Use Tablesmith-like tables in FoundryVTT and create complex nested tables. For more about Tablesmith see the Tablesmiths Homepage and the Forum for TableSmith.
Tablesmith table syntax allows it to create anything from simple tables and nested tables as in Foundry, to complex linked tables with loops, conditionals, parameters and more. Results can be send to chat or a Journal.
Tablesmith is useful for Character and NPC generation, Solo play, generating Encounters, Inns, Weather and whatever else is needed in your adventure. Within the forum is a files area with a lot tables ranging from simple name tables up to complex content generation of all kind. Tablesmith supports Dataset to store data between calls or rolls and to share data between tables. A special feature is access to the Gamedata like Actors, Items and Journals via Datasets. Calls to tables can be stored in Links and called from Chat, JournalEntries or RollTable results.
The plugin is only compatible with V10 use older Releases for V9.
Basically Tablesmith Tables can be used in the following ways:
/ts
or /tablesmith
.For all calls the tablename is not case sensitive for convenience. The following is all equal to find a table: Simple
, simple
, SIMPLE
, sImPle
, and so on. The call [Simple(1,2)]:2
draws from the table Simple
, two times (:2
), setting the first parameter to 1
and the second to 2
. The syntax is:
# Minimal call, defaults to Group 'Start'
[Tablename]
# Call to other Group
[Tablename.Groupname]
# Call to table with params
[Tablename(params)]
# Full call with all options
[Tablename.Groupname(params)]:times
Any standard Table can call a Tablesmith table by using the Tablesmith Call syntax without any other text as Result Details. Only the chat message is altered and the call value is replaced with a rolled Tablesmith result. The RollTable.draw
return value is left as is and contains the original data.
To integrate existing Foundry Tables some simple macros are included to read existing tables and transfer them into basic Tablesmith file format to integrate them in tablesmith tables, or more likely combine them with to provide more full fledged results.
One macro contained within the added compendium opens the Tablesmith Form, where all loaded tables can be called.
The module adds a compendium with simple macros to demonstrate the usage of the API within a Macro.
The chat commands ts
and tablesmith
can be used to call a table directly by using the standard call syntax as parameter. The enclosing brackets []
can be ommitted for convenience.
Links to Table calls including parameter values can be created with this link syntax:
@Tablesmith[CallSyntax]{Link Name}
or @TS[CallSyntax]{Link Name}
. The {Link Name}
can be omitted, then the tablename is used instead.
Where CallSyntax
must be in format defined above. This links can be embedded anywhere where FoundryVTT @Marco
/ @Compendium
/ ... links work.
This links are useful to embed in JournalEntries RollTables or Chat Messages to have a shortcut to a Tablesmith call.
For the full documentation of API methods see the source documentation in tablesmithapi.ts that is well documented.
The main method to use in the API is evaluateTable(expression: string, options?: {...})
where the expression is a valid Table call, that may donate the Group to call, define Parameters and the roll count. I.e. evaluateTable('[Char.name(1,name)]:5')
. The method takes an option argument, to configure the behaviour, i.e. adding result to chat, to a journal, configuring the journal and more. For the full documentation of options see the source documentation linked above.
Tables are created as Journal entries. Journal entries provide an easy way to add and edit a long text document, as needed.
All Journal entries where there name ends with .tab
are loaded. The resulting name is omitting the extension, i.e. Monsters.tab
results in the Table name Monsters
, not that Tablenames are case insensitive so the table simple
and Simple
are the same and will overwrite each other.
Each table is placed in a folder named after the folder they are contained in. If a table is in no folder it is placed in a Default
folder.
Note that the tablename must be unique over all folders and journals as of now.
For long tables it is recommended to use SHIFT+Enter
instead of Enter
to save some space. This is purely cosmetic, the parser has no problem with mixed newlines.
There are a number of functions (see below all starting with DS
) designed to be used with datasets. Datasets are basically tables, consisting of entries that each share the same data fields or attributes or to use table calculation term columns.
Each entry can be thougth of as a row of the table. The table is sorted, with an index donating it's place within the table. The index for the first row or entry starts with 1
(not with 0
).
An example of something you might put into a dataset would be a collection of loot or monsters or NPCs.
In case of monsters Each entry might be defined by a name, a type, number of hitdice, and attacks. For a very simple monster the dataset could have the following fields or columns: name, type, hitdice, Thaco20, damage. To create a dataset the function DSCreate
is used, defining the fields including a default value for each. This container can then be filled by adding entries to it.
Entries are added with DSAdd
. The fields can be defined directly using DSAdd
or later with DSSet
.
The table below is a visual representation of an example monster table.
Index | name | hitdice | thaco20 | damage |
---|---|---|---|---|
1 | Orc | 2d8+4 | 18 | 1d8+1 |
2 | Wolf | 1d6 | 19 | 2d4 |
3 | Dragon | 10d8+34 | 3 | 5d6+12 |
Once a dataset is created, and has items added to it, including setting the values for the fields, it can be used, by retrieving those values using DSGet
. The Dataset is sortable with DSSort
. Entries can be searched for with DSFind
. Singl entries can be removed using DSRemove
.
