Miscellaneous Output Sheet Tokens


Token Name: x<Mathematical Operator>x

Variables Used (x): Number or Numeric Token (Operand).

Variables Used (y): Mathematical Operator

What it does:

Example:

TOTALLEVELS+15

Displays the total number of levels plus 15.

(COMBAT.AC.TOTAL-3).INTVAL

Displays the integer portion of the Combat Armor Class minus 3.

SKILL.Spot.RANKS*SKILL.Listen.RANKS

Displays the number of spot ranks multiplied by the number of listen ranks.

(SKILLPOINTS.UNUSED/2).TRUNC

Displays the integer and fist decimal place of the unused skill points divided by 2.

(VAR.RangeMod-2).INTVAL.SIGN

Displays the integer portion preceded with a sign (+ or -) for the result of the Range Modifier minus 2.


Token Name: |%x|

Variables Used (x): Text (Filter Option).

What it does:

Example:

|%WEAPON.3|

The filter will stop all output (until this filter is ended or the next filter started) unless the character has at least 3 weapons.


Token Name: BONUSLIST.w,x,y,z

Variables Used (w): Text (The type of bonus to be displayed).

Variables Used (x): Text (The subtype of bonus to be displayed).

Variables Used (y): Text (Optional Bonus Value Seperator - Defaults to a space " ").

Variables Used (z): Text (Optional Bonus Delimiter - Defaults to a comma-space ", ").

What it does:

Displays the list of bonuses by type and value associated with the tags involved.

Example:

BONUSLIST.COMBAT.AC

Would list all COMBAT.AC bonuses as a comma-space delimited list.


Token Name: BR

What it does:

Adds a carriage return to the output. Normally only used on text output sheets and inside manualwhitespace sections.

Example:

2|BR|3

Then the output would look like:
2
3


Token Name: COUNT[x]

Variables Used (x): Text (Count Type).

What it does:

Example:

BONUS:HP|CURRENTMAX|3*COUNT[FEATNAME=Toughness]

The count token is used in this example to calculate the total bonus.

FOR,%num,0,COUNT[SKILLS],1,1
{Statements}
ENDFOR

The {statements} would be processed for each of the skills the character has.

FOR,%spell,0,COUNT[SPELLSINBOOK0.0.0],1,1
{Statements}
ENDFOR

The {statements} would be processed for each of the 0 th level spells in the 1 st classes 1 st spellbook (known) that the character has.


Token Name: count(x,y) - See jep count () function in the Global Formulas page.


Token Name: CSHEETTAG2.x

Variables Used (x): Symbol (Replacement symbol for the default "\").

What it does:

Changes the delimiter used by embedded DFOR/FOR loops to the character specified.

Example:

CSHEETTAG2.~
DFOR.0,(COUNT[SKILLS]+1)/2,1,COUNT[SKILLS],(COUNT[SKILLS]+1)/2,<td>~SKILL%~</td> <td>~SKILL%.TOTAL~</td><td>~SKILL%.RANK~</td>
<td>~SKILL%.ABILITY~</td><td>~SKILL%.MOD~,<tr align="center">,</tr>,0

This would change the field delimiter from the default "\" character for "~". This allows the FOR/DFOR loop to be used in RTF output which does not allow the "\" character to be used


Token Name: DFOR.r,s,t,u,v,w,x,y,z

Variables Used (r): Number (The initial value).

Variables Used (s): Number (Limit for new line progression).

Variables Used (t): Number (Value added once per line).

Variables Used (u): Number (Limit for in line progression).

Variables Used (v): Number (Value added in line until totalMax is passed).

Variables Used (w): Text (The phrase is the code that is parsed for tokens - use \'s instead of |'s, and the % within the tokens will be replaced with the actual value of the index).

Variables Used (x): Text (The text that will be printed at the beginning of the for loop and after the Variable "y").

Variables Used (y): Text (The text that will be printed every time through the loop).

Variables Used (z): Number (The loop will break when no more items are found before the natural end of the loop (max) if exists is 1. If exists is 2 and the charactersheet is currently within a filter, PCGen will not print anything else until the end of the filter |%| is reached or another filter is begun. 0 means it will always loop to the natural end of the loop.).

