Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

Rerolling macro no no

/r 100d6r>0d1 will crash the chat logs. Don't do it. Things happened... I blame my friends.
it was his fault
All his fault I also blame him
Yeah it was him we asked him not to Edit: He also wouldn't stop laughing
Yall never asked me not too Also you have no proof it was me... Quit attacking me!!! QQ
i feel that he attacked us more than we attacked him because he broke our entire game by using this command
tyler e. said: cause you broke the game No one knew it wouldn't.
Hi Willim, Thanks for letting us know.  As this isn't really a bug report I'm moving this thread.
1565008643
The Aaron
Roll20 Production Team
API Scripter
This is actually a bug report, if not as well presented as it could be.  The dice engine failing shouldn't result in breaking the chat for all players. That's the bug. That indicates it finished expecting the roll, but the output was not well formed, probably just dumped a raw `undefined` into the chat, which assumes it has strings or objects and then crashes the javascript on everyone's client. Either the chat system should filter for bad data, or the dice engine should only return properly formed messages. Or both, both is good.
It did also bug out on /r 4d6r>1d1 it gave an end result of 14 when it should have been 3. It rolled so many time that it just generated 14 as a random number. The /r 100d6r>0d1 ended up with 335 as a end resulting number, but e could only see a small fraction of the rolls.
I'll pass this on to the devs, thank you!