Damned,
I fixed the issues with the Ubiquity dice and negative modifiers. I also restored the ability to specify dice type (d6, d8, etc.). I did this so that anyone running a campaign with ubiquity dice won't have to re-code every existing roll.
This fix also allows you to add an arbitrary number of dice pools together. For example,
/ubiquity 1d4+2d6+3d8+4d10+5d12+6d20+7d100+8d4+9d6+10d8+11d1 0+12d20 would be valid.
Note that while you can code any die type you want, what actually gets rolled are d6's. For ubiquity it doesn't really matter which dice you use, as long as they have an equal number of odd and even numbers (so d3's don't work).
Also note that FG (classic, at least) has a hard upper limit of 60 dice, so the above example would just roll 60 dice.
Modifiers work as they should for Ubiquity, by adding or subtracting dice from the pool.
If anyone has problems making this work, or questions about how it works, please don't hesitate to ask!
~Phystus
Attachment: MC_Ubiquity_die_fix.ext

