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 .
×
Create a free account

Rolling from a table X amount of times and displaying the results seperately

Hi Macro Masters. I am looking for a bit of macro advice, Is there a way to roll X amount of times from a table using a query and displaying each table roll separately? to further complicate the matter I am hoping to perform this from 2 different tables with different amount of dice used from each. I currently have: &{template:default} {{name=Ability/skill dice}} {{Results=[[[[?{how many dice|0}]]t[Alien-TTRPG-Base-Dice] ]] }} &{template:default} {{name=Stress Dice}} {{Results=[[[[?{how many Stress dice|0}]]t[Alien-TTRPG-Stress-Dice] ]] }} which kind of works, but I need to be able to see how many 6's are rolled on the first set and how many 6's and 1's are rolled on the second set of dice at a glance.
1612128536

Edited 1612129358
Kraynic
Pro
Sheet Author
This is one place where the difference between a roll (/r) and the inline roll brackets come into play.&nbsp; You will probably need to move those rolls out into a regular roll, with maybe an /me header if you want for some sort of ability/skill or stress dice header.&nbsp; Then your dice rolls would look like: /r ?{how many dice|0}]]t[Alien-TTRPG-Base-Dice] and /r ?{how many Stress dice|0}]]t[Alien-TTRPG-Stress-Dice] Those should show each result in the output without having to mouse over the result to see. The /me is demonstrated on the wiki: <a href="https://wiki.roll20.net/Macros#Multiple_commands" rel="nofollow">https://wiki.roll20.net/Macros#Multiple_commands</a> Edit: I forgot the /r on the second example.
1612129248

Edited 1612129342
I'll give this a go, thanks. I was hoping to keep it all nice and neat in a template, but if that doesn't pan out, so be it :)
1612129363

Edited 1612129502
David M.
Pro
API Scripter
Hmm, without using some kind of API, I don't think it will be possible to individually display a variable number of dice in a template. The new ScriptCards script has some ability to use variables, loops, and conditionals, or a custom script could be written. I'm not familiar with the Alien TTRPG mechanics, though. What are the items in the rollable table? Numbers? Pictures? A brief Google search makes it seem like they are just d6's.&nbsp;
yeah they are images of special d6's&nbsp;
thanks for all your help I ended up with /r ?{how many dice?|0}t[Alien-TTRPG-Base-Dice] /r ?{how many stress dice?|0}t[Alien-TTRPG-Stress-Dice] it is a little messy in the chat, but that's fine.
1612131964
The Aaron
Roll20 Production Team
API Scripter
You can pass that through RecursiveTable to get nicer output for multiple results from a rollable table.&nbsp;
1612132760

Edited 1612133649
The Aaron said: You can pass that through RecursiveTable to get nicer output for multiple results from a rollable table.&nbsp; I have recursive tables but it was just adding all the results together, but I used !rt[Delimiter:BR|PrefaceUniqueSpace] &amp;{template:default}{{name=Treasure Bundles}}[[5t[treasure-bundle]]] as a template to separate the results, but I probably made a mistake somewhere. Edit:&nbsp; I gave a go at using the show icons using: !rt[showicons] [[?{how many dice?|0}t[Alien-TTRPG-Base-Dice] ]] but that just puts out a number in the chat bar.
1612135134
The Aaron
Roll20 Production Team
API Scripter
Try this: !rt[Delimiter:BR|PrefaceUniqueSpace] &amp;{template:default}{{name=Treasure Bundles}}{{[[5t[treasure-bundle]]]}} Or this: !rt[Delimiter:}}{{|PrefaceUniqueSpace] &amp;{template:default}{{name=Treasure Bundles}}{{[[5t[treasure-bundle]]]}}
1612135330
The Aaron
Roll20 Production Team
API Scripter
Do you have images on the table rows? !rt[showicons] [[5t[Woods-Tile-1]]]
1612135560
David M.
Pro
API Scripter
Are your table item "names" actually numbers? For me, seems like if they are numbers it adds them, but if the names are text or blank, it outputs the icons.
is it possible to change the [[5t[treasure-bundle]]] to&nbsp; [[?{how many dice?|0}t[treasure-bundle]]] at all? or will this not work?
David M. said: Are your table item "names" actually numbers? For me, seems like if they are numbers it adds them, but if the names are text or blank, it outputs the icons. Ah that could be the issue, Ill have a look!
1612137513

