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Problem with rerolling exploded dice

As far as I know, this may have been asked before and there is no solution, but I want to check anyways. If I roll d10s, do "r1" to reroll 1s, and put in !! for explosions, and do "kX" to keep X number of dice, any time an 11 (10+1) or 21 (10+10+1) or anything like it comes up it will not keep the die. For example, if I roll "4d10!!k2r1" and a 10 comes up, it would explode.  However, if the exploded result added to the 10 is a 1, making the total 11, it won't be included in the two highest dice that I keep (the "k2" in this example). Is there any work around for this?
1494503447
The Aaron
Pro
API Scripter
It seems to be working as expected to me?  Here my highest were correctly determined to be 24 and 9?
Thanks for the bug report; the Dev Team is aware of this issue . (This issue can more-easily seen using a roll of /r 1d3!!r1, where 4's are rerolled)
That does look like it's the same issue.  I only pointed it out because the type of rolls that I pointed out are used in Legend of the Five Rings, the game system that I play in.  I hope this bug manages to get resolved.