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    <title>Outputsheets on PCGen Documentation</title>
    <link>http://docs.pcgen.com/outputsheet.html</link>
    <description>Recent content in Outputsheets on PCGen Documentation</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Mon, 01 Aug 2016 00:00:00 +0000</lastBuildDate>
    <atom:link href="http://docs.pcgen.com/outputsheet.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>Character Output Sheet Creation</title>
      <link>http://docs.pcgen.com/outputsheet/tokens-used.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens-used.html</guid>
      <description>&lt;p&gt;Creating output sheets of any kind is even more difficult than list
editing, and we won&amp;rsquo;t explain the mechanics of HOW to create a sheet
here, only the tokens used by the sheets to get the desired information
from PCGen. Creating output sheets requires a little knowledge of HTML
or XML and some javascript/VB Script knowledge doesn&amp;rsquo;t hurt either!&lt;/p&gt;

&lt;p&gt;Whether you have this knowledge or not, it is &lt;em&gt;strongly&lt;/em&gt; recommended
that you take a look at how the current sheets are constructed and
&amp;lsquo;borrow&amp;rsquo; bits and pieces from them to build your own.&lt;/p&gt;

&lt;p&gt;Special acknowledgment goes out to Richard O&amp;rsquo;Doherty-Gregg (oROGutang)
for his outstanding output sheets and the basis that all wanna-be sheet
makers aspire to. If mimicry is the purest form of flattery, then ROG
has been flattered more than most, as almost EVERY alternate sheet that
is used within PCGen is some way derived from his works!&lt;/p&gt;

&lt;p&gt;Thanks Richard!&lt;/p&gt;

&lt;p&gt;UPDATE!&lt;/p&gt;

&lt;p&gt;Now we have Barak to thank. He has been busily (and happily&amp;hellip; or else!)
updating the character sheets and tokens as well as writing up some
tutorials on how to use the tokens in the sheets (these are
forthcoming). But the new formatting and explanations used are really
top notch! So kudos to Barak for all his hard work.&lt;/p&gt;

&lt;p&gt;Last Updated - 31 Mar 2003&lt;/p&gt;

&lt;p&gt;The entire output token documentation has revised and formatted by Shane
Molnar (LetohNereg) with content help from Barak.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Character Output Sheets in PCGen</title>
      <link>http://docs.pcgen.com/outputsheet/std.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/std.html</guid>
      <description>

&lt;h2 id=&#34;standard-output-sheets&#34;&gt;Standard Output Sheets&lt;/h2&gt;

&lt;h3 id=&#34;html-based-output-sheets&#34;&gt;HTML Based Output Sheets&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_std.htm&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Spans 3+ pages (depending on class).&lt;/li&gt;
&lt;li&gt;Includes Bio sheet full spell lists with spell details. Includes 2
images if they exist.&lt;/li&gt;
&lt;li&gt;They must have the name &amp;lt;character_name&amp;gt;.jpg and
&amp;lt;character_name&amp;gt;_Full.jpg and be in the same directory as
the exported sheet.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_compact.htm&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Compacted to fit on 2 pages (or one page duplexed).&lt;/li&gt;
&lt;li&gt;Does not have Bio or full spell details (only spell titles).&lt;/li&gt;
&lt;li&gt;Includes 2 images if they exist.&lt;/li&gt;
&lt;li&gt;They must have the name &amp;lt;character_name&amp;gt;.jpg and
&amp;lt;character_name&amp;gt;_Full.jpg and be in the same directory as
the exported sheet.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_combined.htm&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Uses JavaScript to produce 3 different formats in the one export.&lt;/li&gt;
&lt;li&gt;It has layouts similar to the previous 2 sheets and a third layout
that is somewhere between them.&lt;/li&gt;
&lt;li&gt;This sheet gives you the most flexibility but requires JavaScript
and probably Internet Explorer to get the layout correct.&lt;/li&gt;
&lt;li&gt;It also has buttons for barbarian characters to make the necessary
changes when raging and fatigued.&lt;/li&gt;
&lt;li&gt;Includes buttons to increase stats and shows the effects on AC,
Initiative, Skills, Weapons etc.&lt;/li&gt;
&lt;li&gt;Includes 2 images if they exist.&lt;/li&gt;
&lt;li&gt;Only non PDF sheet that shows Skill Mastery (Rogue 10th Level
Ability option) if picked.&lt;/li&gt;
&lt;li&gt;They must have the name &amp;lt;character_name&amp;gt;.jpg and
&amp;lt;character_name&amp;gt;_Full.jpg and be in the same directory as
the exported sheet.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock1.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates the format used to present monsters in 3.0
sources.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock2.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates the 3.0 statblock format.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock3.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates the 3.5 statblock format.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock4.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates an improved 3.5 statblock format which later
sources adopted.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock5.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates the statblock format used by Paizo for the
Pathfinder Role Playing Game.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_statblock_SRD.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet replicates the format used to present monsters in &lt;a href=&#34;http://www.andargor.com/&#34;&gt;Andargor&amp;rsquo;s
downloadable SRD&lt;/a&gt; .&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;eqsheet_fantasy_consumables.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Outputs all items a character has that can be considered consumables,
e.g. ammo, potions etc.&lt;br /&gt;
 Includes checkboxes to keep track of what has been used and what not.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;eqsheet_fantasy_std.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Outputs each of the equipment sets created on the Equipping Tab for the
character.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;psheet_fantasy_std.htm&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet is primarily intended for the Game Master, it contains
condensed information on the entire party for quick reference.&lt;br /&gt;
 It includes image of each character if the &amp;lt;character_name&amp;gt;.jpg
file exists.&lt;br /&gt;
 It lists Name, Classes, Level, HP, AC, AC Flat-footed, Initiative,
Vision, Alignment, Total Equipment Value, Fortitude, Reflex, Will,
Search, Spot, Listen and Languages.&lt;/p&gt;

&lt;h3 id=&#34;xml-based-output-sheets&#34;&gt;XML Based Output Sheets&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_OpenRPG.xml&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;This sheet is aimed at the button-pushing macro-loving set of
OpenRPG users; for those that prefer a less interactive character
sheet, we recommend exporting to a plain text sheet that you like
and cut/pasting your character into a text box.&lt;/li&gt;
&lt;li&gt;You&amp;rsquo;ll find all the dice macros on the combat tab.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_rpgwebprofiler.xml and
csheet_modern_rpgwebprofiler.xml&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;These sheets export to an xml format which can be imported into &lt;a href=&#34;http://www.myth-weavers.com/sheetindex.php&#34;&gt;RPG
Web Profiler Online Character
Sheets&lt;/a&gt; web based
service (formerly &lt;a href=&#34;http://www.rpgwebprofiler.net/&#34;&gt;here&lt;/a&gt; )&lt;/li&gt;
&lt;li&gt;Separate sheets are needed for Fantasy and Modern, the two are
incompatible, the export sheets will set which template
rpgwebprofiler uses.&lt;/li&gt;
&lt;li&gt;PCGen cannot populate rpgwebprofilers spell list, instead the spell
information is written to the notes section.&lt;/li&gt;
&lt;/ul&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Character Output Sheets: PDF Versions</title>
      <link>http://docs.pcgen.com/outputsheet/pdf.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/pdf.html</guid>
      <description>

&lt;h2 id=&#34;xslt-based-pdf-sheets&#34;&gt;XSLT based PDF sheets&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;XSLT sheets are xml XSL Transformations based, more dynamic versions
of the .fo pdf sheets and have for the most part replaced them
by now.&lt;/li&gt;
&lt;li&gt;They are dynamic in the way that if the character has a portrait it
will be displayed. If there is no picture of the character, that
section of the sheet is simply skipped.&lt;/li&gt;
&lt;li&gt;If a character is of an spellcasting class, its spells and spellbook
will be listed.&lt;/li&gt;
&lt;li&gt;If the character is of an spellcasting class and has not yet
received any spells, no spell progression page will be added (unlike
the now deprecated .fo sheets).&lt;/li&gt;
&lt;li&gt;The sheet will include a bio page if there is some text contained in
the bio field. Feat descriptions are included as
in csheet_fantasy_descriptions.fo.&lt;/li&gt;
&lt;li&gt;The xslt intelligence is contained in the
&lt;a href=&#34;../outputsheet/base-xml.html&#34;&gt;base.xml&lt;/a&gt; file in the outputsheets
root folder.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_std_xxx.xslt&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet comes in several different colors, determined by the xxx
description and produces a 3+ page sheet styled after the
csheet_fantasy_std.htm sheet.&lt;br /&gt;
 It will display all possible variations of wielding each weapon.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;1 - Primary hand&lt;/li&gt;
&lt;li&gt;2 - Off hand&lt;/li&gt;
&lt;li&gt;3 - Two handed&lt;/li&gt;
&lt;li&gt;4 - Two Weapon Fighting Primary Hand (off hand weapon light)&lt;/li&gt;
&lt;li&gt;5 - Two Weapon Fighting Primary Hand (off hand weapon heavy)&lt;/li&gt;
&lt;li&gt;6 - Two Weapon Fighting Off hand&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_simple_xxx.xslt&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This sheet also comes in several different colors, determined by the xxx
description.&lt;br /&gt;
 It is the same as the std sheet apart from the fact that for melee
weapons the simple sheet only shows the primary hand attack.&lt;br /&gt;
 The simple sheet is used for characters who only fight with a single
weapon in their on-hand and do not need the other 5 variations.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_modern_std.xslt&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Same as the fantasy sheet, only for the d20 Modern gamemode (Modern).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_spellbook_xxx.xsl&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;These templates are used to export the spells the character knows or has
access to, to a nicely formatted spell list. The different templates
offer several different layouts.&lt;/p&gt;

&lt;h2 id=&#34;fo-based-pdf-sheets&#34;&gt;.fo based PDF sheets&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;csheet_fantasy_Spellbook.fo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Produces a combined spell book for the character listing all spells
(regardless of class or level) in alphabetical order with their details.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Creating Character Sheet Templates</title>
      <link>http://docs.pcgen.com/outputsheet/tutorial.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tutorial.html</guid>
      <description>