Edited 1612137775
All sorted, thank you all very much, the dice rolls are nice and big and can be read at a glance. much appreciated
1612137635
The Aaron
Roll20 Production Team
API Scripter
Aaron M. said: is it possible to change the [[5t[treasure-bundle]]] to&nbsp; [[?{how many dice?|0}t[treasure-bundle]]] at all? or will this not work? Yeah, you can do that.&nbsp; That's all client side.&nbsp; The important part is wrapping it in {{ }}.&nbsp; And using }} {{ for a separator if you want that look.&nbsp; You could have your table rows contain the {{ }} part if you wanted also. Numbers is definitely the problem, thanks David!&nbsp; I'll have to see if I can fix that.&nbsp; In the meantime, you can add a space after the number and it will work fine:
1612138594
The Aaron
Roll20 Production Team
API Scripter
Nice!&nbsp; You can add [Delimiter: ] to get rid of the , between them. !rt[ShowIcons|iconLabel:off|Delimiter: ][[5t[some-table]]] You might also like adding Sort to have the dice appear together in groups.
1612138908

Edited 1612139032
David M.
Pro
API Scripter
EDIT - Ninja'd! If you use TheAaron's "# " (number followed by a space) trick for the names, you can also add the sort option. Might be a little easier to compare if there are many dice? !rt[showicons|sort] [[?{How many dice?|1}t[Alien-TTRPG-Base-Dice]]] EDIT 2 - But looks like you have to include the icon label for that to work?
1612139490
David M.
Pro
API Scripter
Btw TheAaron, while !rt --help is complete, the Options listed in the one-click description section appear to be missing the last 3 entries ( ShowIcons,&nbsp; IconLabel,&nbsp; IconScale ).
1612140142
The Aaron
Roll20 Production Team
API Scripter
Yeah, I need to fix that.. which I'll do by just saying "run the help" or linking to the thread. =D
1612142252
David M.
Pro
API Scripter
Haha, fair enough! I only noticed because I was today years old when I learned that ShowIcons was a thing after reading this thread :)
I'll have a look at sorting the results tomorrow. Is there a way to report the results of the roll? As the game is essentially concerned with rolls of 6 on one table and with rolls of 1 or 6 on the other.&nbsp; So after the roll report something like Successes and rolled (6) = 3 Failures rolled (stress only, 1) = 4 Difference = -1 failure Or&nbsp; Successes and rolled (6) = 3 Failures rolled (stress only, 1) = 2 Difference = +1 Success. This would be the cherry atop the cake if possible but I also realise this is likely asking a lot from the macro and is not a necessary component for the game, just an aid to laziness while playing =-)
1612185343
The Aaron
Roll20 Production Team
API Scripter
Sorting is probably as close as you can come with RecursiveTable.&nbsp;
The Aaron said: Sorting is probably as close as you can come with RecursiveTable.&nbsp; Fair enough, the players will cope I am sure.
1612202806
The Aaron
Roll20 Production Team
API Scripter
If it does become a hindrance, something custom could be created.&nbsp; It also might not be too difficult to add tallying into the output from RecursiveTable, just have to figure out what that would look like.
The Aaron said: If it does become a hindrance, something custom could be created.&nbsp; It also might not be too difficult to add tallying into the output from RecursiveTable, just have to figure out what that would look like. I am sure it will be fine. Honestly, this is our first time playing Alien TTRPG and just looking for some of the obvious QoL things that can be quickly knocked up with macros.&nbsp; as an aside, does the sixe of the image in the table determine the size of the image output in the chat, if I use photoshop or GIMP to scale the image size would that make a difference at all? David M. said: EDIT - Ninja'd! If you use TheAaron's "# " (number followed by a space) trick for the names, you can also add the sort option. Might be a little easier to compare if there are many dice? !rt[showicons|sort] [[?{How many dice?|1}t[Alien-TTRPG-Base-Dice]]] EDIT 2 - But looks like you have to include the icon label for that to work? !rt[showicons|iconlabel:off|sort|Delimiter: ] [[?{how many dice?|0}t[Alien-TTRPG-Base-Dice]]] !rt[showicons|iconlabel:off|sort|Delimiter: ] [[?{how many stress?|0}t[Alien-TTRPG-Stress-Dice]]] works really well, I needed to add an icon label but it can be hidden in the output and still be sorted, so realistically you can call them anything you want if they are hidden.
1612204691

