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)

Variables Used (y): Number (The armor's position in the character's armor list - starting from zero).

Variables Used (z): Property (Armor Property).

What it does:

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).

Variables Used (y): Number (The armor's position in the character's armor list - starting from zero).

Variables Used (z): Property (Armor Property).

What it does:

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).

Variables Used (x): Property (Status).

Variables Used (y): Number (The armor's position in the character's armor list - starting from zero).

Variables Used (z): Property (Armor Property).

What it does:

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).

Variables Used (w): Text (Subtype - Any valid item type).

Variables Used (x): Property (Status).

Variables Used (y): Number (The armor's position in the character's armor list - starting from zero).

Variables Used (z): Property (Armor Property).

What it does:

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:

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).

Variables Used (y): Number (Character Level).

Variables Used (z): Property (Option).

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.