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.
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).
- 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.