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I do believe there are probably better dice rollers for that specific use, this roller may not have enough space to show the results in a clear manner
For instance, let's say a unit (group of soldiers) fires their 10 rifles, that's 10 shots, so 10D6 will be rolled at once, lets say that they will hit those shots on a 4+ so any individual roll of 4, 5 and 6 is counted as a hit (as if they were multiple individual attack rolls done in a single batch). Results are grouped by how many D6s resulted in 1-6 for easier readability of how many shots hit the target.
No problem if cant be done though, I'm completely aware that it sounds like a major pain in the ass to implement. I was just tempted to ask because this roller feels a lot better than the current standard roller most people use for wargames.
That is the way! I could only suggest to allow a user to configure a set of values to count as success. Like "10d6~{4,6}", so only 4s and 6s count.
Usually only d6 are used, yet allowing usage of any die would be great for home-brew systems.
Going as far as to add a range of specific numbers as a requirement does add a lot more code than its worth for such a niche use. You can probably achieve a similar result with special dice, but the code is slowly transforming into a long list of exceptions with the way that I need to store, parse and interpret rolls from a simple string, and each new exception adds exponentially more checks to catch all possible cases.
I may add features for widely used systems, but such specific uses may be achieved with some clever use of the way the roller is right now, or it might be better served by a completely custom roller. I may try to find a way of adding it without too much hassle in the future, if its requested more.
At the moment, using additive loading just puts it in the middle of the table.
The UI is attached to the gray bar, which is the actual object. If you move it, the UI will move with it
My suggestion would be adding Dice Roller Formating, with this I mean options like 2d6kh (Keep highest) 2d20kl (keep lowest). Convinient for Accuracy and Difficulty on Lancer!
Added! You can set the roll to keep highest or lowest using the Mods button, or by adding '~High' or '~Low' at the end of your roll. I know it might not be as convenient as just writing kl or kh at the end, but this is the way roll parameters work in my code.
No doubt could be made cleaner but examples:
12d6>5+~C6 output 4 successes (2 sixes) , 8 misses
12d6>5+~C1 output 4 successes , 8 misses (2 ones)