DonutSMP Paper Game Script
Why paper game scripts fail on Donut SMP, and what a compiled resolution-layer mod does differently.
Scripts click, mods resolve. On a client-resolved reveal, that difference is the whole game.
donutsmp paper game script explained from the resolution layer: tier selection, the hold through the reveal, and the stakes where a tier starts to look suspicious.
The paper game runs two steps — a rarity roll, then a long presentation. The rig lives in the first step. It picks the tier before the flip starts and holds that tier through the sparkle and item display, so the animation and the result always agree.
A script can spam rolls; it cannot change what a roll returns.
Tier names come from the server plugin. Common through legendary are mapped by default; custom tiers are read from config the first time they appear, with a fallback weight so an unknown name never fails a round. Stake caps keep a legendary on a small bet from reading as noise and a legendary on a large bet from reading as a signal.
What it covers
- Tier preselected before the reveal
- Hold through flip, sparkle and display
- Custom plugin tiers read at runtime
- Tier caps per stake bracket
- Fallback weight for unknown tiers