# 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): Property (Merge Code).

- MERGEALL - Causes all armors with the same name to be merged (default behavior).
- MERGELOC - Causes all armors with the same name and in the same location to be merged.
- MERGEALL - Causes all armors with the same name to be merged - default behavior.

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:

- 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 - 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.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.