Ability Related Output Sheet Tokens
  
  
  
   
    
     Token
Name:
    
   
   AC.x
  
  
   
    Variables Used (x):
   
   Text
(ACTYPE value defined in gamemode's miscinfo.lst file.).
  
  
   
    What it does:
   
  
  
   This token will display the ACTYPE formula
defined in miscinfo.lst and calculate the AC.
  
  
   
    Example:
   
  
  
   AC.Flatfooted
  
  
   Will get the Flatfooted ACTYPE formula from
miscinfo.lst.
  
  
  
   
    
     Token
Name:
    
   
   ACCHECK
  
  
   
    What it does:
   
  
  
   Displays the sum for Armour Check Penalty for
all equiped armor.
  
  
   
    Example:
   
  
  
   ACCHECK
  
  
   Displays Armour Check Penalty for all equiped
armor.
  
  
  
   
    
     Token
Name:
    
   
   ARMOR.[x.]y.z
  
  
   
    Variables Used (x):
   
   Text (Merge
Type - Optional)
  
  
   - 
    MERGEALL - Causes all armor with the same name to be merged
(default behavior).
   
- 
    MERGELOC - Causes all armor with the same name and in the same
location to be merged.
   
- 
    MERGENONE - No armor with the same name will be merged.
   
   
    Variables Used (y):
   
   Number (The
armor's position in the character's armor list - starting from
zero).
  
  
   
    Variables Used (z):
   
   Property
(Armor Property).
  
  
   - 
    ACBONUS - Total bonus to AC including base and magical
adjustments.
   
- 
    ACCHECK - Armor Check penalty for armor on relevant
skills.
   
- 
    BASEAC - Just the armor's non-magical armor adjustment.
   
- 
    EDR - Damage Reduction provided by the armor.
   
- 
    MAXDEX - The armor's max dex adjustment to AC.
   
- 
    MOVE - Base movement allowed in the armor.
   
- 
    NAME(.NOSTAR) - Displays the name of the armor. If .NOSTAR is
appended, the asterisk indicating whether the armor is equipped
will be stripped from the output.
   
- 
    SPELLFAIL - Percentage failure of Arcane spells.
   
- 
    SPROP - Special properties.
   
- 
    TOTALAC - Same as ACBONUS.
   
- 
    TYPE - i.e. Light, Medium, Heavy, Shield, Extra.
   
- 
    WT - Weight.
   
   
    What it does:
   
  
  
   - 
    Display properties of armor being worn.
   
- 
    The merge variable is optional.
   
   
    Example:
   
  
  
   ARMOR.0.MAXDEX
  
  
   Displays the max dex adjustment to AC allowed by
the armor being worn in position 0.
  
  
  
   
    Token Name:
   
   ARMOR.x.y.z
  
  
   
    Variables Used (x):
   
   Property
(Status).
  
  
   - 
    ALL - All armor is included (no filter).
   
- 
    EQUIPPED - Only equipped armor is included.
   
- 
    NOT_EQUIPPED - Only amour that is not equipped is
included.
   
   
    Variables Used (y):
   
   Number (The
armor's position in the character's armor list - starting from
zero).
  
  
   
    Variables Used (z):
   
   Property
(Armor Property).
  
  
   - 
    ACBONUS - Total bonus to AC including base and magical
adjustments.
   
- 
    ACCHECK - Armor Check penalty for armor on relevant
skills.
   
- 
    BASEAC - Just the armor's non-magical armor adjustment.
   
- 
    EDR - Damage Reduction provided by the armor.
   
- 
    MAXDEX - The armor's max dex adjustment to AC.
   
- 
    MOVE - Base movement allowed in the armor.
   
- 
    NAME(.NOSTAR) - Displays the name of the armor. If .NOSTAR is
appended, the asterisk indicating whether the armor is equipped
will be stripped from the output.
   
- 
    SPELLFAIL - Percentage failure of Arcane spells.
   
- 
    SPROP - Special properties.
   
- 
    TOTALAC - Same as ACBONUS.
   
- 
    TYPE - i.e. Light, Medium, Heavy, Shield, Extra.
   
- 
    WT - Weight.
   
   
    What it does:
   
  
  
   - 
    Displays information about armor.
   
- 
    The merge variable is optional.
   
   
    Example:
   
  
  
   ARMOR.EQUIPPED.3.NAME
  
  
   Would display the name of the 4th equipped item
which bestows a bonus to AC.
  
