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<blockquote data-quote="Mistwell" data-source="post: 6181836" data-attributes="member: 2525"><p>I spent an hour trying to figure this out, and gave up. The instructions in the help file are woefully inadequate. The options in each section, from tables to generators, are almost non-existent.</p><p></p><p>I couldn't even figure out the most basic thing. For example, a very simply table which rolls 1d20+level to determine how many common coins are in a pouch looks like this:</p><p></p><p>Roll</p><p>0-6 = No Common Coins</p><p>7-13 = 5d6 copper pieces</p><p>14+ = 4d6 silver pieces</p><p></p><p>Now just that simplest level a table didn't seem easily accomplished with OGRE. How do I have the user-created variable of level included in a table? How do I have the table not just generate the die result on the left, but then also generate the side result for the quantity of coins?</p><p></p><p>I suspect there is a way to do it, but the help file has pretty much no information on how to do even that basic thing. And that's just one line item on a huge list of line items I'd need to make.</p><p></p><p>Is there maybe a large complex example I can look at somewhere of what this sort of coding looks like?</p><p></p><p>[Edit: Ok made a separate table for each of the 20 levels, just to get one level into the first of the tables. Then made a generator to call out to just those tables. Hit preview - nothing. Hit save, got a 502 Bad Gateway error. Generator is supposed to look like this:</p><p></p><p>{if:$EncounterLevel=1}{Mistwell(5ePouchCommonCoins1)}</p><p>{if:$EncounterLevel=2}{Mistwell(5ePouchCommonCoins2)}</p><p>{if:$EncounterLevel=3}{Mistwell(5ePouchCommonCoins3)}</p><p>{if:$EncounterLevel=4}{Mistwell(5ePouchCommonCoins4)}</p><p>{if:$EncounterLevel=5}{Mistwell(5ePouchCommonCoins5)}</p><p>{if:$EncounterLevel=6}{Mistwell(5ePouchCommonCoins6)}</p><p>{if:$EncounterLevel=7}{Mistwell(5ePouchCommonCoins7)}</p><p>{if:$EncounterLevel=8}{Mistwell(5ePouchCommonCoins8)}</p><p>{if:$EncounterLevel=9}{Mistwell(5ePouchCommonCoins9)}</p><p>{if:$EncounterLevel=10}{Mistwell(5ePouchCommonCoins10)}</p><p>{if:$EncounterLevel=11}{Mistwell(5ePouchCommonCoins11)}</p><p>{if:$EncounterLevel=12}{Mistwell(5ePouchCommonCoins12)}</p><p>{if:$EncounterLevel=13}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=14}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=15}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=16}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=17}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=18}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=19}{Mistwell(5ePouchCommonCoins13+)}</p><p>{if:$EncounterLevel=20}{Mistwell(5ePouchCommonCoins13+)}</p><p></p><p>With a user created variable for EncounterLevel</p><p></p><p>Now even that ridiculous amount of work, for just the lowest level of the very first element of the treasure list, is still not complete, as it does not include the quantity of each coins which itself is another roll...but if I cannot even get this part to work, it's not optimistic for anything else on this generator]</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6181836, member: 2525"] I spent an hour trying to figure this out, and gave up. The instructions in the help file are woefully inadequate. The options in each section, from tables to generators, are almost non-existent. I couldn't even figure out the most basic thing. For example, a very simply table which rolls 1d20+level to determine how many common coins are in a pouch looks like this: Roll 0-6 = No Common Coins 7-13 = 5d6 copper pieces 14+ = 4d6 silver pieces Now just that simplest level a table didn't seem easily accomplished with OGRE. How do I have the user-created variable of level included in a table? How do I have the table not just generate the die result on the left, but then also generate the side result for the quantity of coins? I suspect there is a way to do it, but the help file has pretty much no information on how to do even that basic thing. And that's just one line item on a huge list of line items I'd need to make. Is there maybe a large complex example I can look at somewhere of what this sort of coding looks like? [Edit: Ok made a separate table for each of the 20 levels, just to get one level into the first of the tables. Then made a generator to call out to just those tables. Hit preview - nothing. Hit save, got a 502 Bad Gateway error. Generator is supposed to look like this: {if:$EncounterLevel=1}{Mistwell(5ePouchCommonCoins1)} {if:$EncounterLevel=2}{Mistwell(5ePouchCommonCoins2)} {if:$EncounterLevel=3}{Mistwell(5ePouchCommonCoins3)} {if:$EncounterLevel=4}{Mistwell(5ePouchCommonCoins4)} {if:$EncounterLevel=5}{Mistwell(5ePouchCommonCoins5)} {if:$EncounterLevel=6}{Mistwell(5ePouchCommonCoins6)} {if:$EncounterLevel=7}{Mistwell(5ePouchCommonCoins7)} {if:$EncounterLevel=8}{Mistwell(5ePouchCommonCoins8)} {if:$EncounterLevel=9}{Mistwell(5ePouchCommonCoins9)} {if:$EncounterLevel=10}{Mistwell(5ePouchCommonCoins10)} {if:$EncounterLevel=11}{Mistwell(5ePouchCommonCoins11)} {if:$EncounterLevel=12}{Mistwell(5ePouchCommonCoins12)} {if:$EncounterLevel=13}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=14}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=15}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=16}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=17}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=18}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=19}{Mistwell(5ePouchCommonCoins13+)} {if:$EncounterLevel=20}{Mistwell(5ePouchCommonCoins13+)} With a user created variable for EncounterLevel Now even that ridiculous amount of work, for just the lowest level of the very first element of the treasure list, is still not complete, as it does not include the quantity of each coins which itself is another roll...but if I cannot even get this part to work, it's not optimistic for anything else on this generator] [/QUOTE]
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