What it does:

Example:

DFOR.0,(COUNT[SKILLS]+1)/2,1,COUNT[SKILLS], (COUNT[SKILLS]+1)/2,<td>\SKILL%\</td>
<td>\SKILL%.TOTAL\</td><td>\SKILL%.RANK\</td>
<td>\SKILL%.ABILITY\</td><td>\SKILL%.MOD\,<tr align="center">,</tr>,0

Produces a 2 column row table of all skills.


Token Name: DIR.x

Variables Used (x): Text (Directory Option).

What it does:

Displays File output paths.

Example:

DIR.PCGen

Would display " D:\RPG\PCGen\system " if PCGen was installed in " D:\RPG\PCGen ".

DIR.TEMPLATES

Would display " D:\RPG\PCGen\outputsheets\d20\fantasy " if PCGen was installed in " D:\RPG\PCGen ".

DIR.PCG

Would display " D:\RPG\PCGen\characters " if PCGen was installed in " D:\RPG\PCGen ".

DIR.html

Would display " D:\RPG\PCGen\outputsheets\d20\fantasy\htmlxml " if PCGen was installed in " D:\RPG\PCGen ".

DIR.TEMP

Would display " C:\Temp " if that was the Operating System's temp directory.


Token Name: EXPORT.x

Variables Used (x): Text (Export Option).

What it does:

Displays character export details.

Example:

EXPORT.DATE

Displays the date of export.


Token Name: FOR,%v,w,x,y,z

FOR,%v,w,x,y,z
{Statements}
ENDFOR

Variables Used (v): Text (Variable Name).

Variables Used (w): Number (The initial value).

Variables Used (x): Number (Limit for new line progression - You may use a number, COUNT token, STRLEN token or any valid csheet token).

Variables Used (y): Number (Value added once per line).

Variables Used (z): Number (The loop will break when no more items are found before the natural end of the loop (max) if exists is 1. If exists is 2 and the charactersheet is currently within a filter, PCGen will not print anything else until the end of the filter |%| is reached or another filter is begun).

What it does:

Example:

FOR,%test,0,20-STRLEN[SKILL.%skill],1,0
{Statements}
ENDFOR

Counts from 0 to 20 minus the sting length of the skill name.


Token Name: FOR.t,u,v,w,x,y,z

Variables Used (t): Number (Loop control variable initial value)

Variables Used (u): Number (Loop control variable max limit)

Variables Used (v): Number (Loop control variable increment value)

Variables Used (w): Text (Code phrase to be parsed for tokens)

Variables Used (x): Text (Text output at the beginning of the loop)

Variables Used (y): Text (Text output at the end of each loop)

Variables Used (z): Number (Loop break switch, 1 or 2)

What it does:

Example:

<table>

|FOR.0,10,1,[td]

\\%.FOR.0,100,1,\SKILL%\,(,),2\\

,<tr>,</tr>,1|

</table>

Produces a list of all the party member's skills.

<table>

|FOR.0,100,1,

\\%.NAME\\

,[ , ],1|

<table>

Produces a list of all the party member's names.


Token Name: IIF

General Usage:

IIF(x)

{y}

ELSE

{z}

ENDIF

Variables Used (x): Text (Conditional statement. To be evaluated)

Variables Used (y): Text (True statement)

Variables Used (z): Text (False statement)

What it does:

Example:

IIF(CL>3)
{True Statement}
ELSE
{False Statement}
ENDIF

Returns the results of the evaluation of the true statement if Class Level is greater then 3. Otherwise, the results of the evaluation of the false statement is returned.

Token Name: IIF(x.y.x)

Variables Used (x): Text (Condition to be evaluated).

Variables Used (y): Text (Operator, i.e. AND, OR).

What it does:

Example:

IIF(CL>3.AND.TL<10)

Returns TRUE is Class Level was greater then 3 and the Total Level was less than 10.

Token Name: IIF(<JEP boolean expression>)

What it does:

Evaluates the JEP boolean expression .

Example:

IIF((CL>5)||(TL>5))

Returns TRUE if Class Level or Total Level are greater-then 5.

Token Name: IIF(EVEN)

What it does:

True if the variable is an even number (frequently used to control grey/white shading by line).

Example:

IIF(EVEN:%spell)

Would be true if the spell line was even.

Token Name: IIF(UNEVEN)

What it does:

True if the variable is an uneven number.

