gangmap the map as a picture
!gangwar @gang declare war on another gang
!collectincome collect what your ground has earned!collectincome works from the day a gang is created. Territory Control is included with every gang rather than being bought, so holding ground earns from the moment you take it. !globalmap and !challengeglobal are the same fight on the cross-server map, where a zone is held by a whole server rather than a gang.
The house gang#
Once a server has a gang of its own, a gang the bot runs appears beside it, marked (bot gang) in the list, so the map is never empty and there is always somebody to take ground from. It follows the same rules as everybody: first capture on the outer ring, then only connected hexes, the ordinary odds. It moves at most every six hours, never has a hand on more than three zones, prefers ground nobody holds, only ever attacks a gang that already holds two or more zones and never one captured in the last day, and never goes for the centre. It has no members, no treasury and earns nothing, so it cannot be warred or jumped: its territory is the only thing it has, and it is there to be taken.
The turf map#
Territory is not only a chat command. Open Gangs in the Bot Dashboard and the map is drawn there, so an admin can see who holds what without reading it off !gangmap.
The server's army#
An army is not a crew, it is the server. There is one, everybody who plays here feeds it, and what it is worth follows what the server produces rather than who logged in today.
/army dashboard total troops, the budget, and where it came from
/army donate <amount> put your own coins in, from your Wallet or your Bank
/army train <troops> raise troops now, out of the budget and the stockpile
/army supply [buy] spend the Bank side of the budget at the supply catalogue
/army battle march against a raider force
/army squad buy <name> raise your own squad and fold it into the army
/army squad disband stand it down
/army squad enlistment server managers: open or close squad enlistmentTroops arrive on their own, slowly, whether or not anybody spends anything, and a server with businesses running gets them faster and can hold more of them. An army that has been flattened comes back on its own even on a server where nobody plays for a week, just slowly. Rushing with /army train spends both the budget and refined stock out of the server's own production, so rebuilding in a hurry costs the same economy that pays for everything else.
There is no invite into a squad, which catches people out. A member raises their own with /army squad buy once a manager has opened enlistment, and it folds into the server's army. Standing it down later leaves the troops it raised behind.
Losses in a battle are permanent
/army battle fights a raider force scaled to your own strength, so the only army that can be hurt by pressing it is yours. Winning still costs you troops, losing costs you more, and nothing brings them back except training again. No single battle can take a whole army, and there is a cooldown before the next one, but there is no undo.
Rock, paper, scissors#
!rps @someone puts one message in the channel with three buttons, and only the two of you can press them. A pick is shown to the one who made it and nobody else, so there is nothing to read off the channel. When the second pick is in the bot takes a beat and the same message becomes the reveal: both picks, and who won. A challenge nobody answers lapses after a minute and a half. !rps rock on its own throws against the bot.
!rps @someone 5000 puts 5,000 of this server's Wallet coins on it. Both of you have to be able to cover the bet under the server's casino limits before the challenge goes out, and the coins move once, from the loser to the winner, when the picks are revealed. A draw or a lapsed challenge moves nothing. Betting needs the Economy module on; the plain game does not.
One more that is not a game: /casino wheelspin spins a prize wheel of names you give it, for picking a winner out of a list. It needs Manage Server in a server.