Good news, bad news:
Bad News first: that didn't work. I still got an output that looks like the script.
Good News second: you gave me an inspiration and was able to find out how to fix it!
This is the final formula:
{$qual: {1d5}}{print: $qual}
Drinks:
{loop: {1d3-1}} {Pelldom(Ales)} {1d4+1+{print: $qual}} sp ({Pelldom(Drink Qualities)}){/loop}
First thing that was wrong was that if the quality was -1, then it couldn't do the math function. Second thing wrong was that I had to call the PRINT as part of the price calculation.
Now I've got a script that will generate a "Quality Modifier" that will adjust the prices of all other prices I see fit to apply it to for that instance of a Tavern! With this, the average price of an Ale is 6 sp. Bit on the pricy side but at least now I can work with it
Thanks for the help and thanks for this AMAZING tool!
Bad News first: that didn't work. I still got an output that looks like the script.
Good News second: you gave me an inspiration and was able to find out how to fix it!
This is the final formula:
{$qual: {1d5}}{print: $qual}
Drinks:
{loop: {1d3-1}} {Pelldom(Ales)} {1d4+1+{print: $qual}} sp ({Pelldom(Drink Qualities)}){/loop}
First thing that was wrong was that if the quality was -1, then it couldn't do the math function. Second thing wrong was that I had to call the PRINT as part of the price calculation.
Now I've got a script that will generate a "Quality Modifier" that will adjust the prices of all other prices I see fit to apply it to for that instance of a Tavern! With this, the average price of an Ale is 6 sp. Bit on the pricy side but at least now I can work with it

Thanks for the help and thanks for this AMAZING tool!