  
   
    Token Name:
   
   ARMOR.w.x.y.z
  
  
   
    Variables Used (w):
   
   Property or
Type (Base).
  
  
   - 
    SUIT - Only armor suits are included.
   
- 
    SHIRT - Only armor shirts are included.
   
- 
    SHIELD - Only shields are included.
   
- 
    ITEM - Only items that bestow an AC bonus are included.
   
- 
    <type> - Only the specified type are included.
   
   
    Variables Used (x):
   
   Property
(Status).
  
  
   - 
    ALL - All armor is included (no filter).
   
- 
    EQUIPPED - Only equipped armor is included.
   
- 
    NOT_EQUIPPED - Only amour that is not equipped is
included.
   
   
    Variables Used (y):
   
   Number (The
armor's position in the character's armor list - starting from
zero).
  
  
   
    Variables Used (z):
   
   Property
(Armor Property).
  
  
   - 
    ACBONUS - Total bonus to AC including base and magical
adjustments.
   
- 
    ACCHECK - Armor Check penalty for armor on relevant
skills.
   
- 
    BASEAC - Just the armor's non-magical armor adjustment.
   
- 
    EDR - Damage Reduction provided by the armor.
   
- 
    MAXDEX - The armor's max dex adjustment to AC.
   
- 
    MOVE - Base movement allowed in the armor.
   
- 
    NAME - Displays the name of the armor.
   
- 
    SPELLFAIL - Percentage failure of Arcane spells.
   
- 
    SPROP - Special properties.
   
- 
    TOTALAC - Same as ACBONUS.
   
- 
    TYPE - i.e. Light, Medium, Heavy, Shield, Extra.
   
- 
    WT - Weight.
   
   
    What it does:
   
  
  
   - 
    Displays information about armor.
   
- 
    The merge variable is optional.
   
   
    Example:
   
  
  
   ARMOR.ITEM.EQUIPPED.1.NAME
  
  
   Would display the name of the 2nd equipped armor
item which bestows a bonus to AC.
  
  
   
    Token Name:
   
   ARMOR.v.w.x.y.z
  
  
   
    Variables Used (v):
   
   Property or
Type (Base).
  
  
   - 
    SUIT - Only armor suits are included.
   
- 
    SHIRT - Only armor shirts are included.
   
- 
    SHIELD - Only shields are included.
   
- 
    ITEM - Only items that bestow an AC bonus are included.
   
- 
    <type> - Only the specified type are included.
   
   
    Variables Used (w):
   
   Text
(Subtype - Any valid item type).
  
  
   
    Variables Used (x):
   
   Property
(Status).
  
  
   - 
    ALL - All armor is included (no filter).
   
- 
    EQUIPPED - Only equipped armor is included.
   
- 
    NOT_EQUIPPED - Only amour that is not equipped is
included.
   
   
    Variables Used (y):
   
   Number (The
armor's position in the character's armor list - starting from
zero).
  
  
   
    Variables Used (z):
   
   Property
(Armor Property).
  
  
   - 
    ACBONUS - Total bonus to AC including base and magical
adjustments.
   
- 
    ACCHECK - Armor Check penalty for armor on relevant
skills.
   
- 
    BASEAC - Just the armor's non-magical armor adjustment.
   
- 
    EDR - Damage Reduction provided by the armor.
   
- 
    MAXDEX - The armor's max dex adjustment to AC.
   
- 
    MOVE - Base movement allowed in the armor.
   
- 
    NAME - Displays the name of the armor.
   
- 
    SPELLFAIL - Percentage failure of Arcane spells.
   
- 
    SPROP - Special properties.
   
- 
    TOTALAC - Same as ACBONUS.
   
- 
    TYPE - i.e. Light, Medium, Heavy, Shield, Extra.
   
- 
    WT - Weight.
   
   
    What it does:
   
  
  
   - 
    Displays information about armor.
   
- 
    The merge variable is optional.
   
   
    Example:
   
  
  
   ARMOR.ITEM.MITHRAL.EQUIPPED.x.NAME
  
  
   Would display the name of the xth equipped
mithral item, which is neither suit, shirt, nor shield, but bestows
a bonus to AC.
  
  
  
   
    
     Token
Name:
    
   
   BONUS.w.x.[!]y.[!]y.[!]TYPE=z.[!]TYPE=z
  
  
   
    Variables Used (w):
   
   Text (Type
of bonus - e.g. COMBAT).
  
