         // Add in modifier
         playerAttackStrength = playerAttackStrength + 6 - playerMod.indexOfSelectedItem
 
-        // Select target. Note these are controlled elsewhere to ensure only one or no
-        // Target checks are selected
+        // Select target. Note these are controlled elsewhere to ensure only one
+        // or no targets are selected
         var target: Int = 0
 
         if monsterOneTargetCheck.state == NSControl.StateValue.on { target = 1 }

            return
        }

        if rollCount == -1 {

            // We have clicked the button, but we check against rollcount so that
            // subsequent (fast) clicks don't trigger the sequence
            rollCount = 10
            _ = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: false, block: { (timer) in
                self.rollDice(self)


        if !gameInProgress || player == nil { return }

        // Was the Ctrl key held down while the player clicked the stepper?
        let flag = NSEvent.modifierFlags.contains(.control)

        if let stepper = (sender as? NSStepper) {
            let stepperValue = stepper.integerValue
            var pst = player!.stamina + stepperValue

            // 'flag' is true if the Ctrl key is held down
            // If it's false, make sure we don't exceed initial stamina
            // if it's true, increase up to 24 (use with reset() )
            if !flag && pst > player!.initialStamina { pst = player!.initialStamina }
            if flag && pst > 24 { pst = 24 }
            if pst < 0 { pst = 0 }

            // Only change the recorded stamina value if it will change
            if (pst != player!.stamina) {
                needToSave = true
                player!.stamina = pst