Edited 1612204711
The Aaron
Roll20 Production Team
API Scripter
The size is controlled by IconScale: !rt[showicons|iconlabel:off|sort|Delimiter: | IconScale:10em ] [[?{how many stress?|0}t[Alien-TTRPG-Stress-Dice]]] You can use any valid CSS setting for size.&nbsp; em is nice because it scales with the font, so players that might be increasing the font size for readability will get a larger image, but you could restrict it to a given pixel size with something like 200px, etc. As a side note, the API doesn't have access to the attributes of the images, so it can't natively tell how big a particular image is.
I must have missed the icon scale option as I was looking through. Many thanks
1612213217

Edited 1612269756
David M.
Pro
API Scripter
Looks like you have a workable solution! I've been looking for opportunities to play around with Kurt J.'s new ScriptCards script (kind of a light procedural macro language interpreter?), and I used your case as another learning opportunity for me. It can't use your awesome dice and the vertically stacked roll output might be a little off-putting, but it does what I asked it to at least (as far as I understand how the system works). A custom script would have been easier to write, honestly, but like I said I just wanted to play around with the new ScriptCards :) The macro queries for the two dice pools, performs the comparisons, and outputs a final result in addition to the individual rolls. &nbsp;&nbsp; If you are interested, his script can be manually installed from the link above and then this would be the macro to run it. Don't worry, I won't feel bad if you don't like it. I'm only sharing just in case! !scriptcard {{ --#title|AlienTTRPG Rolls --#leftsub|Num Dice ?{Num Dice?|1} --#rightsub|Num Stress Dice ?{Num Stress Dice?|0} --:User Input and Initialize Vars| --=NumDice|?{Num Dice?} --=NumStressDice|?{Num Stress Dice?} --=DisplayCount|1 --=NumSuccess|0 --=NumFail|0 --:Roll Header1| --+[#990000]___ROLLS[/#]| --:RollLoop| _recursive loop_ --&gt;MainRoll| _call function_ --=DisplayCount|[$DisplayCount] + 1 --?[$DisplayCount] -le [$NumDice]|RollLoop --:Reset Counter| --=DisplayCount|1 --:Roll Header2| --+[#990000]___STRESS ROLLS[/#]| --?[$NumStressDice] -le 0|&gt;NA --:StressLoop| _recursive loop_ --?[$NumStressDice] -le 0|CalcsAndSummaryDisplay --&gt;StressRoll| _call function_ --=DisplayCount|[$DisplayCount] + 1 --?[$DisplayCount] -le [$NumStressDice]|StressLoop --:CalcsAndSummaryDisplay| --+[#990000]___SUMMARY[/#]| --+Successes|[$NumSuccess] --+Failures|[$NumFail] --=Diff|[$NumSuccess] - [$NumFail] --+Difference|[$Diff] --?[$Diff] -gt 0|OverallSuccess --?[$Diff] -le 0|OverallFailure --X|Exit macro --:MainRoll| _function_ --=Roll|1d6 --?[$Roll.Total] -eq 6|&gt;AddSuccess --+Roll|[$DisplayCount.Total] [$Roll] --&lt;| --:StressRoll| _function_ --=Roll|1d6 --?[$Roll.Total] -eq 6|&gt;AddSuccess --?[$Roll.Total] -eq 1|&gt;AddFail --+Stress Roll|[$DisplayCount.Total] [$Roll] --&lt;| --:AddSuccess| _function_ --=NumSuccess|[$NumSuccess] + 1 --&lt;| --:AddFail| _function_ --=NumFail|[$NumFail] + 1 --&lt;| --:OverallSuccess| _function_ --+[#990000]___RESULT[/#]| --+[c][#009900]~~~SUCCESS~~~[/#][/c]| --X|Exit macro --&lt;| --:OverallFailure| _function_ --+[#990000]___RESULT[/#]| --+[c][#990000]~~~FAILURE~~~[/#][/c]| --X|Exit macro --&lt;| --:NA| _function_ --+N/A| --&lt;| }} If I had to do it over again (I wouldn't, haha!), I would probably have changed it to a series of conditionals that output all the rolls of each pool on the same line. But, that would require knowing the max number of dice that could be rolled.
1612268029

