Feature: Dice Roller
Contents
Dice Roller
 At the bottom of most pages, there will be this icon . When it is clicked (as the animation shows) it will open a small window which can be used to either roll, or return the results of actions triggered by clicking other elements of the site. (usually triggered by a link on the page that most often look like 2d10 this. (There are some instructions on how to do this within the JSON data in the Renderer Demo should you want to enable this for your own documents  see Homebrew.
Instructions (How to use it)
 The roller uses the common format for dice rolling (that being
<a>d<X>
where<a>
is the number of dice rolled<X>
number of times. The results of the roll(s) is(are) presented to the roller window with separate entries and then the sum of the rolls are calculated as well.
 The roller uses the common format for dice rolling (that being
 Commands
<text>: <formula>
 Anything before a colon is treated as a label (ie Fireball: 4d6) will result in
fireball: # ([die_result1]+[die_result2]+[die_result3]+[die_result4])
 Anything before a colon is treated as a label (ie Fireball: 4d6) will result in
<a>d<X>
 Where <
a
> = number of time to roll and <X
> is the number of sides of the die(ce)
or more accurately  generate a random number between 1 and <X
>; <a
> number of times.
(ie3d6
rolls a 6 sided die 3 times; ad20
will return a single resulting random number between 1 and 20  Optional Parameters
 Drop highest;
dh
<x> The results will drop the highest results <x> number of times
eg.8d6dh2
would return 8 roll results which removes the 2 highest rolls.
 The results will drop the highest results <x> number of times
 Drop lowest;
dl
<x> The results will drop the lowest results <x> number of times
eg.8d6dl2
would return 8 roll results which removes the 2 lowest rolls.
 The results will drop the lowest results <x> number of times
 Keep highest;
kh
<x> The results will keep the highest results <x> number of times
eg.8d6kh2
would return 8 roll results which keeps the 2 highest rolls.
 The results will keep the highest results <x> number of times
 Keep lowest;
kl
<x> The results will Keep the lowest results <x> number of times
eg.8d6kl2
would return 8 roll results which keeps the 2 lowest rolls.
 The results will Keep the lowest results <x> number of times
 Reroll equal;
r
<x> The roll will reroll a die the results in the defined value
eg.8d6r1
would return at least 8 roll results; rerolling each die result that returns a 1.
 The roll will reroll a die the results in the defined value
 Reroll less;
r<
<x> The roll will reroll a die the results less than the defined value
eg.8d6r<2
would return at least 8 roll results; rerolling each die result that returns a value less than 2 (ie a 1).
 The roll will reroll a die the results less than the defined value
 Reroll less or equal;
r<=
<x> The roll will reroll a die the results less or equal to the defined value
eg.8d6r<=2
would return at least 8 roll results; rerolling each die result that returns a value less or equal to a 2 (ie a 1s, or 2s).
 The roll will reroll a die the results less or equal to the defined value
 Reroll greater;
r>
<x> The roll will reroll a die the results greater than the defined value
eg.8d6r>5
would return at least 8 roll results; rerolling each die result that returns a value greater than 5 (ie a 6).
 The roll will reroll a die the results greater than the defined value
 Reroll greater or equal;
r>=
<x> The roll will reroll a die the results greater than or equal to the defined value
eg.8d6r>=5
would return at least 8 roll results; rerolling each die result that returns a value greater than or equal to a 5 (ie a 5s, or 6s).
 The roll will reroll a die the results greater than or equal to the defined value
 Drop highest;
 Where <
 Explode equal;
x
<x>  Explode less;
x<
<x>  Explode less than or equal;
x<=
<x>  Explode greater;
x>
<x>  Explode greater than or equal;
x>=
<x>
 Explode equal;
 Count Successes equal;
cs=
<x> The results of the roll are generated; each roll that meets or exceed the defined value are tabulated
eg.8d6cs>=5
would return the number of times that the rolls result in successes (ie a 5s, or 6s).
 The results of the roll are generated; each roll that meets or exceed the defined value are tabulated
 Count Successes less;
cs<
<x> The results of the roll are generated; each roll that is less than the defined value are tabulated
eg.8d6cs<2
would return the number of times that the rolls result in successes (ie a 1).
 The results of the roll are generated; each roll that is less than the defined value are tabulated
 Count Successes less than or equal;
cs<=
<x> The results of the roll are generated; each roll that meets or is less than the defined value are tabulated
eg.8d6cs<=2
would return the number of times that the rolls result in successes (ie 2s or 1s).
 The results of the roll are generated; each roll that meets or is less than the defined value are tabulated
 Count Successes Greater;
cs>
<x> The results of the roll are generated; each roll that exceeds the defined value are tabulated
eg.8d6cs>=5
would return the number of times that the rolls result in successes (ie 6s).
 The results of the roll are generated; each roll that exceeds the defined value are tabulated
 Count Successes Greater than or equal;
cs>=
<x> The results of the roll are generated; each roll that meets or exceed the defined value are tabulated
eg.8d6cs>=5
would return the number of times that the rolls result in a success (ie a 5s, or 6s).
 The results of the roll are generated; each roll that meets or exceed the defined value are tabulated
 Count Successes equal;
/macro <option> <name> <roll_formula>
 Optional Parameters
/macro add <name> <roll_formula>
 Creates (or updates) a macro designated with <name> parameter, to be equal to <roll_forumula>
eg./macro add Sneak_attack 2d20+2+2
 Creates (or updates) a macro designated with <name> parameter, to be equal to <roll_forumula>
/macro remove <name>
 Removes a macro designated as <name> parameter, if it exists.
/macro list
 Lists the current macros
 Optional Parameters
#
<macro_name> Execute a macro with the name.
/help
 returns the following
Keep highest; 4d6kh3 Drop lowest; 4d6dl1 Drop highest; 3d4dh1 Keep lowest; 3d4kl1 Reroll equal; 2d4r1 Reroll less; 2d4r<2 Reroll less or equal; 2d4r<=2 Reroll greater; 2d4r>2 Reroll greater equal; 2d4r>=3 Explode equal; 2d4x4 Explode less; 2d4x<2 Explode less or equal; 2d4x<=2 Explode greater; 2d4x>2 Explode greater equal; 2d4x>=3 Count Successes equal; 2d4cs=4 Count Successes less; 2d4cs<2 Count Successes less or equal; 2d4cs<=2 Count Successes greater; 2d4cs>2 Count Successes greater equal; 2d4cs>=3 Dice pools; {2d8, 1d6} Dice pools with modifiers; {1d20+7, 10}kh1 Rounding; floor(1.5), ceil(1.5), round(1.5) Average; avg(8d6) Up and down arrow keys cycle input history. Anything before a colon is treated as a label (Fireball: 8d6) Use /macro list to list saved macros. Use /macro add myName 1d2+3 to add (or update) a macro. Macro names should not contain spaces or hashes. Use /macro remove myName to remove a macro. Use #myName to roll a macro. Use /clear to clear the roller.
Controls

 ⬆️ and ⬇️ scroll up and down the roller's window's contents
Shift
+ Clicking upon a damage ({@damage }
) link will generate damage from a critical hit damage roll. (ie. You've actually rolled a critical hit, now want the damage result  +Click on damage to generate double the die value + additional modifiers.

Feature Support
Known Issues/Limitations
 Looks like its perfect... (Did we miss anything?)
FAQ
 Nothing's here (Do you have any suggestions?)
Best Practices
Related Features
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