&lt;h2 id=&#34;preface&#34;&gt;Preface&lt;/h2&gt;

&lt;p&gt;This guide is in the main going to focus on using the tokens effectively
and appropriately. For simplicity, we will primarily use HTML examples,
some of which may be fairly complicated.&lt;/p&gt;

&lt;p&gt;If you need help with HTML or XML/XSL you should visit
&lt;a href=&#34;http://www.w3c.org/&#34;&gt;http://www.w3c.org&lt;/a&gt; and read their tutorials. For
information about FOP (.fo file processing), visit
&lt;a href=&#34;http://www.apache.org/&#34;&gt;http://www.apache.org&lt;/a&gt; .&lt;/p&gt;

&lt;p&gt;After going over the basics, I will be taking you through the steps I
used to create a sheet to display a character&amp;rsquo;s weapons and equipment.&lt;/p&gt;

&lt;h2 id=&#34;introduction&#34;&gt;Introduction&lt;/h2&gt;

&lt;p&gt;You will need to have a basic understanding of how PCGen uses character
sheet templates to create them.&lt;/p&gt;

&lt;p&gt;When you &amp;ldquo;Export&amp;rdquo; a character, the program will ask you which template
you would like to use. PCGen starts by reading that template into
memory. PCGen scans for special character sets called &amp;ldquo;tokens&amp;rdquo; as it
reads the template. These tokens represent various bits of information
about the character you are exporting. When PCGen encounters one of
these tokens, it retrieves the information from the character file and
inserts the information into the spot where the token was. PCGen writes
the file out to disk with the information in place of the tokens once it
has completely loaded the file.&lt;/p&gt;

&lt;p&gt;A sample line in an HTML template file might be:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;i&amp;gt;Character Name:&amp;lt;/i&amp;gt; |NAME|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;If you open the template with an HTML browser you would see:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Character Name:&lt;/em&gt; |NAME|&lt;/p&gt;

&lt;p&gt;When you open the output file after exporting a character named &amp;ldquo;Mad
Monkey Mynex&amp;rdquo; using that template you would see:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Character Name:&lt;/em&gt; Mad Monkey Mynex&lt;/p&gt;

&lt;p&gt;The bodies of the templates themselves can be done in HTML or XML/XSL:FO
for PDF. In either case, the tokens used to get information from PCGen
into the sheet are the same. A word of warning: PCGen only changes the
token, nothing else. If you put in bad HTML or XML/XSL code, bad HTML or
XML/XSL code will come out.&lt;/p&gt;

&lt;p&gt;The first and most important thing I want to stress is to read the
documentation on the individual output tokens. Then read them again.
There are many subtleties in the use of the tokens contained there that
cannot be covered in a quick walkthrough.&lt;/p&gt;

&lt;p&gt;Through some frustrating trial and error when I began doing character
sheets for PCGen, I learned a few important things regarding basic
Character Sheet design:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Decide on a specific purpose/use for your template. There are LOTS
of tokens and there is no need to try and use them all.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Figure out what&amp;rsquo;s going to go on the sheet. Are you just going to
show the main AC? Are you going to want to show all the modifiers
that make up the total AC? Do you want spell lists? Etc.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Identify most of your tokens beforehand. Once you have decided what
you want on the sheet, it&amp;rsquo;s time to start figuring out what tokens
you need to use. It is easiest to sketch a simple layout on a sheet
of paper and fill in what tokens go where so you have a
quick reference. You don&amp;rsquo;t have to get them all right now, but it is
very helpful to have them right there so you don&amp;rsquo;t have to go
digging around through the documentation looking for the proper
token when you&amp;rsquo;re actually trying to type in the sheet.&lt;/li&gt;
&lt;li&gt;Remember that tokens do not like whitespace in front of them! It
will make your sheets go wonky, without you knowing why&amp;hellip;&lt;br /&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;h2 id=&#34;tokens&#34;&gt;Tokens&lt;/h2&gt;

&lt;p&gt;Now down to the true nuts and bolts, the tokens. First, some general
notes:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;All tokens are CAPITALIZED. There may be variables or options that
are not, but the token itself will be.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;All tokens are delimited (set apart) from the rest of the text on
the character sheets by either the | (pipe) character, a &lt;br /&gt;
(single backslash) or a \\ (double backslash), depending on where
the token is used. There are no spaces between the beginning and end
of the token and the delimiter characters. The token documentation
has the delimiter characters left out for ease of reading&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Some tokens output a single item, some output comma delimited
lists.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Not all tokens make PCGen output something. Some are control
commands that make comparisons, cause loops or apply filters. We
will discuss these shortly.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Many tokens use variables so you can get at certain aspects.
Variables come immediately after the token with a period &amp;ldquo;.&amp;rdquo;
between them. For example the token &lt;code&gt;EXPORT&lt;/code&gt; can provide date and
time information on a sheet using &lt;code&gt;EXPORT.DATE&lt;/code&gt; and &lt;code&gt;EXPORT.TIME&lt;/code&gt; .
The variables that may be used with each token are listed in the
output sheet token documentation. Not all variables are capitalized.
Some numeric variables start at zero (0) but those should be noted
in the documentation for the token.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2 id=&#34;control-tokens&#34;&gt;Control Tokens&lt;/h2&gt;

&lt;h3 id=&#34;filter-tokens&#34;&gt;Filter Tokens&lt;/h3&gt;

&lt;p&gt;The first and easiest to understand of the control tokens are the filter
tokens. These are used to stop the normal output if the filter condition
is not met. Filters all begin with a % (percent) sign and will run from
the moment they are invoked until they encounter a different filter or
until they encounter the end of filter token, which is a single % symbol
(E.g. &lt;code&gt;|%|&lt;/code&gt; ) In case this wasn&amp;rsquo;t clear, what it essentially means is
that one, and only one, filter may be active at any time. Nested filters
are not supported.&lt;/p&gt;

&lt;p&gt;The simplest ones are in the form &lt;code&gt;|%TOKEN|&lt;/code&gt; . Here PCGen simply checks
to see if the character has the appropriate data. A good use of these
simple filters is to suppress spell list blocks for non-spellcasters so
you can use the same character sheet for both types of characters and
not have an empty spell list cluttering things up for a non-spellcaster.
Examples of these types of tokens would be &lt;code&gt;|%SPELLISTBOOK|&lt;/code&gt; or &lt;code&gt;|%BIO|&lt;/code&gt;
.&lt;/p&gt;

&lt;p&gt;Some slightly more complex filters are in the form of &lt;code&gt;|%ARMORx|&lt;/code&gt; and
&lt;code&gt;|%WEAPONx|&lt;/code&gt; . In these filters x represents the number of appropriate
items (armor type or weapon type for the above examples) that the
character must have in order for the filter to allow output. For
example: &lt;code&gt;|%WEAPON3|&lt;/code&gt; means that there would be no output after the
filter until it reaches the next filter or filter end token unless the
character has at least three weapons. If the character has three weapons
the output would proceed as normal.&lt;/p&gt;

&lt;p&gt;The next form a filter may take is that of classname=level or
SPELLLISTCLASSx=level. For example, &lt;code&gt;|%BARD=3|&lt;/code&gt; would filter output if
the character did not have at least three Bard levels.
&lt;code&gt;|%SPELLLISTCLASS0=2|&lt;/code&gt; would filter output if the character did not have
at least two levels in his first spellcasting class. &lt;code&gt;SPELLLISTCLASS&lt;/code&gt; is
one of the tokens that starts at zero as mentioned earlier. These
filters are usually used to put class specific information on a sheet
and keep it from appearing unless you are of the appropriate class and
level. (Barbarian Rage is a good example here).&lt;/p&gt;

&lt;p&gt;The final form of filter is one that uses variables. They all start with
%VAR and take the form of &lt;code&gt;|%VAR.name.label.value|&lt;/code&gt; . The &amp;ldquo;name&amp;rdquo; is the
name of any variable that has been set up in the LST files using the VAR
tag. The label is a comparator and must be one of the following:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;EQ&lt;/code&gt; (equals).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;NEQ&lt;/code&gt; (not equal).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;LT&lt;/code&gt; (less than).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;LTEQ&lt;/code&gt; (less than or equal to).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;GT&lt;/code&gt; (greater than).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;GTEQ&lt;/code&gt; (greater than or equal to).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;An example using the variable TOTALPOWERPOINTS defined in a LST from the
Psionic Handbook would be: &lt;code&gt;|%VAR.TOTALPOWERPOINTS.GTEQ.1|&lt;/code&gt; . This would
filter output unless the variable TOTALPOWERPOINTS was greater than or
equal to 1.&lt;/p&gt;

&lt;p&gt;All of the available filters are listed in the output sheet token
documentation with the exception of the VAR ones which are too numerous
to include since every VAR in every LST can be used as a filter.&lt;/p&gt;

&lt;h3 id=&#34;count-tokens&#34;&gt;Count Tokens&lt;/h3&gt;

&lt;p&gt;The second special token is the COUNT token. This token also takes a
variable, but in a slightly different form. The variable for the COUNT
token goes inside a set of [] (square brackets). This token returns
the number of items of the variable type given. &lt;code&gt;|COUNT[CLASSES]|&lt;/code&gt; would
return the number of classes a character has. While this has some
limited use as an actual output token, these tags are more often used to
set the lower or upper limit in a FOR loop, which will be explained
shortly.&lt;/p&gt;

&lt;p&gt;All of the available variables for the COUNT token are listed in the
output sheet token documentation.&lt;/p&gt;

&lt;h3 id=&#34;if-tokens&#34;&gt;IF Tokens&lt;/h3&gt;