Example:

IIF(VAR.IF(VAR("COUNT[SKILLTYPE=Strength]")>0;1;0):1)

Evaluates to true if number of skills with type of Strength are greater than 0 Notice the use of semi-colon where a comma should normally be used. This is because the comma is a delimeter at a higher level. Byngl

Token Name: IIF(HASEQUIP)

What it does:

True if the character has the listed equipment.

Example:

IIF(HASEQUIP:Dagger)

Would be true if character had a dagger.

Token Name: IIF(HASFEAT)

What it does:

True if the character has the listed feat.

Example:

IIF(HASFEAT:Sneak Attack)

Would be true if character has the Sneak Attack Feat.

Token Name: IIF(HASSA)

What it does:

True if the character has the listed Special Ability.

Example:

IIF(HASSA:Greater Rage)

Would be true if character has the Greater Rage Special Ability.

Token Name: IIF(HASVAR)

What it does:

True if the user has taken a class that defined the named (often used to determine whether or not to display special abilities).

Example:

IIF(HASVAR:BasePowerPoints)

Would be true if character has a class with Base Power Points.

Token Name: IIF(SKILL.x.UNTRAINED)

Variables Used (x): Number (The array number of the skill).

What it does:

True if Skill x is usable untrained.

Example:

IIF(SKILL.%skill.UNTRAINED)

Would be true if the current skill is usable untrained.

Token Name: IIF(SKILL.UNTRAINED,x,y)

Variables Used (x): Text (Result if usable untrained).

Variables Used (y): Text (Result if usable trained).

What it does:

Example:

IIF(SKILL%.UNTRAINED,YES,NO)

Prints out "YES" if the skill is usable untrained or "NO" if not usable untrained.

Token Name: IIF(SKILL.ACP,w,x,y,z)

Variables Used (w): Text (Result if the skill is not affected by ACP).

Variables Used (x): Text (Result if the skill is affected by ACP).

Variables Used (y): Text (Result if the skill is only affected by ACP if the user is untrained).

Variables Used (z): Text (Result if the skill has the special weight penalty like Swim).

What it does:

Tests for armor check penalty (ACP) interaction with this skill.

Example:

IIF(SKILL%.ACP,NOT,IS,UNTRAINED,SWIM)

Prints out "YES" if the skill is not effected by ACP, "NO" if the skill is effected by ACP, "UNTRAINED" if the skill is effected by ACP only if the character is untrained , "SWIM" if the skill is effected by ACP only if it has a special weight penalty.

Token Name: IIF(SPELLCASTER:x)

Variables Used (x): Text (Caster Type - Possible values include Wizard or Arcane).

What it does:

True if character is a spell caster of type specified.

Example:

IIF(SPELLCASTER:Wizard)

Would be true if the character is a Wizard.

Token Name: IIF(SPELLCASTER:x=PREPARE)

Variables Used (x): Number (The array number of the spellcaster class).

What it does:

True if the characters spellcaster class x has to prepare spells.

Example:

IIF(SPELLCASTER:0=PREPARE)

Would be true if the character's 1st class prepares spells.

IIF(SPELLCASTER:0=!PREPARE)

Would be true if the character's 1st class does not prepare spells.

Token Name: IIF(WEAPON.x.CATEGORY:y)

Variables Used (x): Number (The array number of the weapon).

Variables Used (y): Text (Weapon Type - Possible values include: Melee, Ranged, Exotic, Non-Standard-Melee).

What it does:

True if the weapon x is part of the category y .

Example:

IIF(WEAPON.%weap.CATEGORY:Ranged)

True if the current weapon is part of the Ranged category.

Token Name: IIF(x:=y)

Variables Used (x): Text (Any valid token or value).

Variables Used (y): Text (Any valid token or value).

What it does:

True if both tokens or values evaluate to the same value.

Example:

IIF(COMBAT.AC.TOTAL:20)

Would be true if the combat AC total was 20.

IIF(ABILITY.Special Ability.%subability.ASPECT.ChildAbility:ABILITYAUTO.Special Ability.%ability.ASPECT.MasterAbility)

This could occur inside a double loop, and would be true if the value of the ChildAbility ASPECT of the ability represented by %subability is equal to the value of the MasterAbility ASPECT of the ability represented by %ability.

Token Name: IIF(x:y)

Variables Used (x): Text (Any valid token or value).

Variables Used (y): Text (Any valid token or value).

What it does:

True if token y evaluates to the same value or a substring of the evaluation result of token x .

