Room treasure generator (ma pimeja nasa)

This chart uses input variables
  • Level
  • Trapped
  • Hidden
  • Locked
Result

{% Coinchance = 2 %}

{% Goodschance = 1 %}

{% Specialchance = 0 %}

{% Coinmult = 15 %}

{% Coinbase = 2 %}

{% Coinbonus = 0 %}

{%if Level >= 2%}

{% Coinchance = 3 %}

{%end%}

{%if Level >= 3%}

{% Coinchance = 4 %}

{% Goodschance = 2 %}

{%end%}

{%if Level >= 4%}

{% Coinchance = 5 %}

{% Goodschance = 3 %}

{%end%}

{%if Level >= 5%}

{% Goodschance = 4 %}

{%end%}

{%if Level >= 6%}

{% Coinchance = 6 %}

{% Goodschance = 5 %}

{%end%}

{%if Level >= 8%}

{% Goodschance = 6 %}

{%end%}

{%if Level == 2%}

{% Coinbase = 3 %}

{% Specialchance = 1%}

{%end%}

{%if Level == 3%}

{% Coinbase = 4 %}

{% Specialchance = 2%}

{%end%}

{%if Level == 4%}

{% Coinbase = 3%}

{% Specialchance = 3%}

{%end%}

{%if Level == 5%}

{% Coinbase = 4%}

{% Specialchance = 4%}

{%end%}

{%if Level == 6%}

{% Coinbase = 5%}

{% Specialchance = 5%}

{%end%}

{%if Level == 7%}

{% Coinbase = 6%}

{% Specialchance = 10%}

{%end%}

{%if Level == 8%}

{% Coinbase = 7%}

{% Specialchance = 15%}

{%end%}

{%if Level == 9%}

{% Coinbase = 8%}

{% Specialchance = 20%}

{%end%}

{%if Level >= 10%}

{% Coinbase = 9%}

{% Specialchance = 25%}

{%end%}

{%if Level >= 4%}

{% Coinmult = 25%}

{%end%}

{%if Level >= 8%}

{% Coinmult = 50%}

{%end%}

Result

{%if Trapped == "Yes"%}

{% Coinbonus = {{$Coinbonus}+1} %}

{% Coinchance = {{$Coinchance}+1} %}

{% Specialchance = {{$Specialchance}+5} %}

{% Goodschance = {{$Goodschance}+1} %}

{%end%}

{%if Hidden == "Yes"%}

{% Coinbonus = {{$Coinbonus}+1} %}

{% Coinchance = {{$Coinchance}+1} %}

{% Specialchance = {{$Specialchance}+5} %}

{% Goodschance = {{$Goodschance}+1} %}

{%end%}

{%if Locked == "Yes"%}

{% Coinbonus = {{$Coinbonus}+1} %}

{% Coinchance = {{$Coinchance}+1} %}

{% Specialchance = {{$Specialchance}+5} %}

{% Goodschance = {{$Goodschance}+1} %}

{%end%}

Roll on "Treasure roll" (render_style="vertical")


Subcharts

Treasure roll (d1)

Coin

{% x = {d6} %}

{%if x <= Coinchance%}

{% Coinroll = {{$Coinbase}+{$Coinbonus}} %}

Roll {$Coinroll}d6*{$Coinmult}

{%end%}

{%if x > Coinchance%}

None

{%end%}

Goods

{% y = {d6} %}

{%if y <= Goodschance%}

Roll on "Goods" 
{%end%}

{%if y > Goodschance%}

None

{%end%}

Special item

{% z = {d100} %}

{%if z <= Specialchance%}

Roll on "Special item" 
{%end%}

{%if z > Specialchance%}

None
{%end%}