&lt;p&gt;The next set tokens in our review of control tokens are the IIF/OIF
tokens. The simpler of the two is the OIF token. It is used to evaluate
an expression and return a value (text or number). This token is in the
form &lt;code&gt;|OIF(expr,true,false)|&lt;/code&gt; . There are only certain expressions that
may be used, and they are listed in the output sheet token
documentation. The &amp;ldquo;true&amp;rdquo; and &amp;ldquo;false&amp;rdquo; parts may be anything you want
them to be. &lt;code&gt;|OIF(SPELLCASTER0=PREPARE,Yes,No)|&lt;/code&gt; would return &amp;ldquo;Yes&amp;rdquo; if
the character&amp;rsquo;s first spellcasting class had to prepare spells and &amp;ldquo;No&amp;rdquo;
if it didn&amp;rsquo;t.&lt;/p&gt;

&lt;p&gt;The IIF token has a much broader range and does not return output
itself. The IIF statement takes the form of:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|IIF(expr)|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;true actions&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ELSE|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;false actions&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDIF|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The IIF token, like the OIF token, can only take the expressions listed
in the output sheet documentation as usable with IF tokens. The power of
this token is in the ability to perform a whole series of actions based
upon the evaluation of the expression. An example of the IIF token could
be:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|IIF(SKILL0.UNTRAINED)|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;*&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ELSE|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;x&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDIF|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This bit would check to see if your first skill (SKILL0) is usable
untrained. If the skill is, it outputs an &amp;ldquo;*&amp;rdquo; otherwise it outputs an
&amp;ldquo;x&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;*** Update - Additional functionality has been added so that you may
compare (exact match only) the result of &lt;strong&gt;any&lt;/strong&gt; token to an expected
result. AND and OR functionality has also been added.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|IIF(SPELLLISTCLASS.%class:Psychic Warrior.OR.SPELLLISTCLASS.%class:Psion)|&lt;/code&gt;
would trigger if the class number represented by %class was either a
Psychic Warrior OR a Psion.&lt;/p&gt;

&lt;h3 id=&#34;loop-tokens&#34;&gt;Loop Tokens&lt;/h3&gt;

&lt;p&gt;The last set of control tokens we need to cover are the FOR/DFOR tokens.
These tokens provide loop capabilities for creating lists on character
sheets. These lists can include equipment, classes, skills, spells, etc.&lt;/p&gt;

&lt;p&gt;The FOR loops come in three forms. The format of the first is:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%var,min,max,step,exists|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;character sheet stuff&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;In this token, %var is a variable name that you assign when you create a
loop. It should not/cannot be the same as a variable defined in a LST by
the VAR tag.&lt;/p&gt;

&lt;p&gt;Whenever you use that variable within that loop, it will be evaluated
and return the current iteration number. The min and max values are the
start and end points for the loop. It is normal to start the loops at
zero because most of the arrays in PCGen are zero indexed.&lt;/p&gt;

&lt;p&gt;You may also use a COUNT statement here, or any token that returns a
number. You may use the &lt;code&gt;COUNT[xxx]&lt;/code&gt; token in the max field to tell the
loop when to stop, or any token that normally returns a number. The step
field is how much you want it to increment the variable each time it
goes through the loop (this is usually 1).&lt;/p&gt;

&lt;p&gt;The exists field controls how the loop acts if it runs out of data
before the max value is reached. There are only three valid values for
the exists field: 0, 1 or 2. If the exists field is a 0, the loop will
continue processing until the max is reached. If it is a 1, then the
loop will stop processing the contents of the loop and continue on
through the sheet as if the loop had reached the max. If exists is 2 and
the character sheet is currently within a filter, PCGen will not print
anything else until the end of the filter &lt;code&gt;|%|&lt;/code&gt; is reached or another
filter is begun.&lt;/p&gt;

&lt;p&gt;The &lt;code&gt;|ENDFOR|&lt;/code&gt; token tells the program where the loop ends and is
required when you use a |FOR, loop.&lt;/p&gt;

&lt;p&gt;Here is an example demonstrating a FOR loop:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%eqp,0,COUNT[EQUIPMENT]-1,1,1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|EQ%eqp.NAME|&amp;lt;br&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This loop will generate a list of the names of all of your equipment,
one item to a line using the EQx.Name token, where x is the current
count in the loop. (The &amp;lt;br&amp;gt; is an HTML line break.)&lt;/p&gt;

&lt;p&gt;Example output for a typical starting fighter would be:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Half-Plate          Outfit (Explorer&#39;s)          Shield (Large/Steel)          Battleaxe&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The variable in the above loop is %eqp. The min is 0. The max is
&lt;code&gt;COUNT[EQUIPMENT]-1&lt;/code&gt; . I subtracted 1 because we are going to cycle
through the equipment list and the equipment list array starts at 0
while the COUNT statement starts at 1. Because of this we need to reduce
the actual count by 1. The increment is going to be 1 and the loop will
exit immediately if it runs out of items before the max is reached.&lt;/p&gt;

&lt;p&gt;Notice the use of the variable %eqp to define the equipment number each
time through. Using loop variables properly, you can accomplish the
creation of large lists with relatively little effort. This is the main
reason to use loops.&lt;/p&gt;

&lt;p&gt;One last thing to know about these kinds of loops is that they may be
nested. For example:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%spbk,0,COUNT[SPELLBOOKS]-1,1,1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|SPELLBOOKNAME%spbk|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%lvl,0,9,1,1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|SPELLLISTBOOK%spbk.%lvl|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This would create a list of spells for each of your spellbooks (by
level).&lt;/p&gt;

&lt;p&gt;The spell list loop is said to be nested inside of the spell book loop.
This allows us to use two variables. If you need more variables, you may
nest more loops. Notice that each loop needs its own &lt;code&gt;|ENDFOR|&lt;/code&gt;
statement.&lt;/p&gt;

&lt;p&gt;The format for the next kind of FOR loop looks like this:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR.min,max,perLine,phrase,startLine,endLine,exists|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This kind of FOR loop can be used to generate multi-column lists. Notice
that the character following the FOR is a period instead of a comma.
There is no variable name in this kind of loop; to get the current
increment of the FOR loop you would use the &amp;ldquo;%&amp;rdquo; (percent) symbol.&lt;/p&gt;

&lt;p&gt;The min and max variables are the start and end points for the loop. The
perLine variable is how many phrases will be repeated before the endLine
is printed (e.g. 3 if you wanted a 3-column list). The phrase is the
code that is parsed for tokens.&lt;/p&gt;

&lt;p&gt;You must use &amp;ldquo;\&amp;rdquo; (backslash) characters instead of &amp;ldquo;|&amp;rdquo; (pipe)
characters to delimit tokens within a FOR loop phrase. The startLine
will be output at the beginning of the loop and after the endLine. The
endLine variable will be printed every perLine times through the loop.&lt;/p&gt;

&lt;p&gt;This type of FOR loop does not require an |ENDFOR| tag. This type of FOR
loop cannot be nested, &lt;strong&gt;&lt;em&gt;except&lt;/em&gt;&lt;/strong&gt; when doing a party sheet. Nesting in
this manner will be covered in the section dealing with party sheets.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; If you are using this type of FOR loop to create a party sheet
(psheet*.*) you must use a &amp;ldquo;\\&amp;rdquo; double backslash to delimit the
tokens within the phrase. Party sheets will be covered elsewhere, but it
is important to be aware of it.&lt;/p&gt;

&lt;p&gt;A real example (for a single character sheet):&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR.0,COUNT[EQUIPMENT]-1,2,&amp;lt;td&amp;gt;\EQ%.NAME\&amp;lt;/td&amp;gt;,&amp;lt;tr&amp;gt;,&amp;lt;/tr&amp;gt;,1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;HTML note: The &amp;lt;table&amp;gt; and &amp;lt;/table&amp;gt; are the HTML table
opening and closing commands &amp;lt;tr&amp;gt; and &amp;lt;/tr&amp;gt; open and close a
table row respectively and &amp;lt;td&amp;gt; and &amp;lt;/td&amp;gt; open and close a
single piece of data in the table.&lt;/p&gt;

&lt;p&gt;This would produce a table of two columns listing the names of all your
equipment.&lt;/p&gt;

&lt;p&gt;Example Output:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Half-Plate          Outfit (Explorer&#39;s)          Shield (Large/Steel)          Battleaxe&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;There is no named variable in this loop. The min is 0. The max is
&lt;code&gt;COUNT[EQUIPMENT]-1&lt;/code&gt; . The perLine is 2, so there will be two phrases
output before the endLine. The phrase is &lt;code&gt;&amp;lt;td&amp;gt;\EQ%.NAME\&amp;lt;/td&amp;gt;&lt;/code&gt; . The
startLine is &lt;code&gt;&amp;lt;tr&amp;gt;&lt;/code&gt; (to start the row) and the endLine is &lt;code&gt;&amp;lt;/tr&amp;gt;&lt;/code&gt; (to
end the row).&lt;/p&gt;

&lt;p&gt;The final type of for loop is the DFOR loop. While the format of the
loop itself is fairly complicated, what it does isn&amp;rsquo;t. Instead of
creating a table of elements across and then down, it creates a table of
elements down and then across.&lt;/p&gt;

&lt;p&gt;To illustrate the difference between the different loops:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR,&lt;/code&gt; Loop Output&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR.&lt;/code&gt; Loop Output&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DFOR&lt;/code&gt; Loop Output&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1 2 3&lt;/p&gt;

&lt;p&gt;1 4&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;4 5 6&lt;/p&gt;

&lt;p&gt;2 5&lt;/p&gt;

&lt;p&gt;3&lt;/p&gt;

&lt;p&gt;3 6&lt;/p&gt;

&lt;p&gt;5&lt;/p&gt;

&lt;p&gt;6&lt;/p&gt;

&lt;p&gt;The format for the DFOR loop:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|DFOR.min,maxDown,stepNextLine,totalMax,stepInLine,phrase,startLine,endLine,exists|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Explanation coming shortly (as soon as I figure out the best way to turn
this into Human English :p)&lt;/p&gt;

&lt;h3 id=&#34;math&#34;&gt;Math&lt;/h3&gt;

&lt;p&gt;Simple mathematical operations are supported in the character sheets.&lt;/p&gt;