Edited 1612268325
That looks awesome I'll have a look at it later, because it does look very tidy and would be suited to some of the other things needed later on in the game I think. As for the max number of dice that could be rolled well that is 10 for the base dice. But there is no upper limit for stress dice, but a player that gets to 14 stress is guaranteed to roll the maximum result on the panic table they needed to roll off against ifnthey get a failure which would make them catatonic (which of course if this happens when a Xenomorph is around it likely equates to death) On another completely off topic note. How do you guys get the grey box around your code?
1612269391
David M.
Pro
API Scripter
Aaron M. said: How do you guys get the grey box around your code? Use the "code" format below:
David M. said: Aaron M. said: How do you guys get the grey box around your code? Use the "code" format below: So simple...oh so simple which is likely why I completely missed it.
1612475442

Edited 1612476560
David M.
Pro
API Scripter
FYI, Kurt has been making updates to Scriptcards that easily solved the multi-line problem. There's also fledgling rollable table image support, but don't think it can currently put multiple images on one line ( ...yet ). It's still a work in progress. I've been using your scenario to test out new features as they're rolled out ;) In the meantime, here's a version that looks a little cleaner, imo: !scriptcard {{ --#title|AlienTTRPG Rolls --#leftsub|Num Dice ?{Num Dice?|1} --#rightsub|Num Stress Dice ?{Num Stress Dice?|0} --:Initialize Vars| --=NumDice|?{Num Dice?} --=NumStressDice|?{Num Stress Dice?} --=NumSuccess|0 --=NumFail|0 --:Main Dice Block| --+[#990000]ROLLS[/#]| --=DieCount|0 --:MainLoop| --=DieCount|[$DieCount] + 1 --&gt;RollMain| --?[$DieCount] -lt [$NumDice]|MainLoop --+|[r][&amp;DieOutput][/r] --:Stress Dice Block| --+[#990000]STRESS[/#]| --?[$NumStressDice] -eq 0|&gt;NA --?[$NumStressDice] -eq 0|EvaluationBlock --=DieCount|0 --:StressLoop| --&gt;RollStress| --=DieCount|[$DieCount] + 1 --?[$DieCount] -lt [$NumStressDice]|StressLoop --+|[r][&amp;StressOutput][/r] --:EvaluationBlock| --+[#990000]EVALUATION[/#]| --:Output Success and Failure counts| --+|[r][b]Successes=[$NumSuccess][/b][/r] --+|[r][b]Failures=[$NumFail][/b][/r] --:Compare rolls| --=Diff|[$NumSuccess] - [$NumFail] --+|[r][b]Difference[$Diff][/b][/r] --+[#990000]RESULT[/#]| --:Output Overall Success or Failure| --?[$Diff] -gt 0|OverallSuccess --?[$Diff] -le 0|OverallFailure --X| End macro --:FUNCTIONS| --:NA| --+|[r][b]N/A[/b][/r] --&lt;| --:RollMain| --=ThisRoll|1d6 --?[$ThisRoll.Total] -eq 6|&gt;AddSuccess --&amp;DieOutput|+[$ThisRoll] --&lt;| --:RollStress| --=ThisRoll|1d6 --?[$ThisRoll.Total] -eq 6|&gt;AddSuccess --?[$ThisRoll.Total] -eq 1|&gt;AddFail --&amp;StressOutput|+[$ThisRoll] --&lt;| --:AddSuccess| --=NumSuccess|[$NumSuccess] + 1 --&lt;| --:AddFail| --=NumFail|[$NumFail] + 1 --&lt;| --:OverallSuccess| --+[c][#009900]~~~SUCCESS~~~[/#][/c]| --X| --&lt;| --:OverallFailure| --+[c][#ff0000]~~~FAILURE~~~[/#][/c]| --X| }}
1612487421

