Quote Originally Posted by Bidmaron View Post
As long as all you want is a set of dice of the form xdy, where x is number of dice and y is sides, that will work. The code I posted lets you do arbitrarily complex dice expressions (not really sure when you would need them though honestly for this.)
I was initially thinking of something very complex that would require a "by hand" dice string that would be parsed and handled... but after re-looking at things... there really isn't anything in damage or duration that I could find that required anything beyond what I ended up using. That makes it much harder for a user enter in a non-valid dice string and has "all the options" right there in their face when doing it. If there is something that can't be done (I missed a type) this at least deals with 90% of what I could find....

Where Level is level, or level/2 or similar AD&D damage seemed to mostly be (Level)dSomeDice for damage and (Level) * SomeValue +(someOther statics) for durations.