&lt;p&gt;The operators +, -, *, /, @ and \^ may be used and you may set the
order of operations using ().&lt;/p&gt;

&lt;p&gt;You must use at least two operands. These operands can be valid tokens
(that return numbers), or they can both be hard-coded numbers or a token
and a number.&lt;/p&gt;

&lt;p&gt;@ and / are both used for division, but the first one returns only the
integer portion of the operation.&lt;/p&gt;

&lt;p&gt;Do not use spaces between the operands and the operator. Doing so will
cause the math operation to fail.&lt;/p&gt;

&lt;p&gt;Math can also be performed on attack routines without any extra effort.
For example: Say you use the token &lt;code&gt;|WEAPON%.TOTALHIT|&lt;/code&gt; and it returns
&amp;ldquo;+6/+1&amp;rdquo;. Were you to use &lt;code&gt;|WEAPON%.TOTALHIT+2&lt;/code&gt; |, the output would be
&amp;ldquo;+8/+3&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;There are several variables you may append to a math operation (using a
&amp;ldquo;.&amp;rdquo; As a delimiter) that will change the format of the output. These
variables are:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;INTVAL - Displays just the integer portion of the result operation.&lt;/li&gt;
&lt;li&gt;NOZERO - Displays blank if the result is zero, otherwise displays
the result.&lt;/li&gt;
&lt;li&gt;SIGN - Prepends the appropriate sign (+ or -) to the result.&lt;/li&gt;
&lt;li&gt;TRUNC - Displays the result to the first decimal place.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These variables may be used in combination with each other. For
example:&lt;br /&gt;
&lt;code&gt;|(VAR.Turn Level+STAT5.MOD).INTVAL.SIGN|&lt;/code&gt; would add the variable &amp;ldquo;Turn
Level&amp;rdquo; and the Wisdom Modifier together, return only the integer portion
of that operation and prepend the appropriate sign to it.&lt;/p&gt;

&lt;h2 id=&#34;creating-a-new-os&#34;&gt;Creating a new OS:&lt;/h2&gt;

&lt;p&gt;It has to be in the same directory as the other Output Sheets and the
name has to start with &amp;ldquo;csheet_&amp;rdquo;. Then it will show up in the export
list.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;The standard file naming standard is &amp;ldquo;csheet_genre_identifier&amp;rdquo;.&lt;/p&gt;&lt;/li&gt;

&lt;li&gt;&lt;p&gt;In
&lt;a href=&#34;../outputsheet/std.html&#34;&gt;docs\outputsheetpages\outputsheetsstd.html&lt;/a&gt;
a description of what makes your os sheet special if its html/xml in
standard versions. In
&lt;a href=&#34;../outputsheet/pdf.html&#34;&gt;docs\outputsheetpages\outputsheetspdf.html&lt;/a&gt;
a description of what makes your os sheet special if its xslt/.fo
in PDF. In
&lt;a href=&#34;../outputsheetpages/outputsheetstxt.html&#34;&gt;docs\outputsheetpages\outputsheetstxt.html&lt;/a&gt;
a description of what makes your os sheet special if its plain txt.&lt;/p&gt;&lt;/li&gt;

&lt;li&gt;&lt;p&gt;To get your sheet added to the repository and into the next
distribution as soon as possible. Upload to the
&lt;a href=&#34;http://groups.yahoo.com/group/pcgen_experimental/files/&#34;&gt;http://groups.yahoo.com/group/pcgen_experimental/files/&lt;/a&gt; in file
section &amp;ldquo;2) Step 2 -PRE-ALPHA, COMPLETED DATASETS GO HERE&amp;rdquo;, don&amp;rsquo;t
forget to check the box at the box at the bottom of the upload box
to let others know its there. Either wait for the notice to appear
on PcGen Experimental newsgroup and reply with the description as to
what is special about the new csheet, or you can email it to
the newsgroup.&lt;/p&gt;

&lt;p&gt;Note: It is PCGen&amp;rsquo;s policy to not put author&amp;rsquo;s web links, whether
commercial or personal, on output sheets submitted for inclusion
within PCGen. Author&amp;rsquo;s of such pages will have their names added to
the list of volunteers that have contributed to PCGen. Additionally,
if requested, PCGen will place the author&amp;rsquo;s name in the comments
section of the sheet as the original author.&lt;/p&gt;&lt;/li&gt;

&lt;li&gt;&lt;p&gt;If you need assistance with tags, ask on
&lt;a href=&#34;mailto:PCGenListFileHelp@yahoogroups.com&#34;&gt;PCGenListFileHelp@yahoogroups.com&lt;/a&gt; . Closed Content items are not
discussed as such. Check the front of the book for the OGL
disclaimer and see if what you need help with is Closed Content. If
it is then ask about a &amp;ldquo;Foo&amp;rdquo; skill/fead/class/device that has the
following capabilities, limited by the following and what you have
tried to get the effect you are interested in.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;character-sheet-creation&#34;&gt;Character Sheet Creation&lt;/h2&gt;

&lt;p&gt;Now on to the actual process of creating a character sheet. The first
thing to do is to decide what our sheet is for. As a not too simple and
not too difficult one I will go through creating a complete equipment
list with the weapons separated out of it. We&amp;rsquo;ll put the weapons on one
side and the equipment on the other.&lt;/p&gt;

&lt;p&gt;Now that we&amp;rsquo;ve decided what our sheet is for we need to decide exactly
what is going to be displayed on it.&lt;/p&gt;

&lt;p&gt;We should have some way of identifying the character the sheet goes
with, and the player playing the character. The class listing and level
could be helpful too. If you are anything like me, you have multiple
printed copies of your character floating around all the time in the
various stages of their development, so these last couple bits of
information can be invaluable.&lt;/p&gt;

&lt;p&gt;For the weapons we should display all of the standard attributes you
usually see on character sheets; Weapon name, to hit, damage, hand,
range, type, size, any special properties and critical hit information.&lt;/p&gt;

&lt;p&gt;For the rest of the equipment we can get away with a lot less
information. We would want the equipment name (lets make it bold if it&amp;rsquo;s
a magic item), the location it&amp;rsquo;s carried or equipped at, its weight, how
many of it we have and any special properties it might have.&lt;/p&gt;

&lt;p&gt;The tokens for the above list (in the order I listed them above) are;&lt;/p&gt;

&lt;p&gt;For the identification we have: &lt;code&gt;NAME&lt;/code&gt; , &lt;code&gt;PLAYERNAME&lt;/code&gt; , &lt;code&gt;CLASSLIST&lt;/code&gt; ,
&lt;code&gt;TOTALLEVELS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;For the weapons we have: &lt;code&gt;WEAPONx.NAME&lt;/code&gt; , &lt;code&gt;WEAPONx.TOTALHIT&lt;/code&gt; ,
&lt;code&gt;WEAPONx.DAMAGE&lt;/code&gt; , &lt;code&gt;WEAPONx.HAND&lt;/code&gt; , &lt;code&gt;WEAPONx.RANGE&lt;/code&gt; , &lt;code&gt;WEAPONx.TYPE&lt;/code&gt; ,
&lt;code&gt;WEAPONx.SIZE&lt;/code&gt; , &lt;code&gt;WEAPONx.SPROP&lt;/code&gt; , &lt;code&gt;WEAPONx.CRIT&lt;/code&gt; , &lt;code&gt;WEAPONx.MULT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;For the equipment we have: &lt;code&gt;EQx.NAME.MAGIC~&amp;lt;b&amp;gt;~&amp;lt;/b&amp;gt;&lt;/code&gt; , &lt;code&gt;EQx.EQUIPPED&lt;/code&gt; ,
&lt;code&gt;EQx.WT&lt;/code&gt; , &lt;code&gt;EQx.QTY&lt;/code&gt; , &lt;code&gt;EQx.SPROP&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;x&amp;rdquo; in all of the tokens above will actually be a variable of some
type (%weapon or %equipment perhaps). We&amp;rsquo;ll cover that in more depth
shortly.&lt;/p&gt;

&lt;p&gt;Next up is to decide on the actual layout. It is best to sketch what
you&amp;rsquo;re looking to do as a quick reference, and then begin your HTML and
craft it to fit the visualization you sketched out.&lt;/p&gt;

&lt;p&gt;While you may use an HTML editor such a Frontpage to create sheets, I
personally prefer to use a simple text editor and do it by hand.&lt;/p&gt;

&lt;p&gt;Construction of character sheets for PCGen is done almost entirely
through the use of tables for both the .html and the .fo files. Some of
the tables are simple, some of them are deeply nested tables within
tables.&lt;/p&gt;

&lt;p&gt;We need to start the HTML sheet and set a few basic parameters like a
white background, and a title to be displayed in the title bar of the
browser when the final sheet is opened.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;html&amp;gt;          &amp;lt;head&amp;gt;          &amp;lt;title&amp;gt;|NAME|&#39;s Weapons and Equipment&amp;lt;/title&amp;gt;          &amp;lt;/head&amp;gt;          &amp;lt;body bgcolor=&amp;quot;white&amp;quot;&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Our first table will hold the identification and appear at the top of
the sheet. The HTML for this would look as follows ( &lt;em&gt;note that for the
sake of space here I have removed several bits of formatting information
regarding font&amp;rsquo;s, etc. that you will see in the actual sheet this is
referring to&lt;/em&gt; ):&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;!-- Start Character Info Table --&amp;gt;          &amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;4&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td width=&amp;quot;35%&amp;quot;&amp;gt;|NAME|&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;20%&amp;quot;&amp;gt;|CLASSLIST|&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;|TOTALLEVELS|&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;35%&amp;quot;&amp;gt;|PLAYERNAME|&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td&amp;gt;CHARACTER NAME&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;CLASS&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;LEVEL&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;PLAYER&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &lt;code&gt;&amp;lt;tr&amp;gt;&lt;/code&gt; and &lt;code&gt;&amp;lt;/tr&amp;gt;&lt;/code&gt; are the opening and closing tags for a table row.
The &lt;code&gt;&amp;lt;td&amp;gt;&lt;/code&gt; and &lt;code&gt;&amp;lt;/td&amp;gt;&lt;/code&gt; are the opening and closing tags for each piece
of table data (basically an individual cell to think in spreadsheet
terms).&lt;/p&gt;

