Lookup Lists
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Lookup Lists
Often times, roleplaying rulesets contain tables to look up things on. For example, a hit location table:
Lookup List hitlocations | |||||||||
d100 | Location | ||||||||
01–10 | Head | ||||||||
11–20 | Right Arm | ||||||||
21–30 | Left Arm | ||||||||
31–70 | Body | ||||||||
71–85 | Right Leg | ||||||||
86-100 | Left Leg |
[lut HitLocations]
|=d100 |=Location
|01–10 | Head
|11–20 | Right Arm
|21–30 | Left Arm
|31–70 | Body
|71–85 | Right Leg
|86-100 | Left Leg
After saving your wiki page, the lookup list should look similar to the example above.
Using Lookup Lists
After defining a lookup list as shown, you can refer to it in your dice codes. Calling a lookup list works the same as calling a macro. For example, if you have defined a list called "HitLocations", you can then roll on that table by invoking the dice code "#!HitLocations":
Using the previous result
By chaining together a dice roll and a lookup, you can feed the result of the dice roll into the lookup list. For example, to roll a d20+50 on the lookup list above, use the dice code "d20+50 | #!HitLocations".
Lookup with a parameter value
You can pass a parameter value to your lookup by putting the parameter after the lookup name in parentheses. For example, to toll a d20+50 on the lookup list above, use the dice code "#!HitLocations(d20+50)".
Dice codes in lookup lists
By default, Rolz will interpret the result column of your lookup list as a dice code and will attempt to evaluate it. For example, if you have a lookup list of D&D-style attributes:
Lookup List attributebonuses | |||||||||
Attribute | Bonus | ||||||||
1–7 | −2 | ||||||||
8–9 | −1 | ||||||||
10–11 | 0 | ||||||||
12–13 | 1 | ||||||||
14–20 | 2 |
Text results in lookup lists
As the first example with hit locations showed, lookup lists often feature descriptive text results instead of dice codes and numbers. In these cases, you can prepend the comment designation to the lookup list in order to force Rolz to see the result as a text only.
For example "#!HitLocations" will interpret the result as a text, whereas "!HitLocations" will make Rolz evaluate the result as a dice code.
Mixing text and dice codes
If your lookup list contains mostly text results, you may want to embed a dice code in a text result occasionally. To do this, wrap the dice code in curly braces:
[lut HitLocations]
|=d100 |=Location
|01–10 | Head
|11–20 | Arm Number: {d2}