Alright, I believe I know what to do (In theory); I will create an option in the Character Sheet for the Player select how many extra Dice Fields they need in batches of five (10, 15, 20) and so forth and then make that available accordingly using the current code. In other words, the same dice box we have now but replicated. I will Post an update when it has been tested and completed.
You are awesome and your talent makes me envious! I've tried looking at code to teach myself to no avail. Thank you for the service you provide!
Added Dice Fields!
I have added 15 more Dice Fields for Players who need to make multiple Rolls for various actions, their familiar or summoning creatures. This brings the total Dice fields to 20! Each of those fields has a multiplier by 6 which means you can have a possibility of 120 Dice rolls in an instant! That does not even include the Full range rolls that are available. Exploding Dice can work with all those fields.
I have made this accessible to all Players via the "Add Reply" Button. It is not available through the Quick Reply because it is meant to be just that: quick! Therefore, if you know you need to make more Rolls than five separate Rolls please use the "Add Reply" Button instead.
To prevent lots of scrolling because of the extra fields I've curtailed its environment to a box that you scroll. On Mobiles this may appear as a box with no scroll bar but if you move it with your finger you will see the rest of the Embedded Dice.
See it in action below:
Currently implementing "Start #" which will give a D12 die roll an option like this 2-12 instead of only 1-12. This will make 2D6 + bonus easy to implement.
At present, ONLY the first field of Quick Reply has this activated. You can basically ignore this as I work out the details of it.
That did come to mind but I figured that:
1. I will make a detailed example once I'm done that anyone can reference via the Help button.
2. If a Player does make a mistake it will be just one time because either they will figure out what went wrong or their GM / other Players will tell them.
Introducing Start Die #
Now in addition to selecting the type of Die you want to use you can also choose the lowest number of that die between 1 to 4.
This can be applied in cases where rule books require 2D6 in order to get a 2-12 result. Dice do not traditionally come as 2-12 hence the request in games where D6 is the prime roll. We are dealing with technology here, so there is no need to worry about making a 2D6 roll. Instead what you do is this: select D12 as your Die choice and 2 as your Start #. This will give you the same effect as 2D6 and you can also apply your bonus and roll it 6 times per field.
This also applies in all other roll types. For instance there are weapons that might do 2-4 damage, therefore you need only select a D4 as your Die and a Start # of 2.
A GM will be able to tell if you selected a Start # other than 1 because it will show a note on each die roll with the number you chose. For example "Rolled a D6 as D2-6". For those who do not select Start # then no note is shown.
To see how to select an alternative 2D6 roll to be made twice see the image below the example roll:
So I am putting forth some coding prep for Savage Worlds (SW).
There is a term in SW called 'Acing' or 'Aces'.
All Trait tests and damage rolls in Savage Worlds are open-ended. That means that when you roll the highest number possible on a die (A 6 on a d6, an 8 on a d8, and so on), you get to roll that die again and add it to the total. This is called an "Ace." Any modifiers to the die roll should be tacked on after adding up an Aced roll. -Savage Worlds: Deluxe Explorer's Edition, pg. 70.
Would an 'Aced' roll, require me as a GM to request another roll from the initiating player, or could we set up a trigger that would auto roll until the 'Acing' condition is no longer met?