&lt;p&gt;What we&amp;rsquo;ve done here is put our tokens in the top row, and then in the
row underneath put labels for the various tokens.&lt;/p&gt;

&lt;p&gt;Note the comments and indentation. These can be very helpful when you
are in a deeply nested table and need to keep track of where you are.&lt;/p&gt;

&lt;p&gt;Next we get into the aforementioned nested tables. Since we want to
divide the rest of the sheet in half, with one half being for the
weapons and the other half for the rest of the equipment, we start
another table.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;!-- Start Main Sheet Table --&amp;gt;          &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This opens the table we will use as the main container for the rest of
the tables on the sheet. We&amp;rsquo;ve created the table, started the first row
and told it that we want the first data field to take up half of the
available page width.&lt;/p&gt;

&lt;p&gt;Our next task is to put the weapons tables into this data area. We&amp;rsquo;ll
start with a simple table to put a banner across half the page with a
label describing what information the tables following it contain.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;!-- Start Weapon Tables --&amp;gt;          &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WEAPONS&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The next step is to start the actual weapons tables. The first step in
this process is to craft the loop to cycle through the weapons. For the
sake of simplicity, we&amp;rsquo;ll use the most basic kind of FOR loop that I
described first.&lt;/p&gt;

&lt;p&gt;We&amp;rsquo;ll call our variable %weap just so it&amp;rsquo;s easy to remember what we&amp;rsquo;re
using it for. Then, because the equipment arrays are 0 indexed, we want
our start number to be 0. To get the max number we will use
&lt;code&gt;COUNT[EQTYPE.WEAPON]-1&lt;/code&gt; (remember the loop starts at 0 so we need to
end it one step early, hence the -1 on the end). We want it to step
through the loop one at a time so we set the step parameter to 1 and we
want it to continue through to the end of the loop, so we set the exists
parameter to 0. What it took and entire paragraph to write out boils
down to the following:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%weap,0,COUNT[EQTYPE.WEAPON]-1,1,0|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Our weapons information will be contained in two tables, one immediately
following the other. We do this so that we can have different numbers of
columns in each table. While it is possible to achieve this look with a
single table, it is much more involved to try and produce.&lt;/p&gt;

&lt;p&gt;The first table will have the weapons name, attack bonus, damage and
critical hit information. The HTML would look like this:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot;&amp;gt;|WEAPON.%weap.NAME|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;TOTAL ATTACK BONUS&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;DAMAGE&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;CRITICAL&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON.%weap.TOTALHIT|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON.%weap.DAMAGE|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON.%weap.CRIT|/x|WEAPON.%weap.MULT|&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Immediately following this will be another table that contains the rest
of the weapon information (hand, range, type, size and special
properties). That portion of the weapon display would look like this:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; width=&amp;quot;15%&amp;quot;&amp;gt;HAND&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; width=&amp;quot;15%&amp;quot;&amp;gt;RANGE&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;15%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;TYPE&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;15%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;SIZE&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;40%&amp;quot; height=&amp;quot;15&amp;quot;SPECIAL PROPERTIES&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;|WEAPON.%weap.HAND|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;|WEAPON.%weap.RANGE|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;|WEAPON.%weap.TYPE|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;|WEAPON.%weap.SIZE|&amp;lt;/td&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;|WEAPON.%weap.SPROP|&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;We then need to end the weapons loop and jump to the other half of the
sheet to do our other equipment, so after the above tables would be the
following:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|          &amp;lt;!-- End Weapon Tables --&amp;gt;          &amp;lt;/td&amp;gt;          &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Once again, we need to start a new table to contain our next group of
data. As before, we&amp;rsquo;ll put a title identifying the information the
section will contain, as well as headers.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;!-- Start Equipment Tables --&amp;gt;          &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;tr&amp;gt;          &amp;lt;td width=&amp;quot;60%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;ITEM&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;EQUIPPED&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;QTY&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;WT.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;GP COST&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;As we did for the weapons, we need to devise a loop to go through all
the equipment we have.&lt;/p&gt;

&lt;p&gt;We&amp;rsquo;ll call our variable %eqp just so it&amp;rsquo;s easy to remember what we&amp;rsquo;re
using it for. Then, because the equipment arrays are 0 indexed, we want
our start number to be 0. To get the max number we will use
&lt;code&gt;COUNT[EQ.NOT.Weapon]-1&lt;/code&gt; (remember the loop starts at 0 so we need to
end it one step early, hence the -1 on the end). We want it to step
through the loop one at a time so we set the step parameter to 1 and we
want it to continue through to the end of the loop, so we set the exists
parameter to 0. What once again took an entire paragraph to write out
boils down to the following:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%eqp,0,COUNT[EQUIPMENT.Not.Weapon]-1,1,0|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Unlike the weapons, the equipment will all be in one table, which is a
continuation of the title and header we did above. We just need to get
the proper information to line up under the proper header. The next
section looks like this:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;tr&amp;gt;          &amp;lt;td class=&amp;quot;border&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.NAME.MAGIC~&amp;lt;b&amp;gt;~&amp;lt;/b&amp;gt;|&amp;lt;br/&amp;gt; |EQ.NOT.Weapon.%eqp.SPROP|&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td class=&amp;quot;border&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.EQUIPPED|&amp;lt;br /&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td class=&amp;quot;border&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.QTY|&amp;lt;br /&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td class=&amp;quot;border&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.WT|&amp;lt;br /&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;td class=&amp;quot;border&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.COST|&amp;lt;br /&amp;gt;&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;We now need to end the equipment loop and close out the equipment table.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|          &amp;lt;/table&amp;gt;          &amp;lt;!-- End Equipment Table --&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Since our sheet is done at this point, we also need to close the master
table and the html page. The last bits of our character sheet should
look like this:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;/td&amp;gt;          &amp;lt;/tr&amp;gt;          &amp;lt;/table&amp;gt;          &amp;lt;!-- End Main Sheet Table --&amp;gt;          &amp;lt;/body&amp;gt;          &amp;lt;/html&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;That about covers it. More complex sheets are simply using more tables,
sometimes nesting three or four deep. If you need help, visit the PCGen
mailing list at &lt;a href=&#34;http://groups.yahoo.com/group/pcgen/&#34;&gt;http://groups.yahoo.com/group/pcgen/&lt;/a&gt;&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>General Information Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/general.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/general.html</guid>
      <description>&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;age&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; AGE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters age.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AGE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters age.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;agecategory&#34;&gt;&lt;/span&gt; *** New 6.1.3&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;agecategory&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; AGE.CATEGORY&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters age category.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AGE.CATEGORY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters age category.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;alignment&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; ALIGNMENT&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters alignment as full words, Lawful Good, Chaotic Evil,
None etc.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ALIGNMENT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters alignment as full words.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;alignmentshort&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; ALIGNMENT.SHORT&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters alignment as 2 letters or &amp;lsquo;None&amp;rsquo;, LG, CE, None etc.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ALIGNMENT.SHORT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters alignment as 2 letters or &amp;lsquo;None&amp;rsquo;.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;althp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; ALTHP&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Alternate Hit Points as defined by the
&lt;code&gt;BONUS:HP|ALTHP|x&lt;/code&gt; tag. This is used in gameModes which uses two
separate categories of hit points such as Spycraft which uses Wound
Points and Vitality Points.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ALTHP&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Alternate Hit Points.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;bio&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; BIO&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters biography.&lt;/p&gt;

&lt;p&gt;If followed by a comma and text the text will be appended to the end of
each new line.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BIO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters biography. Note that for each newline in the BIO the
OS creates a gap. e.g.&lt;br /&gt;
 Line 1&lt;br /&gt;
 Line 2&lt;br /&gt;
&lt;br /&gt;
 will display as:&lt;br /&gt;
 Line 1&lt;br /&gt;
&lt;br /&gt;
 Line 2&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BIO,Text&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters biography and appends the word &amp;lsquo;Text&amp;rsquo; at the end of
each new line.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BIO.beforevalue&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters biography but prefixes beforevalue for each new line.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BIO.beforevalue.aftervalue&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters biography but prefixes beforevalue and appends
aftervalue for each new line.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;birthday&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; BIRTHDAY&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters birthday.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BIRTHDAY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters birthday.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;catchphrase&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CATCHPHRASE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters catch phrase.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CATCHPHRASE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters catch phrase.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;campaignhistory&#34;&gt;&lt;/span&gt; *** New 6.1.9&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; CAMPAIGNHISTORY.v.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Text (Visibility, Optional)&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - As per VISIBLE.&lt;/li&gt;
&lt;li&gt;VISIBLE - Filter to just the entries that are marked for export.&lt;/li&gt;
&lt;li&gt;HIDDEN - Filter to just the entries that are not marked for export.&lt;/li&gt;
&lt;li&gt;ALL - Shows all entries.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (Entry&amp;rsquo;s Position)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Entry Property, Optional)&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the xth entry&amp;rsquo;s text.&lt;/li&gt;
&lt;li&gt;CAMPAIGN - Name of the campaign&lt;/li&gt;
&lt;li&gt;ADVENTURE - Name of the adventure.&lt;/li&gt;
&lt;li&gt;PARTY - Name of the party.&lt;/li&gt;
&lt;li&gt;DATE - Date of the event.&lt;/li&gt;
&lt;li&gt;XP - Amount of XP awarded.&lt;/li&gt;
&lt;li&gt;GM - Name of the game master.&lt;/li&gt;
&lt;li&gt;TEXT - Text of the entry.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the xth entry in the character&amp;rsquo;s campaign
history list.&lt;/p&gt;