Edited 1612487975
David M.
Pro
API Scripter
Eureka! Kurt just put out another update that allows the graphics to be put in a single line. This was a lot of fun! Can't wait to use what I learned in some of my own applications. Note: You will have to replace the table names "AlienD6" and AlienStressD6" with your table names in the functions&nbsp;RollBase and&nbsp;RollStress about 3/4 of the way down below. Also, you can change the size of the dice graphics by changing the instances of [img width=32] with whatever value you want (also in the same two functions). Finally, you will have to be sure that each table entry name includes only numbers . If there is an extra space or non-numeric character, the calculations will be wrong.&nbsp;&nbsp; !scriptcard {{ --#title|AlienTTRPG Rolls --#leftsub|Num Dice ?{Num Dice?|1} --#rightsub|Num Stress Dice ?{Num Stress Dice?|0} --:Initialize Roll Vars| --=NumDice|?{Num Dice?} --=NumStressDice|?{Num Stress Dice?} --=NumSuccess|0 --=NumFail|0 --:String Building Vars| Will store table graphics. Pre-pend opening format tag --&amp;DieOutput|+[r] --&amp;StressOutput|+[r] --:Base Dice Block| --+[#990000]BASE ROLLS[/#]| --=DieCount|0 --:BaseDiceLoop| --=DieCount|[$DieCount] + 1 --&gt;RollBase| --?[$DieCount] -lt [$NumDice]|BaseDiceLoop --:Output Main Dice| but first append closing format tag --&amp;DieOutput|+[/r] --+|[&amp;DieOutput] --:Stress Dice Block| --+[#990000]STRESS ROLLS[/#]| --?[$NumStressDice] -eq 0|&gt;NA --?[$NumStressDice] -eq 0|EvaluationBlock --=DieCount|0 --:StressLoop| --&gt;RollStress| --=DieCount|[$DieCount] + 1 --?[$DieCount] -lt [$NumStressDice]|StressLoop --:Output Stress Dice| but first append closing format tag --&amp;StressOutput|+[/r] --+|[&amp;StressOutput] --:EvaluationBlock| --+[#990000]EVALUATION[/#]| --:Output Success and Failure counts| --+|[r][b]Successes=[$NumSuccess][/b][/r] --+|[r][b]Failures=[$NumFail][/b][/r] --:Compare rolls| --=Diff|[$NumSuccess] - [$NumFail] --+|[r][b]Difference[$Diff][/b][/r] --+[#990000]RESULT[/#]| --:Output Overall Success or Failure| --?[$Diff] -gt 0|OverallSuccess --?[$Diff] -le 0|OverallFailure --X| End macro --:FUNCTIONS| --:NA| --+|[b][r]N/A[/r][/b] --&lt;| --:RollBase| --=ThisRoll|[T#AlienD6] --?[$ThisRoll.tableEntryValue] -eq 6|&gt;AddSuccess --&amp;DieOutput|+[img width=32][$ThisRoll.tableEntryImgURL][/img] --&lt;| --:RollStress| --=ThisRoll|[T#AlienStressD6] --?[$ThisRoll.tableEntryValue] -eq 6|&gt;AddSuccess --?[$ThisRoll.tableEntryValue] -eq 1|&gt;AddFail --&amp;StressOutput|+[img width=32][$ThisRoll.tableEntryImgURL][/img] --&lt;| --:AddSuccess| --=NumSuccess|[$NumSuccess] + 1 --&lt;| --:AddFail| --=NumFail|[$NumFail] + 1 --&lt;| --:OverallSuccess| --+[c][#009900]~~~SUCCESS~~~[/#][/c]| --X| --&lt;| --:OverallFailure| --+[c][#ff0000]~~~FAILURE~~~[/#][/c]| --X| }}