  
   
    Variables Used (x):
   
   Text (Name
of bonus - e.g. AC).
  
  
   
    Variables Used (y):
   
   Text (The
bonus type that is added or subtracted - e.g. "Armor" or
"!Armor").
  
  
   
    Variables Used (z):
   
   Text (Bonus
type)
  
  
   
    What it does:
   
  
  
   - 
    Displays the sum of specific bonuses.
   
- 
    Adding "!" to the beginning of a bonus type will turn it into
an exclude.
   
   
    Examples:
   
  
  
   BONUS.COMBAT.AC.BASE
  
  
   Would display base AC.
  
  
   BONUS.COMBAT.AC.TOTAL
  
  
   Would display total AC.
  
  
   BONUS.COMBAT.AC.TOTAL.!Armor
  
  
   Would display the total AC less the Armor and
Shield.
  
  
   BONUS.COMBAT.AC.TOTAL.!Ability
  
  
   Would display total AC - Ability Bonus.
  
  
   BONUS.COMBAT.AC.Armor.Deflection.Ability
  
  
   Would display the sum of Armor + Deflection
Bonuses + Ability Bonus.
  
  
   BONUS.COMBAT.AC.Natural Armor
  
  
   Would display natural AC.
  
  
   BONUS.COMBAT.AC.LISTING
  
  
   Would display a list of all the components that
make up the AC total.
  
  
   BONUS.COMBAT.AC.ARMOR.!TYPE=Shield
  
  
   Would display the armor bonus w/o the shield
included.
  
  
   BONUS.COMBAT.AC.TYPE=Shield
  
  
   Would display the armor bonus granted by an
equipped shield.
  
  
  
   
    
     Token
Name:
    
   
   MAXDEX
  
  
   
    What it does:
   
  
  
   Displays the maximum Dexterity bonus from all
armor.
  
  
   
    Example:
   
  
  
   MAXDEX
  
  
   Displays max Dex bonus for all equiped
armor.
  
  
  
   
    
     Token Name:
    
   
   SPELLFAILURE
  
  
   
    What it does:
   
  
  
   Displays the Arcane spell failure from all
armor.
  
  
   
    Example:
   
  
  
   SPELLFAILURE
  
  
   Displays spell failure for all equiped
armor.
  
  
  
   *** Updated 6.1.3
  
  
   
    
     Token
Name:
    
   
   STAT.w.x
  
  
   
    Variables Used (w):
   
   Number as
set by the statsandchecks.lst file in the gamemode (0=STR, 1=DEX,
2=CON, 3=INT, 4=WIS, 5=CHA).
  
  
   
    Variables Used (x):
   
   Property
(Stat Property).
  
  
   - 
    None - The adjusted stat.
   
- 
    NAME - The short name of the stat.
   
- 
    LONGNAME - The long name of the stat.
   
- 
    STAT - The adjusted stat (same as STAT.x).
   
- 
    ISNONABILITY - evaluates to 'Y 'if the chracter does
    
     not
    
    have a score in the stat, 'N' otherwise.
   
- 
    MOD - The modifier for the stat.
   
- 
    BASE - The stat before adjustments.
   
- 
    BASEMOD The modifier of the stat before adjustments.
   
- 
    LEVEL.y.z.z - Displays the value for the stat at level y.
Variable z is optional.
   
   
    Variables Used (y):
   
   Number
(Character Level).
  
  
   
    Variables Used (z):
   
   Property
(Option).
  
  
   - 
    NOPOST - Displays the stat value with no users modifications
(Level advancement bonuses are still included - may be used with
NOEQUIP).
   
- 
    NOEQUIP - Displays the stat value w/o any equipment adjustments
(may be used with NOPOST and NOTEMP).
   
- 
    NOTEMP - Displays the stat value w/o any temporary bonus
adjustments (may be used with NOPOST and NOEQUIP).
   
   
    What it does:
   
  
  
   Used to display various kinds of stat
information. Variables y and z are only used with the LEVEL
property.
  
  
   
    Examples:
   
  
  
   STAT.1.MOD
  
  
   The Dexterity modifier for the stat.
  
  
   STAT.1
  
  
   The adjusted Dexterity total.
  
  
   STAT.2.LEVEL.4
  
  
   The Constitution at level 4.
  
  
   STAT.2.LEVEL.4.NOPOST.NOEQUIP
  
  
   The Constitution at Level 4 with no user
modification and without equipment bonuses.