&lt;p&gt;Entry position (x) is a zero-based index for the entries after filtering
(see above) for visibility (v).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CAMPAIGNHISTORY.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Output the text of the 1st (top-most) campaign history entry that is
marked for export.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CAMPAIGNHISTORY.ALL.0.CAMPAIGN&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Output the campaign name from the 1st (top-most) campaign history entry
regardless of if it is marked for export.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;charactertype&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CHARACTERTYPE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display the characters type, e.g. &lt;strong&gt;PC&lt;/strong&gt; , &lt;strong&gt;NPC&lt;/strong&gt; , etc..&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHARACTERTYPE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display the character&amp;rsquo;s type.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;class&#34;&gt;&lt;/span&gt; *** Updated 6.1.2&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; CLASS.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The classes position in the character&amp;rsquo;s
class list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the xth class&amp;rsquo; name.&lt;/li&gt;
&lt;li&gt;LEVEL - Displays the xth class&amp;rsquo; level.&lt;/li&gt;
&lt;li&gt;TYPE - Displays the xth class&amp;rsquo; type.&lt;/li&gt;
&lt;li&gt;CLASSTYPE - Displays the xth class&amp;rsquo; class type.&lt;/li&gt;
&lt;li&gt;ISMONSTER - Displays the xth class&amp;rsquo; ISMONSTER flag (Y/N).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the xth class&amp;rsquo; name or level.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the 1st class.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS.0.LEVEL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the level of the 1st class.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;classabb&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CLASSABB.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The classes position in the character&amp;rsquo;s
class list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the abbreviated name of the xth class.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASSABB.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the abbreviated name of the 1st class.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;classlist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CLASSLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of all your classes including their
levels.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASSLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of all your classes including their
levels.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;color&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; COLOR.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;EYE - Display characters eye color.&lt;/li&gt;
&lt;li&gt;HAIR - Display characters hair color.&lt;/li&gt;
&lt;li&gt;SKIN - Display characters skin color.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the color of the selected item.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COLOR.EYE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters eye color.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COLOR.HAIR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters hair color.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COLOR.SKIN&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters skin color.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;cr&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CR&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Chalenge Rating.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Chalenge Rating.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;deity&#34;&gt;&lt;/span&gt; *** Updated&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; DEITY.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the deity name.&lt;/li&gt;
&lt;li&gt;ALIGNMENT - Displays the deity alignment.&lt;/li&gt;
&lt;li&gt;APPEARANCE - Displays the deity appearance.&lt;/li&gt;
&lt;li&gt;DESCRIPTION - Displays the deity description.&lt;/li&gt;
&lt;li&gt;DOMAINLIST - Displays the deity domain list.&lt;/li&gt;
&lt;li&gt;FAVOREDWEAPON - Displays the deity favored weapon.&lt;/li&gt;
&lt;li&gt;FOLLOWERALIGNMENT - Displays the deity acceptable
follower alignments.&lt;/li&gt;
&lt;li&gt;HOLYITEM - Displays the deity holy item.&lt;/li&gt;
&lt;li&gt;PANTHEONLIST - Displays the deity pantheons.&lt;/li&gt;
&lt;li&gt;SA - Displays the deity granted special abilities.&lt;/li&gt;
&lt;li&gt;SOURCE - Displays the deity source.&lt;/li&gt;
&lt;li&gt;TITLE - Displays the deity title.&lt;/li&gt;
&lt;li&gt;WORSHIPPERS - Displays the deity typical worshippers.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the selected property of the Deity.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEITY.DESCRIPTION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Prints the deity description.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;desc&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; DESC&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters description.&lt;/p&gt;

&lt;p&gt;If followed by a comma and text the text will be appended to the end of
each new line.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DESC&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters description.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DESC,Text&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters description and appends the word &amp;lsquo;Text&amp;rsquo; at the end of
each new line.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;domain&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; DOMAIN.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The domain&amp;rsquo;s position in the character&amp;rsquo;s
domain list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the domain name.&lt;/li&gt;
&lt;li&gt;POWER - Displays the domain powers.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the character&amp;rsquo;s selected domains.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DOMAIN.1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the 2 ^nd^ domain.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DOMAIN.1.POWER&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the domain powers of the 2 ^nd^ domain.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;dr&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; DR&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters damage reduction.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters damage reduction.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;ecl&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; ECL&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Effective Character Level.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ECL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Effective Character Level.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;exp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; EXP.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;CURRENT - Displays current XP.&lt;/li&gt;
&lt;li&gt;NEXT - Displays XP required for next level.&lt;/li&gt;
&lt;li&gt;FACTOR - Displays multiplying factor for multiclassing XP.&lt;/li&gt;
&lt;li&gt;PENALTY - Displays the % experience penalty for having too many
classes with levels too far apart.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays various information about Experience Points.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;EXP.CURRENT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays current Experience Points.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;face&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FACE.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;SHORT - delivers &amp;ldquo;&amp;lt;x&amp;gt; &amp;lt;MOVEUNITABBREV&amp;gt;&amp;rdquo; or &amp;ldquo;&amp;lt;x&amp;gt; X
&amp;lt;y&amp;gt;&amp;ldquo;&lt;/li&gt;
&lt;li&gt;1 - delivers &amp;ldquo;&amp;lt;x&amp;gt;&amp;ldquo;&lt;/li&gt;
&lt;li&gt;2 - delivers &amp;ldquo;&amp;lt;y&amp;gt;&amp;ldquo;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the area you occupy.&lt;/p&gt;

&lt;p&gt;Used for the Face statistic in 3.0 rules and the Space statistic in 3.5
rules.&lt;/p&gt;