Datasets can be persisted using DSWrite
and later reloaded using DSRead
.
To access foundry Gamedata, datasets can be used. The following Game data collections can be accessed by a Dataset:
The Dataset is created by the standard DSRead
TS function:
%store%,
:Start
1,{DSRead~store,game.actors}
To access data the dotted notation can be used to traverse the object. As the Gamedata is system and potentially FoundryVTT version specific the complete path must be used to access data. An example using the FATE System is:
{DSRead~store,game.actors} # Actor dataset
{DSCount~store} # Count of Charaters
{DSGet~store,1,name} # getting name
{DSGet~store,1,_id} #getting id
{DSGet~store,1,data.skills.Athletics.rank} # traversing to a value
{DSCalc~store,Sum,data.skills.Athletics.rank} # Using calc with a value
{DSFind~store,1,data.skills.Athletics.rank=2,name=New Character} # Finding an entity
The Gamedata collections can only be read. All functions that change the dataset like DSSet
, DSRemove
or DSWrite
are not supported.
Following are all implemented features of Tablesmith 5.2 and explanations about possible changes and incompatibilites.
Groups have the format :GroupName
for a group with ranges where the number declares their final value or the format ;GroupName
for groups with probability ranges, where the number declares the probability.
# Standard group
:Group
1,One
2,Two
3-4,Three-Four
results in the same table as:
;Group
1,One
1,Two
2,Three-Four
Group entries can be split over multiply lines, by prefixing the next line with an underscore _
.
:Group
1,First Second
is equal to
:Group
1,First
_ Second
Dynamic Probabilities are not implemented.
Groups can contain a pre- and/or postfix, that is added to all results:
:Group
<,There are
>, in the woods
1, Orcs
2, Goblins
will result in:
There are Orcs in the woods
or There are Goblins in the woods
Variables must be declared before first use:
%VariableName%,x
where the %
donates beginning and end of the variable name and the ,
shows start of default value x
. The default value may be omitted, but the ,
must be present.
Note that the variable default value is not evaluated. A group call to like %var%,[Group]
will lead to the variable containing the string [Group]
and not the evaluation of the group.
Variables are scoped to the context of the enclosing Table (not the group) so each Table file has its own context and can name variables the same.
Variables can be accessed by using the syntax %variableName%
. The reference is replaced by the current value. References can be used in nearly any place, within functions and Group calls.
Variables in other tables can be referenced as well using the Syntax %Tablename!Variablename%
, i.e. %Char!name%
to reference the variable name
in Table Char
.
Note: As Tablesmith 5.2 provides no comphrehensive documentation where variables can be referenced this implementation may act differently.
Variables can be assigned in Group entries by using the syntax |variableName?X|
. The assignment is taking place and the assignment reference is replaced by an empty string, i.e. leaves no trace in the output. The variable name without %
must belong to a declared variable. The ?
is the operator for the assignment:
As with reference Variables in other tables may be assigned using the syntax |Tablename!Variablename?Value|
, i.e. |Char!name=Brognar|
to assign the variable name
the value Brognar
in Table Char
.
Tablesmith supports parameters for tables. This can be either passed internally or be gathered as user input before a table is evaluated.
Tablesmith supports three types of Parameters:
Parameters may be passed to tables in group calls. This is optional, but if you pass them, the list must match the number of parameters of the table. To pass parameters, you use parentheses after the call [Table.Start(1,Amelia)]
The called table is expected to have to parameters declared in the order as listed in parenthesis, i.e:
%number%,
@number,1,Times?,1,2,3
%name%,
@name,Brognar,Enter name:
The parameter number
is assigned the 1
and the parameter name
is assigned Amelia
.
Other valid calls are:
[Table.Start(,Amelia)]
number default, name Amelia
[Table.Start(1,)]
number 1
, name default[Table.Start(,)]
both default[Table.Start]
both defaultIt is not possible to assign values to variables, without a parameter defined.
A Table call can donate how many rolls should be done by using the syntax [TableCall]:X
where TableCall
can be any valid call and X
donates the number of roles to make.
The re roll Tag for a Table-Group call [~Table.Group]
is working within the Tablesmith Form. Each re-rollable Group has a small icon in front that can be clicked for a re-roll of this particular group.
For other calls the Result object can be used to trigger a re roll programatically.
The custom build parser allows a lot of characters. For compatibility the following special characters must be escaped to be printed:
%
or[
or ]
Precede the character with the slash character /
.
No pre generation directives are implemented.
Tablesmith functionnames are case insensitive, i.e. If
, if
, iF
, and IF
are all the same.
See the FUNCTIONS file for a documentation of all functions.
The documentation contains parts that are not licensed under MIT. These parts are copied and adapted from the documentation of Bruce Gulke who gave the right to include the documentation within this project, granting no other rights as long as he and his work is referenced.
This work is licensed under Foundry Virtual Tabletop EULA - Limited License Agreement for module development.