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https://www.sophiehoulden.com/dice/documentation/customising_dice.html
But if you just want a couple of dice .xml files you can drop into your CustomDice folder, I've made these:
https://sophiehoulden.com/dice/additionaldice/d%25digits.xml
https://sophiehoulden.com/dice/additionaldice/d%25tens.xml
one is a d10 with face values of 0-9, the other has face values of 0,10,20...80,90. rolled together you will get a random number 0 to 99.
For the 0 face to count as 10 with the provided die however, you'd need to use a value replacement roll condition of V{0=10}, or you could roll the regular d10.
I hope that is useful, the truth is that the way percentile dice are added is a really weird and unique thing, even though it is so common. Which is why the default d% simplifies the roll (but I can't deny that rolling more dice is more fun!)
Dice roll 0, unless they roll 0 together then they have a value of 100 combined. The alcoholic beverages and other stimulants must have been flowing like no-body's business that evening, or maybe it was the magic and how it interfered with their mundane doings.
One thing that complicates matters is that in the RPG I play there's an open ended mechanic that comes in to play when rolling low and when rolling high. I have no idea how to make that happen using your dice program. What basically happens is that a roll of 96 and above will result in another open ended roll added on top, potentially rolling very high numbers if they keep rolling high open-endeds, and if the initial roll is 05 or less then we get to roll open ended and take that number away from the total, potentially being very negative and pessimistic as far as dice numbers go.
One additional thing that came to the front is that the narrator has difficulty with string values, announcing them as such, instead of reading their contents. I was like "I know it's a string". >_<
https://www.sophiehoulden.com/dice/documentation/notation.html
That said, I don’t think there is any way to make it work with the two-dice d% rolling, it’d have to be a single d% or d100. And the simplest way (to me at least) would probably be to have three kinds of d100 - one to start with that explodes into either an additive d100 or the subtracting one.
As for the result speech, it can only speak results that I have recorded. I know there are a few common terms missing, but I’ll never get them all (since you could make literally any string/text values). I’m hoping to add more in a future update but for the time being they are what they are, sorry!
Edit: I played around a bit and I think a roll expression that describes your system would be: d%!{>94=[d%!{>94}],<6=[-d%!{<6}]}
It’s not pretty but that’s often how it goes with complex dice notation ;)