&lt;p&gt;The &lt;a href=&#34;../list/data/races/face.html&#34;&gt;FACE&lt;/a&gt; tag from which the FACE token
gets its data can be one or two integers (x,y).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FACE.SHORT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters Face or Space statistic.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;favoredlist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FAVOREDLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of all your favored classes.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVOREDLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of all your favored classes.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;follower&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FOLLOWER.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The follower&amp;rsquo;s position in the
character&amp;rsquo;s follower list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Any valid csheet token).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Prints out the result of the specified token on the specified follower.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOLLOWER0.RACE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the 1 ^st^ followers race.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOLLOWER0.GENDER.LONG&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the 1 ^st^ followers long version gender (e.g. Male/Female).&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;followerlist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FOLLOWERLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of follower names.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOLLOWERLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of follower names.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;followerof&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FOLLOWEROF&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the type of follower the character is and the master&amp;rsquo;s name
(e.g. &amp;ldquo;Familiar of Jorge&amp;rdquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOLLOWEROF&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the type of follower the character is and the master&amp;rsquo;s name.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;followertype&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FOLLOWERTYPE.x.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Follower Type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;ANIMAL COMPANION - Followers considered to be Animal Companions.&lt;/li&gt;
&lt;li&gt;FAMILIAR - Followers considered to be Familiars.&lt;/li&gt;
&lt;li&gt;FOLLOWER - Followers considered to be Henchmen.&lt;/li&gt;
&lt;li&gt;SPECIAL MOUNT - Followers considered to be Special Mounts.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Number (The follower of the type specified&amp;rsquo;s
position in the character&amp;rsquo;s follower list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Any valid csheet token).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays the specified token for the specified follower.&lt;/li&gt;
&lt;li&gt;Both the Master and the Follower must be open in PCGen for this
token to export the proper information.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOLLOWERTYPE.FAMILIAR.0.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The name of the 1 ^st^ familiar is displayed.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;gamemode&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; GAMEMODE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the current Game Mode.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;GAMEMODE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the current Game Mode.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;gender&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; GENDER.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Gender output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays characters gender as a single letter, M for Male, F
for Female.&lt;/li&gt;
&lt;li&gt;SHORT - Displays characters gender as a single letter, M for Male, F
for Female.&lt;/li&gt;
&lt;li&gt;LONG - Displays characters gender as the whole word, Male or Female.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters gender as a single letter, M for Male, F for Female.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;GENDER&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters gender as a single letter, M for Male, F for Female.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;gold&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; GOLD&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the amount of gold displayed in the Items tab.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;GOLD&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the amount of gold displayed in the Items tab.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;handed&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; HANDED&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters handedness, Left Handed, Right Handed.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HANDED&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters handedness, Left Handed, Right Handed.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;height&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; HEIGHT.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Height output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays characters complete height in the currently
selected height unit (e.g. 6&amp;rsquo; 2&amp;rdquo;).&lt;/li&gt;
&lt;li&gt;FOOTPART - Displays the foot part of characters height (e.g. 6&amp;rsquo;).&lt;/li&gt;
&lt;li&gt;INCHPART - Displays the inch part of characters height (e.g. 2&amp;rdquo;).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays character height information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HEIGHT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters complete height.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;hitdice&#34;&gt;&lt;/span&gt; *** Updated 6.1.3&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; HITDICE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Modifier&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays characters total hit dice in explicit format.&lt;/li&gt;
&lt;li&gt;LONG - same as blank.&lt;/li&gt;
&lt;li&gt;MEDIUM - Display total hit dice in Pathfinder RPG statblock
format, e.g. &amp;ldquo;3d10+12&amp;rdquo; or &amp;ldquo;3 HD; 2d8+1d10+6&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;SHORT - Displays characters total hit dice in short format..&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters total hit dice.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDICE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters total hit dice.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;hp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; HP&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Hit Points.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HP&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters Hit Points.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;interests&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; INTERESTS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters interests.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;INTERESTS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters interests.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;invalidtext&#34;&gt;&lt;/span&gt; *** new 6.01.04&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; INVALIDTEXT.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the invalid text appropriate to the referenced property.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;DAMAGE - Displays the invalid damage text as defined in the Output
Preferences tab.&lt;/li&gt;
&lt;li&gt;TOHIT - Displays the invalid to-hit text as defined in the Output
Preferences tab.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Note: This token is used to create a new node under /character/export in
the &lt;span class=&#34;lstfile&#34;&gt; base.xml &lt;/span&gt; , similar to the &lt;code&gt;PAPERINFO&lt;/code&gt;
token, which is then used in the XSLT code.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Node in base.xml file:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;invalidtext&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;tohit&amp;gt;|INVALIDTEXT.TOHIT|&amp;lt;/tohit&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;damage&amp;gt;|INVALIDTEXT.DAMAGE|&amp;lt;/damage&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;/invalidtext&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Code in xslt file:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;xsl:if test=&amp;quot;not(w1_h1_p/to_hit = /character/export/invalidtext/tohit          and w1_h1_p/damage = /character/export/invalidtext/damage          and w2_p_oh/to_hit = /character/export/invalidtext/tohit          and w2_p_oh/damage = /character/export/invalidtext/damage)&amp;quot;&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the invalid to-hit and damage text on the Output Sheet.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;languages&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; LANGUAGES.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Language output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays a comma delimited list of known languages.&lt;/li&gt;
&lt;li&gt;Number?- The languages position in the character&amp;rsquo;s language list -
0-based index.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays character language information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LANGUAGES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of known languages.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LANGUAGES.3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;the 3 ^rd^ language known by the character.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;length&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; LENGTH.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Length output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;HAIR - Display characters hair length.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays character length information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LENGTH.HAIR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters hair length.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;location&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; LOCATION&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters location.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LOCATION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters location.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;misc&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; MISC.x,y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Length output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;FUNDS - Displays the Funds free-form entry in the Misc tab and is
printed exactly as it appears in that text field.&lt;/li&gt;
&lt;li&gt;COMPANIONS - Displays the Companions free-form entry in the Misc tab
and is printed exactly as it appears in that text field.&lt;/li&gt;
&lt;li&gt;MAGIC - Displays the Magic free-form entry in the Misc tab and is
printed exactly as it appears in that text field.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (HTML formating).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays info from the Miscellaneous tab.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MISC.MAGIC,&amp;lt;br/&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the contents of the Magic the free-form entry in the Misc tab
and is printed exactly as it appears in that text field after outputting
a blank line.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;move&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; MOVE.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number?(The movement types position in the
character&amp;rsquo;s movement list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the name and rate in the selected unit set of the
xth movement type.&lt;/li&gt;
&lt;li&gt;NAME - Displays the name only of the xth movement type.&lt;/li&gt;
&lt;li&gt;RATE - Displays the rate only in the selected unit set of the xth
movement type.&lt;/li&gt;
&lt;li&gt;SQUARES - Displays the rate in 5&amp;rsquo; squares of the xth movement type.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays movement information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MOVE0.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name only of the 1 ^st^ movement type.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;movement&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; MOVEMENT&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters movement rate.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MOVEMENT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters movement rate.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;name&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; NAME&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters name.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters name.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;note&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; NOTE.w.x.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Number?(The note&amp;rsquo;s position in the character&amp;rsquo;s
note list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (lineprefix - Optional).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (linesuffix - Optional).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NAME - Displays the note&amp;rsquo;s name.&lt;/li&gt;
&lt;li&gt;VALUE - Displays the notes contents.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Export the note name/header and text/value.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NOTE.0.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the 1 ^st^ note name in the character&amp;rsquo;s note list.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NOTE.0.NAME.&amp;lt;b&amp;gt;.&amp;lt;/b&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the 1 ^st^ note name in the character&amp;rsquo;s note list in bold font.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; NOTE.v.w.x.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Text (Label).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;ALL - This will cycle through all the notes.&lt;/li&gt;
&lt;li&gt;Number - Will report based on the xth note.&lt;/li&gt;
&lt;li&gt;Text -?Will find a note by that name and report on it.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (beforeHeader).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (afterHeader).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (beforeValue).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (afterValue).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Exports and formats notes.&lt;/li&gt;
&lt;li&gt;If any of the before and after values are not included they will be
treated as empty strings.&lt;/li&gt;
&lt;li&gt;Note that the parser will treat ..? as a single .? so if you want to
skip a field you need to put a space between them (e.g.? &amp;ldquo;.? .&amp;rdquo;).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NOTE.ALL.&amp;lt;b&amp;gt;.&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This would bold the header of the note (from the Notes tab) and put a
new line before the value.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;paperinfo&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PAPERINFO.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NAME - Displays the Paper Type defined in the Output Preferences.&lt;/li&gt;
&lt;li&gt;HEIGHT - Displays the height of the Paper Type defined in the Output
Preferences in millimeters or inches based on paper type (Metric
or US).&lt;/li&gt;
&lt;li&gt;WIDTH - Displays the width of the Paper Type defined in the Output
Preferences in millimeters or inches based on paper type (Metric
or US).&lt;/li&gt;
&lt;li&gt;MARGINTOP - Displays the top margin of the Paper Type defined in the
Output Preferences in millimeters or inches based on paper type
(Metric or US).&lt;/li&gt;
&lt;li&gt;MARGINBOTTOM - Displays the bottom margin of the Paper Type defined
in the Output Preferences in millimeters or inches based on paper
type (Metric or US).&lt;/li&gt;
&lt;li&gt;MARGINLEFT - Displays the left margin of the Paper Type defined in
the Output Preferences in millimeters or inches based on paper type
(Metric or US).&lt;/li&gt;
&lt;li&gt;MARGINRIGHT - Displays the right margin of the Paper Type defined in
the Output Preferences in millimeters or inches based on paper type
(Metric or US).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the paper defined in preferences for the
Output Sheet.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PAPERINFO.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the Paper Type defined in the Output Preferences.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;pc&#34;&gt;&lt;/span&gt; *** new 5.7.14&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; PC.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;HEIGHT - Displays the height of PC in inches (or whatever the base
unit is).&lt;/li&gt;
&lt;li&gt;WEIGHT - Displays the weight of PC in pounds (or whatever base
unit is).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters height or weight.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PC.HEIGHT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters height.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;personality&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PERSONALITY.1&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters first personality trait.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PERSONALITY.1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters first personality trait.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; PERSONALITY.2&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters second personality trait.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PERSONALITY.2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters second personality trait.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;phobias&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PHOBIAS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters phobias.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PHOBIAS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters phobias.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;playername&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PLAYERNAME&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays Player&amp;rsquo;s Name.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PLAYERNAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays Player&amp;rsquo;s Name.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;pool&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; POOL.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;COST - Displays the original cost of creating the character if it
was done in Purchase Mode.&lt;/li&gt;
&lt;li&gt;CURRENT?- Displays the remaining stat pool.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the stat pool.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;POOL.CURRENT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the remaining stat pool.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;portrait&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PORTRAIT.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; THUMB (Property. Optional).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;PCGen outputs the path and file name to the portrait selected on the
DESCRIPTION tab.&lt;/li&gt;
&lt;li&gt;If &lt;code&gt;THUMB&lt;/code&gt; is used PCGen outputs the path and file name to the
generated thumbnail of the portrait selected on the DESCRIPTION tab.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PORTRAIT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Outputs the path and file name to the portrait selected on the
DESCRIPTION tab.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PORTRAIT.THUMB&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Outputs the path and file name to the thumbnail of the portrait selected
on the DESCRIPTION tab.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;race&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; RACE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters race.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;RACE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters race.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;racesubtype&#34;&gt;&lt;/span&gt; *** New 5.9.4&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; RACESUBTYPE.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The subtypes position in the character&amp;rsquo;s
subtypes list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters race subtype as set by the
&lt;a href=&#34;../list/data/races/racesubtype.html&#34;&gt;RACESUBTYPE&lt;/a&gt; race tag.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;RACESUBTYPE.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters first racial subtype.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;racetype&#34;&gt;&lt;/span&gt; *** New 5.9.4&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; RACETYPE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters race type as set by the
&lt;a href=&#34;../list/data/races/racetype.html&#34;&gt;RACETYPE&lt;/a&gt; race tag.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;RACETYPE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters race type.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;reach&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; REACH&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters reach.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;REACH&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters reach.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;region&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; REGION&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the character&amp;rsquo;s region as defined by their region template.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;REGION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the character&amp;rsquo;s region as defined by their region template.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;residence&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; RESIDENCE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters residence.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;RESIDENCE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters residence.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;size&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SIZE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays your size (based on your race) as a single letter.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SIZE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays your size as a single letter.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;sizelong&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SIZELONG&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the full name of your size (ie.? &amp;ldquo;Medium&amp;rdquo; instead of &amp;ldquo;M&amp;rdquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SIZELONG&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays your size as a single letter.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;speechtendency&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPEECHTENDENCY&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display characters speechtendency.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPEECHTENDENCY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display characters speechtendency.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;sr&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SR&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters spell resistance.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters spell resistance.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;subregion&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SUBREGION&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the character&amp;rsquo;s subregion as defined by their region template.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SUBREGION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the character&amp;rsquo;s subregion as defined by their region template.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;total&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TOTAL.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;CAPACITY?- Displays carrying capacity, in pounds, of the character.&lt;/li&gt;
&lt;li&gt;LOAD?- Displays the kind of LOAD (Light, Medium, Heavy,
or Overload).&lt;/li&gt;
&lt;li&gt;VALUE?- Displays the total value of all your equipment, in
gold pieces.&lt;/li&gt;
&lt;li&gt;WEIGHT - Displays the total weight, in pounds, of equipment the
character is carrying.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays load information about carried equipment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TOTAL.CAPACITY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays &amp;lsquo;total&amp;rsquo; information about carried equipment.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;totallevels&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TOTALLEVELS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays an integer of your total levels.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TOTALLEVELS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays an integer of your total levels.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;type&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TYPE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the type set by the &lt;a href=&#34;../list/data/races.html#type&#34;&gt;TYPE&lt;/a&gt; race
tag.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TYPE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the race type.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;unitset&#34;&gt;&lt;/span&gt; *** new 5.7.9&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; UNITSET.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays the name of the unit set.&lt;/li&gt;
&lt;li&gt;HEIGHTUNIT - Displays the unit used for character height.&lt;/li&gt;
&lt;li&gt;DISTANCEUNIT - Displays the unit used for distances.&lt;/li&gt;
&lt;li&gt;WEIGHTUNIT - Displays the unit used for weights.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays unit set information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;UNITSET&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the currently selected unit set.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;UNITSET.WEIGHTUNIT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the weight unit of the currently selected unit set.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;vision&#34;&gt;&lt;/span&gt; *** updated 5.9.5&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; VISION.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Vision output type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays a comma delimited list of character&amp;rsquo;s vision types.&lt;/li&gt;
&lt;li&gt;Number?- The vision position in the character&amp;rsquo;s vision list -
0-based index.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays character vision information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of the character&amp;rsquo;s vision types.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISION.3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;the 3 ^rd^ vision type of the character.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weight&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEIGHT.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;blank - Displays characters weight in the currently selected
weight unit.&lt;/li&gt;
&lt;li&gt;NOUNIT - Displays characters weight with no units.&lt;/li&gt;
&lt;li&gt;LIGHT - Displays the max weight for the Light load category.&lt;/li&gt;
&lt;li&gt;MEDIUM - Displays the max weight for the Medium load category.&lt;/li&gt;
&lt;li&gt;HEAVY - Displays the max weight for the Heavy load category.&lt;/li&gt;
&lt;li&gt;OVERHEAD - Displays the max weight for the OverHead load category.&lt;/li&gt;
&lt;li&gt;OFFGROUND - Displays the max weight for the OffGround load category.&lt;/li&gt;
&lt;li&gt;PUSHDRAG - Displays the max weight for the PushDrag load category.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays characters weight information. The last six properties are
defined in the Load.lst gameMode file with the
&lt;a href=&#34;../list/system/gamemode-load/encumbrance.html&#34;&gt;ENCUMBRANCE&lt;/a&gt; tag&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEIGHT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays characters weight in the currently selected weight unit.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEIGHT.LIGHT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays max weight for the light load category.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;span id=&#34;xpaward&#34;&gt;&lt;/span&gt; *** New 6.1.2&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; XPAWARD&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Display the experience award for this creature. This is only used for
game modes with fixed XP awards per CR, such as the Pathfinder RPG.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;XPAWARD&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display the XP award.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Index : Character Output Sheets</title>
      <link>http://docs.pcgen.com/outputsheet/outputsheet_index.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/outputsheet_index.html</guid>
      <description>&lt;p&gt;The most important aspect of any character generator is the final
output, without that the program would be pretty useless.&lt;/p&gt;

