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Chat not processing message

1596381190

Edited 1596381571
Hi, I've got the following problem: Chat is not processing (showing up) messages that have relatively not large amount of question queries (talking about ?{Question?|Yes,1|No,0}) I know it's connected to queries for sure because I've tried sending extra long msgs (20k symbols including line breaks) and msgs with a lot of line breaks (120 lines msg). Both work fine, but If I try to send 18k msg with 50 line breaks that generates something for my game, it just doesn't show it. The msgs works fine if I divide it in 2 parts, but if I try to make it into 1, it stops working.  And no, there is no error I could have made. Firstly, because msg is extra simple, and second, I'm quite good with macros. So now I'm forced to roll 2 macros instead of rolling 1. Yes, I know, I know, "1-st world problems be like...", but it's reasonable to expect for site to work properly, isn't it? :D Here's part 1  /me rolling ?{City?} trading info /me rolling RAW GOODS Hay: 6*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 600 Wood Logs: 20*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1200 Grain: 15*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 400 Vegetables: 5*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 30 Hemp: 10*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 40 Fruit: 5*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 30 Cotton&Flax: 100*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 400 Stone Slabs: 50*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 100 Pitch: 5*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Sugar: 15*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 20 Coffee&Tea: 5*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 Metal Ingots: 60*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 50 Salt: 10*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 Furs: 30*[[(4d4+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10} /me rolling FINISHED PRODUCTS Wood Planks: 50*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 100 Leather: 80*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 40 Clothing: 20*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Bricks: 350*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 400 Beer: 10*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Cheese: 10*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 20 Dried Fruit: 25*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 30 Salted Fish: 15*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 25 Salted Meat: 30*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 25 Furniture: 50*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Honey: 5*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Inks: 5*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Parchment: 6*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Spirit: 30*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Tools: 30*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 20 Wine: 20*[[(3d6+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 and here's part 2 /me rolling LUXURY PRODUCTS Art Objects: 100*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Clockworks: 1k*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 Corals: 300*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Essence: 50*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Fine Clothes: 150*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 Glassware: 200*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 20 Jewelry: 1500*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Marble Slabs: 250*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 50 Pearls & Gems: 250*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 1 Pigments: 175*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 Porcelain: 750*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Precious Metal: 1k*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 100 Rare Cloths: 75*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 10 Rare Furs: 300*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 3 Rare Leathers: 650*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 20 Spices: 375*[[(2d10+?{Community Size?|Hamlet,-2|Village,-1|Town,0|City,1|Capital City,2}[Community Size]-?{Port? Settlement bust be at least Village to have Riverport and at least Town to have Seaport. Settlement must be located on a body of water with other ports. Seaport must be connected to Sea.|None,0|Riverport,1|Seaport,2}[Port Level]-?{Lightning Rail?|No,0|Yes,1}[Lightning Rail access])*10]]% / 5 If I combine them into 1 msg, it takes 18k symbols and 50 lines, both benchmarks I've tested and they have passed on test msgs. But for some reason (which can be only amount of question queries in msg based on a simple process of elimination) it refuses to process the msg. Tested on multiple browsers, and bunch of ppl in the game. Also tested separately in multiple different games. Doesn't work. It simply ignores the msg as it was never sent. Tested to be sent from "Ability" on character sheet, "Macros" in-game menu and simply by sending in chat box. Doesn't work.
1596386457
Kraynic
Pro
Sheet Author
I don't think it has anything to do with the number of characters at all.  As a test, I have copy/pasted large parts of pdfs into macros before and had it all print to chat fine.  What I do think it has to do with is the sheer number of different types of dice and the number of different rolls being processed in one macro.  I think that when you combine them, the dice roller is timing out while generating all the rolls and doing the calculations.
1596387091

Edited 1596387108
Well, as I stated in the msg, it is not connected with the msg length. It is connected with queries though, and not with "amount of different dice types". You can easily roll  100d4-30d6+20d8+10d10+30d12-30d20 and it will roll without problems. The problem is in question queries 100%
1596392185

Edited 1596392564
Kraynic
Pro
Sheet Author
It is true that you can run large calculations.  What I was trying to say is that it is a different thing to run a macro that is 1000d20/1000 and to run 500 separate calculations of 2d20/2 in the same macro.  The queries aren't the problem (by themselves), the different dice being rolled aren't a problem (by themselves) and the total number of calculations aren't a problem (by themselves).  It is the combination of all the stuff you have going. For instance, I can get that whole list to run with only the first query, or I can get the entire calculation to run up through corals.  If you can figure out a way to simplify or streamline all of that somehow, it will run.  From my playing around with it, you are overloading the simple dice roller, and it is timing out.  It isn't about simply the dice, or simply the queries, but about all of it at once. Edit:  I forgot to mention I was getting things like this in the console when trying to run the whole thing. [HTTP/2 503 Service Unavailable 15047ms]
1596394957
Kraynic
Pro
Sheet Author
One thing you can do is to put it on it's own character sheet.  I created one called City Goods as a test.  I created 3 attributes called "citysize", "portsize", and "lightningrail".  I used an invisible (transparent) token and gave it an aura of 0 meaning that only I as the GM could see it.  I linked the 3 bars in order to those attributes. Then I created an ability called CityGoods and set it as a token action.  The ability looks like this: /me rolling ?{City?} trading info /me rolling RAW GOODS Hay: 6*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 600 Wood Logs: 20*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1200 Grain: 15*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 400 Vegetables: 5*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 30 Hemp: 10*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 40 Fruit: 5*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 30 Cotton&Flax: 100*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 400 Stone Slabs: 50*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 100 Pitch: 5*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Sugar: 15*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 20 Coffee&Tea: 5*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 Metal Ingots: 60*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 50 Salt: 10*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 Furs: 30*[[(4d4+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10} /me rolling FINISHED PRODUCTS Wood Planks: 50*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 100 Leather: 80*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 40 Clothing: 20*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Bricks: 350*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 400 Beer: 10*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Cheese: 10*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 20 Dried Fruit: 25*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 30 Salted Fish: 15*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 25 Salted Meat: 30*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 25 Furniture: 50*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Honey: 5*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Inks: 5*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Parchment: 6*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Spirit: 30*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Tools: 30*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 20 Wine: 20*[[(3d6+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 /me rolling LUXURY PRODUCTS Art Objects: 100*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Clockworks: 1k*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 Corals: 300*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Essence: 50*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Fine Clothes: 150*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 Glassware: 200*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 20 Jewelry: 1500*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Marble Slabs: 250*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 50 Pearls & Gems: 250*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 1 Pigments: 175*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 Porcelain: 750*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Precious Metal: 1k*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 100 Rare Cloths: 75*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 10 Rare Furs: 300*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 3 Rare Leathers: 650*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 20 Spices: 375*[[(2d10+@{communitysize}[Community Size]-@{portsize}[Port Level]-@{lightningrail}[Lightning Rail access])*10]]% / 5 If the sheet you use has a roll template with a nice notes field, you might want to incorporate that here to clean up the output and make it easier to read and find individual lines.
That's a bigbrain solution. Will certainly try, thanks :D
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Edited 1596474369
It worked, but I needed more so I just went google sheets and RANDBETWEEN() xD
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Kraynic
Pro
Sheet Author
Well, that is definitely a lot easier to look at.