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.