David M. said: Eureka! Kurt just put out another update that allows the graphics to be put in a single line. This was a lot of fun! Can't wait to use what I learned in some of my own applications. Note: You will have to replace the table names "AlienD6" and AlienStressD6" with your table names in the functions&nbsp;RollBase and&nbsp;RollStress about 3/4 of the way down below. Also, you can change the size of the dice graphics by changing the instances of [img width=32] with whatever value you want (also in the same two functions). Finally, you will have to be sure that each table entry name includes only numbers . If there is an extra space or non-numeric character, the calculations will be wrong.&nbsp;&nbsp; !scriptcard {{ --#title|AlienTTRPG Rolls --#leftsub|Num Dice ?{Num Dice?|1} --#rightsub|Num Stress Dice ?{Num Stress Dice?|0} --:Initialize Roll Vars| --=NumDice|?{Num Dice?} --=NumStressDice|?{Num Stress Dice?} --=NumSuccess|0 --=NumFail|0 --:String Building Vars| Will store table graphics. Pre-pend opening format tag --&amp;DieOutput|+[r] --&amp;StressOutput|+[r] --:Base Dice Block| --+[#990000]BASE ROLLS[/#]| --=DieCount|0 --:BaseDiceLoop| --=DieCount|[$DieCount] + 1 --&gt;RollBase| --?[$DieCount] -lt [$NumDice]|BaseDiceLoop --:Output Main Dice| but first append closing format tag --&amp;DieOutput|+[/r] --+|[&amp;DieOutput] --:Stress Dice Block| --+[#990000]STRESS ROLLS[/#]| --?[$NumStressDice] -eq 0|&gt;NA --?[$NumStressDice] -eq 0|EvaluationBlock --=DieCount|0 --:StressLoop| --&gt;RollStress| --=DieCount|[$DieCount] + 1 --?[$DieCount] -lt [$NumStressDice]|StressLoop --:Output Stress Dice| but first append closing format tag --&amp;StressOutput|+[/r] --+|[&amp;StressOutput] --:EvaluationBlock| --+[#990000]EVALUATION[/#]| --:Output Success and Failure counts| --+|[r][b]Successes=[$NumSuccess][/b][/r] --+|[r][b]Failures=[$NumFail][/b][/r] --:Compare rolls| --=Diff|[$NumSuccess] - [$NumFail] --+|[r][b]Difference[$Diff][/b][/r] --+[#990000]RESULT[/#]| --:Output Overall Success or Failure| --?[$Diff] -gt 0|OverallSuccess --?[$Diff] -le 0|OverallFailure --X| End macro --:FUNCTIONS| --:NA| --+|[b][r]N/A[/r][/b] --&lt;| --:RollBase| --=ThisRoll|[T#AlienD6] --?[$ThisRoll.tableEntryValue] -eq 6|&gt;AddSuccess --&amp;DieOutput|+[img width=32][$ThisRoll.tableEntryImgURL][/img] --&lt;| --:RollStress| --=ThisRoll|[T#AlienStressD6] --?[$ThisRoll.tableEntryValue] -eq 6|&gt;AddSuccess --?[$ThisRoll.tableEntryValue] -eq 1|&gt;AddFail --&amp;StressOutput|+[img width=32][$ThisRoll.tableEntryImgURL][/img] --&lt;| --:AddSuccess| --=NumSuccess|[$NumSuccess] + 1 --&lt;| --:AddFail| --=NumFail|[$NumFail] + 1 --&lt;| --:OverallSuccess| --+[c][#009900]~~~SUCCESS~~~[/#][/c]| --X| --&lt;| --:OverallFailure| --+[c][#ff0000]~~~FAILURE~~~[/#][/c]| --X| }} this looks really nice, I'll have to have a look at this in the near future.&nbsp; I am currently setting up Combat Master in my D&amp;D games. as we use our own token marker images for creatures affected by spells etc. it is a very time consuming process :)
1614116607