Example:

IIF(COMBAT.AC.TOTAL:20)

Would be true if the combat AC total was 20.

IIF(ABILITY.Special Ability.%subability.ASPECT.ChildAbility:ABILITYAUTO.Special Ability.%ability.ASPECT.MasterAbility)

This could occur inside a double loop, and would be true if the value of the ChildAbility ASPECT of the ability represented by %subability is equal to the value of the MasterAbility ASPECT of the ability represented by %ability.


Token Name: MANUALWHITESPACE

MANUALWHITESPACE
{Statements}
ENDMANUALWHITESPACE

What it does:

Marks a section where the author does not want white space added to the output sheet. If white space is desired the |BR| tag can be used, or a sheet format specific entry such as &nbsp; can be used in the sheet definition.

Within a manual whitespace section, all whitespace in the output sheet i.e. all newlines, spaces, tabs, etc. disappears. Whitespace inside the text of returned from a OS token is preserved however. All leading and trailing whitespace is trimmed, as is normally done.

Example:

|MANUALWHITESPACE| 1&nbsp;
|PLAYERNAME|
2 3<br>
4
|ENDMANUALWHITESPACE|

Where |PLAYERNAME| in this case is "Chuck Pint". Then the output would look like:
1&nbsp;Chuck Pint23<br>4


Token Name: OIF(x,y,z)

Variables Used (x): Text (Condition to be evaluated).

Variables Used (y): Text (Value returned if True).

Variables Used (z): Text (Value returned if False).

What it does:

Example:

OIF(HASFEAT:Armor Proficiency (Light),YES,NO)

If the character has the Light Armor proficiency, then returns "YES". Otherwise it returns "NO".

OIF((CL>5)||(TL>5),YES,NO)

Returns "YES" if Class Level or Total Level ar greater then 5. Oterwise it returns "NO"


Token Name: PIPE

What it does:

Inserts a pipe ("|") character.

Example:

Pipe|PIPE|Example

Would display "Pipe|Example".


*** New 5.15.7

Token Name: SPACE

What it does:

Inserts a Space (" ") character. Normally only used on text output sheets and inside manualwhitespace sections.

Example:

Space|SPACE|Example

Would display "Space Example".


Token Name: SUBx.y

Variables Used (x): Number (Number of Text Characters)

Variables Used (y): Subtoken (OS Token)

What it does:

Example:

SUB10.SPELLMEM.0.0.0.0.COMPONENTS

Would limit the output from the above tag to no more than 10 characters.


Token Name: TEMPBONUS.x.y

Variables Used (x): Number (Bonus index)

Variables Used (y): NAME (Name of the temporary bonus. Optional. Default)

Variables Used (y): DESC (Description of the temporary bonus.)

What it does:

Outputs the designated temporary bonus information.

Example:

|FOR,%temp,0,COUNT[TEMPBONUSNAMES]-1,1,0|

|TEMPBONUS.%temp|

|ENDFOR|


Token Name: TEXT.x.y

Variables Used (x): LOWER

Variables Used (x): LOWERCASE

Variables Used (x): REPLACEALL

Variables Used (x): REPLACEFIRST

Variables Used (x): SENTENCE

Variables Used (x): SENTENCECASE

Variables Used (x): TITLE

Variables Used (x): TITLECASE

Variables Used (x): UPPER

Variables Used (x): UPPERCASE

Variables Used (x): NUMSUFFIX

Variables Used (y): Subtoken (OS Token)

Variables Used (y): Number

What it does:

Alters the output of the following OS token. For it to work it has to be the first subtoken. The following are the subrags allowed and their effect.

Example:

TEXT.LOWER.SPELLMEM.%class.0.%level.%spell.NAME

Would output the name for the spell in lower case.

TEXT.REPLACEFIRST{\.0,}.SKILL.%skill.RANK

Would output "5" instead of "5.0" but would leave "5.5" as is.

TEXT.NUMSUFFIX.22

Would output a suffix of "nd" rather than the value 22.


Token Name: VAR.x

Variables Used (x): Text (Any defined variable name).

What it does:

Example:

VAR.Turn Undead.MINVAL.INTVAL

Would return 2.

VAR.Turn Undead.INTVAL

Would return 4.

VAR.Turn Undead.MINVAL

Would return 2.0.

VAR.Turn Undead

Would return 4.0.