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Editing Templates to call up descriptions from inline rollable tables.

1636231213

Edited 1636231409
  So I have created a rollable table with all the weather I want to roll in my game and built a macro out of it and placed in into my DM bar. So far so good.  How can I get the rollable table to also pull the description for the relevant roll? Where would I store that text? e.g  Heavy Mist. " Creatures beyond X range are considered to have total cover - visible distance is reduced to x many feet. " I can't put that in the weather table results otherwise it adds it to the title, Ideally I'd want it below the black line as a separate block of text. I've tried already reading the help wikis for Templates and find them very technically confusing and not at all intuitive, with very few visual examples for someone with zero background in coding to help me identify my own solution.  So I need the community's help with what is likely a very simple problem and an obvious but I'll be damned if I can figure out what I'm supposed to do by myself.  Thanks! 
1636243726

Edited 1636243768
Put it in the table?  I don't know what you are asking.  EDIT:  Its a whisper to yourself, the template is arguably unneeded anyway, you just need to know what you rolled.  
1636246962

Edited 1636247014
Kraynic
Pro
Sheet Author
As DM Eddie said, put it in the table. While this isn't the most polished table, I had a specific encounter (snow and wind) that had two rollable tables with possible effects.  I also included some TokenMod buttons for sight distance which came up in some results.  This is the pathfinder 1e template, but just to give you an idea of what I did.
//put it in the table// Hmm.  Okay how? So the roll table is a d100 with weighted outcomes. "Misty" "Rainy" "Tropical Storm" and so on. So instead each outcome be some variation of. Rainy-sheets-of-cold-biting-rain-lash-you-you-are-drenched-in-addition-strong-winds-mean-all-ranged-atracks-have-their-ranges-halved. I think that's going to stuff all the info up above the line in the template in bold with the rolled result. What I would like to do is have the roll table fetch a result like "tropical storm" and pull the related definition (i.e. not another random roll) from a list of outcomes related to the first beneath it. Neatly, so I can use it in a game. I'd be interested to please see the code of Kraynic's weather modifier because that is closer to what I was wanting to achieve   "strong winds"  "-2 to attacks" I am just clueless trying to work out what combination of letters and {{}} gets that to happen.
Apologies, these screenshot are a little junky. I'm grabbing them from my phone rather than PC. Here is what the roll table looks like. AFAICT, I can only determine the result rolled and the d100 weighting. That is what the 1t table (above) is pulling the result from and putting into the template. So where do I put the description of what the out come means so the so that 1t table pulls it as well?
1636310096
Kraynic
Pro
Sheet Author
Keep in mind that this was for a specific encounter in a single specific weather type, so it didn't need very many options.  If you are doing a single very thorough single table, you may well end up with more than 100 options if you have variable severity of penalties with each type of weather.  It may be a bit of a pain, but the rollable tables don't care what number of options you end up with.  You could be essentially rolling a d10,000 if that is what you need to make all your weights fall out as you need. The table I was using in that example only has 4 options.  It was a d20 table, and was weighted 5, 10 (which is what came up in the example), 3, 2. The vision limit was simply a 1d6*10 that I would apply to tokens when one of the last 2 options came up.  This was rolled on every even numbered round during that encounter.  You may want to have some sort of subtable you can roll on to determine how long certain effects last, whether they increase/decrease during the day or night, etc.  Well, depending on how involved your want your tables to get, I guess. For overall weather, I am currently using a set of 4 tables. 1. Wind direction: this is set up as being from prevailing wind direction or off by ranges of degrees. 2. Wind speed: pretty simple and straight forward 3. Temperature variance: similar to wind direction, this is for normal temps for the area or cold snaps/heat waves 4. Weather: clear to fog to storms, with precipitation and such determined (by me) by the climate, time of year, and temperature variance. The problem with my current setup is that I really ought to make more of the weather table to weight things differently for different climates.  So far I am too lazy to do so though.  I'm not even advocating for this sort of system, but thought I would throw it out there as another way to go about randomizing your weather.
You have a pro account. Use Recursive tables, make a sub table for each of those results and put an API chat button in for another roll on the sub table, take note of the escapes you have to use for [] in api chat buttons and also in Table export api and maybe even RT I can't remember if that required extra work.  I use tables inside of tables constantly as I had to make the magic item tables from scratch and those have results like the figurine, generic magic weapons and armor that require additional rolls, or spell scrolls of specific levels that require an additional roll.  I think you don't need to do an API chat button for the second table but I did because all my magic items are actual cards in roll20 and card API's are rare and don't work well with RT.  
1636312336

Edited 1636312358
You can turn every result of your general weather table into API chat buttons in the actual table entries that call on a roll for another table for each weather setting and that additional template window that it spits out will give you the modifiers similar to how my above image plays out for parley options.   EDIT:  I'm using Recursive Tables API
I have the recursive tables API installed (can't remember what for now, i think another API required it) - not sure how to use it to make API chat buttons.  I gave zero experience in coding html.  Am willing to learn but assume I know nothing. 
Is there like some generic example code I can look at to even try and attempt to understand this of a "insert term here" to make it do "X"  It's like I can grasp the idea of recursive tables I just have no practical experience in making them so am feeling utterly lost to even start. 
For instance what code/template is "Parley Beasts" using that has the title above the line and the DC descriptor below it? 
It is alot of work to make and almost as much work to explain and their forums are not exactly amazing examples of design precision typing.&nbsp; I don't think I can dedicate the time it would take to explain how to make the rollable tables and the macros attached to them.&nbsp;&nbsp; You need to learn how to use API chat buttons from&nbsp; <a href="https://wiki.roll20.net/API:Chat" rel="nofollow">https://wiki.roll20.net/API:Chat</a> &nbsp;(scroll all the way down) You need to learn how to use macro mules because a shit ton of your work is going to involve substituting html characters and the collections tab breaks this immensely but the third tab of character sheets for some reason get away with it so we all make mules for our macros there on a DM character sheet.&nbsp;&nbsp; Paint out your table system generally.&nbsp; It sounds like you have a general weather table and then on top of that you have varying degrees of penalties and buffs depending on an additional table rolled about the first result.&nbsp; So build out the main table and then the sub tables, make sure you name them well with a common naming scheme(aka capital first letters and avoid spaces between multiword labels 'UpperCase' or 'Uppercase' or 'uppercase').&nbsp; The main table needs to have their results put inside of the API chat buttons label, and then the actual command the button fires needs to be an ability fired off your macro mule.&nbsp; I tried directly entering !rt commands in apichat buttons but the templates kept breaking, I dunno what I did wrong so I just opted to fire macro mule abilities instead.&nbsp; So the first tables entries are gonna look like '[Sunny](!&amp;#13;&amp;#37;{CharName|AbilityName})' where CharName is the macro mules exact name, and AbilityName is the exact naming scheme of the ability you made for calling the second table on the macro mule.&nbsp;&nbsp; The macros, you say you have recursive tables so the macros on the mule should be !rt macros.&nbsp; Look at recursive tables help to get an idea on how you want your macro to look but you can get them to look like my screenshots and like yours in your OP.&nbsp;&nbsp; Personally, I think you are putting too much work into your weather macros but I only have a weather system in mine cause they were in XGE as a table so I added it to my random encounter generator macro suite.&nbsp;&nbsp;