Edited 1614116871
Hi again, new question that is sort of similar to this one, I am making a name generator that provides a 3 part name for an NPC so for male names I use this. !rt /w gm [[1t[male-names]]] [[1t[male-names]]] [[1t[Surnames]]] and for female names: !rt /w gm [[1t[female-names]]] [[1t[feamle-names]]] [[1t[Surnames]]] but my players like to ask almost everybody what there name is so I need to run the macro multiple times, I thought /w gm [[?{how many male names do you wish to generate?|1|2|3|4|5|10}[!&amp;#13;#Male-name-Generator ]]] /w gm [[?{how many female names do you wish to generate?|1|2|3|4|5|10}[!&amp;#13;#Female-name-Generator ]]] would work but it just puts up a number in the chat box, I know I am missing something obvious here, but can you tell me what exactly please. much appreciated Aaron.
1614117305
GiGs
Pro
Sheet Author
API Scripter
Unfortunately table calls in an inline roll only ever report the first result. If you did /gmroll&nbsp;?{how many male names do you wish to generate?|1|2|3|4|5|10}t[male-names] ?{how many male names do you wish to generate?}t[male-names] ?{how many male names do you wish to generate?}t[Surnames] Will probably give you what you need&nbsp; (though probably not in the right order). As a Pro user, I suggest trying Scriptcards. It's looping function should allow you to have them order properly.
GiGs said: Unfortunately table calls in an inline roll only ever report the first result. If you did /gmroll&nbsp;?{how many male names do you wish to generate?|1|2|3|4|5|10}t[male-names] ?{how many male names do you wish to generate?}t[male-names] ?{how many male names do you wish to generate?}t[Surnames] Will probably give you what you need&nbsp; (though probably not in the right order). As a Pro user, I suggest trying Scriptcards. It's looping function should allow you to have them order properly. I may just make API call buttons and hit them as many times as I need. thanks for the quick response.
1614119793
Kraynic
Pro
Sheet Author
Depending on how wild you want to go with your rollable tables, I created tables for multiple languages and styles, and then created a macro each for Feminine and Masculine names.&nbsp; Each time I roll it, I am getting a first and family name in 10 languages, a "savage" 3 syllable name, a 2 part tribal name, and a selection of epithets "the Valiant, "the Scabrous", etc.&nbsp; Most of the rollable tables have 80+ entries on them, making repetition on any of the tables pretty rare (I think I avoided having any repeat names in different languages also). But you only go that far if you really don't want to ever have to think about a name ever again.&nbsp; Just hit a button, pick something that strikes your fancy, and then tweak it, mix languages, or use one as it displayed.
Kraynic said: Depending on how wild you want to go with your rollable tables, I created tables for multiple languages and styles, and then created a macro each for Feminine and Masculine names.&nbsp; Each time I roll it, I am getting a first and family name in 10 languages, a "savage" 3 syllable name, a 2 part tribal name, and a selection of epithets "the Valiant, "the Scabrous", etc.&nbsp; Most of the rollable tables have 80+ entries on them, making repetition on any of the tables pretty rare (I think I avoided having any repeat names in different languages also). But you only go that far if you really don't want to ever have to think about a name ever again.&nbsp; Just hit a button, pick something that strikes your fancy, and then tweak it, mix languages, or use one as it displayed. Each of the male and female names have 1000 entries and the surname has just over 8000 entries in it. maybe adding a epithets or prefix/suffix would be good, but most of the names will be for commoners.
1614122692
Kraynic
Pro
Sheet Author
Aaron M. said: Each of the male and female names have 1000 entries and the surname has just over 8000 entries in it. maybe adding a epithets or prefix/suffix would be good, but most of the names will be for commoners. Nice!&nbsp; I got most of mine from D1000 tables I ran across somewhere.&nbsp; But...&nbsp; a lot of them had very similar variations of the same name, and I decided that Maria was good enough without also having Marie, Mary, Mara, etc.&nbsp; I also wanted to cut out any repeats between languages.&nbsp; That cut me down quite a bit, so I went for 90-100 on each table.&nbsp; So I have nearly 1k family names, and nearly 1k each of male and female names once you count all 10 languages.&nbsp; I think the savage name generator has around 40 entries for each syllable.&nbsp; The epithets table may have been from an OSR pdf from Bundle of Holding, and has 100 entries, but each entry has 3 epithets: one positive, one neutral, and one negative.&nbsp; So if a player uses that, I leave it up to them if the epithet might apply to their character, a family member, a rival, etc. I use it for everything.&nbsp; Npcs, one-shot game character names, and I make it available to players during character creation in case they need some inspiration.
Kraynic said: Aaron M. said: Each of the male and female names have 1000 entries and the surname has just over 8000 entries in it. maybe adding a epithets or prefix/suffix would be good, but most of the names will be for commoners. Nice!&nbsp; I got most of mine from D1000 tables I ran across somewhere.&nbsp; But...&nbsp; a lot of them had very similar variations of the same name, and I decided that Maria was good enough without also having Marie, Mary, Mara, etc.&nbsp; I also wanted to cut out any repeats between languages.&nbsp; That cut me down quite a bit, so I went for 90-100 on each table.&nbsp; So I have nearly 1k family names, and nearly 1k each of male and female names once you count all 10 languages.&nbsp; I think the savage name generator has around 40 entries for each syllable.&nbsp; The epithets table may have been from an OSR pdf from Bundle of Holding, and has 100 entries, but each entry has 3 epithets: one positive, one neutral, and one negative.&nbsp; So if a player uses that, I leave it up to them if the epithet might apply to their character, a family member, a rival, etc. I use it for everything.&nbsp; Npcs, one-shot game character names, and I make it available to players during character creation in case they need some inspiration. I'll have to have a look for a list of Epithets, Ibwas also thinking about making a name meaning generator. "That's an odd name, what does it mean?&nbsp; "Ah, my name means a wistful flower gazing over a saphire lake" Or (adjective)(Noun)(verb)(preposition)(adjective 2)(noun 2) Not for anything important but just to see what random weird name meanings are made lol
1614127558
Kraynic
Pro
Sheet Author
And you could actually use it as a name generator for some really odd culture somewhere.&nbsp; I like it.
Writing a macro for this with recursive tables will be nice and easy, but compiling the lists for each separate part will be a drag, even with TableExport it'll be a long job. Thank god for Excel and Concatenate hey!