&lt;p&gt;So in the next few sections the character sheets provided with PCGen are
explained. There are several basic types of output sheets; Character
Sheets, Equipment Set Sheets, Party Sheets and Spell Sheets.&lt;br /&gt;
 Each may have different types of output; HTML, XML, PDF and TXT.&lt;/p&gt;

&lt;p&gt;HTML and XML sheets are exported via the File - Export - Standard
function.&lt;br /&gt;
 PDF files are generated by one of two methods, XSL Transformations
(XSLT - .xslt), or XSL Formatting Objects.(.fo).&lt;br /&gt;
 XSLT is currently the prevalent solution and has more or less replaced
.fo sheets.&lt;/p&gt;

&lt;p&gt;Most likely you would like to export to a &lt;strong&gt;Character Sheet&lt;/strong&gt; , it is a
character generator after all!&lt;br /&gt;
 These come in several formats; HTML, PDF, Plain Text, and XML sheets
for &lt;a href=&#34;http://www.openrpg.com/&#34;&gt;OpenRPG&lt;/a&gt; ,
&lt;a href=&#34;http://rptools.net/&#34;&gt;RPTools&lt;/a&gt;&lt;a href=&#34;http://rptools.net/doku.php?id=inittool:intro&#34;&gt;InitTool&lt;/a&gt;
and [](&lt;a href=&#34;http://www.myth-weavers.com/sheetindex.php&#34;&gt;http://www.myth-weavers.com/sheetindex.php&lt;/a&gt;) RPG Web Profiler
(Formerly &lt;a href=&#34;http://www.rpgwebprofiler.net/&#34;&gt;here&lt;/a&gt; ).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Equipment Set sheets&lt;/strong&gt; are used to allow players to export different
equipment configurations, or &amp;lsquo;dress&amp;rsquo; depending on the environment they
are in. The can be set up for the classic dungeon crawl, meeting the
prince, or their &amp;lsquo;in town&amp;rsquo; for example.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Party Sheets&lt;/strong&gt; are primarily for use by the Game Master, they contain
condensed information on the entire party for quick reference.&lt;br /&gt;
 See the &lt;a href=&#34;../menu/file/party-options.html&#34;&gt;Party menu option&lt;/a&gt; for more
information on Party (PCP) files.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Spell Sheets&lt;/strong&gt; are used to export the spells the character knows or
has access to, to a nicely formatted spell list. Several layout options
are available.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Miscellaneous Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/misc.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/misc.html</guid>
      <description>&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;math&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; x&amp;lt;Mathematical Operator&amp;gt;x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number or Numeric Token (Operand).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Mathematical Operator&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Simple mathematical operations are supported in the output sheets.&lt;/li&gt;
&lt;li&gt;Valid operators include the following:

&lt;ul&gt;
&lt;li&gt;+ (Addition operator).&lt;/li&gt;
&lt;li&gt;- (Subtraction operator).&lt;/li&gt;
&lt;li&gt;* (Multiplication operator).&lt;/li&gt;
&lt;li&gt;/ (Divisor operator).&lt;/li&gt;
&lt;li&gt;@ (Divisor operator that returns an integer).&lt;/li&gt;
&lt;li&gt;\^ (Exponentiation operator).&lt;/li&gt;
&lt;li&gt;INTVAL (Displays just the integer portion of the result).&lt;/li&gt;
&lt;li&gt;NOZERO (Displays blank if the result is zero, otherwise displays
the result with the appropriate sign).&lt;/li&gt;
&lt;li&gt;SIGN (Pre-pends a sign (+ or -) to the result. This is ignored
if it already has a sign).&lt;/li&gt;
&lt;li&gt;TRUNC (Displays the integer and the first decimal place of
the result).&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Do not use spaces in between the operands and the operator.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TOTALLEVELS+15&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the total number of levels plus 15.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;(COMBAT.AC.TOTAL-3).INTVAL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the integer portion of the Combat Armor Class minus 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SKILL.Spot.RANKS*SKILL.Listen.RANKS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the number of spot ranks multiplied by the number of listen
ranks.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;(SKILLPOINTS.UNUSED/2).TRUNC&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the integer and fist decimal place of the unused skill points
divided by 2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;(VAR.RangeMod-2).INTVAL.SIGN&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the integer portion preceded with a sign (+ or -) for the
result of the Range Modifier minus 2.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; |%x|&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Filter Option).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;ARMOR.x - Will stop all output unless the character has at least x
pieces of Armor.&lt;/li&gt;
&lt;li&gt;ARMOR.ITEM.x - Will stop all output unless the character has at
least x items that confer armor bonuses.&lt;/li&gt;
&lt;li&gt;ARMOR.SHIELD.x - Will stop all output unless the character has at
least x Shields.&lt;/li&gt;
&lt;li&gt;BIO - Will stop all output unless the character has a
Biography entered.&lt;/li&gt;
&lt;li&gt;CATCHPHRASE - Will stop all output unless the character has a Catch
Phrase entered.&lt;/li&gt;
&lt;li&gt;COUNT.x - Will stop all output unless the character has more than
zero of the counted entity.&lt;/li&gt;
&lt;li&gt;DESC - Will stop all output unless the character has a
Description entered.&lt;/li&gt;
&lt;li&gt;DOMAIN.x - Will stop all output unless the character has at least
x Domains.&lt;/li&gt;
&lt;li&gt;GAMEMODE.x - Will stop all output unless Gamemode x is used.&lt;/li&gt;
&lt;li&gt;INTERESTS - Will stop all output unless the character has an
Interest entered.&lt;/li&gt;
&lt;li&gt;LOCATION - Will stop all output unless the character has a
Location entered.&lt;/li&gt;
&lt;li&gt;MISC.COMPANIONS - Will stop all output unless the character has
Companions entered.&lt;/li&gt;
&lt;li&gt;MISC.FUNDS - Will stop all output unless the character has
Funds entered.&lt;/li&gt;
&lt;li&gt;MISC.MAGIC - Will stop all output unless the character has
Magic entered.&lt;/li&gt;
&lt;li&gt;NOTES - Will stop all output unless the character has Notes entered.&lt;/li&gt;
&lt;li&gt;PERSONALITY.x - Will stop all output unless the character has
personality x entered.&lt;/li&gt;
&lt;li&gt;PHOBIAS - Will stop all output unless the character has a
Phobia entered.&lt;/li&gt;
&lt;li&gt;PROHIBITEDLIST - Will stop all output unless the character has a
Prohibited Spell List entered.&lt;/li&gt;
&lt;li&gt;REGION - Will stop all output unless the character has a
Region entered.&lt;/li&gt;
&lt;li&gt;RESIDENCE - Will stop all output unless the character has a
Residence entered.&lt;/li&gt;
&lt;li&gt;SKILLPOINTS - Will stop all output unless the character has the
total skill points specified.&lt;/li&gt;
&lt;li&gt;SPEECHTENDENCY - Will stop all output unless the character has a
Speech Tendency entered.&lt;/li&gt;
&lt;li&gt;SPELLLISTBOOK.class.level.sbook - Will stop all output unless the
character has the specified spell in their spell book.&lt;/li&gt;
&lt;li&gt;SPELLLISTCLASS.x - Will stop all output unless the character has at
least x Class Spell Lists.&lt;/li&gt;
&lt;li&gt;SUBREGION - Will stop all output unless the character has a
Sub-region entered.&lt;/li&gt;
&lt;li&gt;FOLLOWERTYPE.type - Will stop all output unless the character has a
follower of the type specified.&lt;/li&gt;
&lt;li&gt;TEMPLATE - Will stop all output unless the character has a Template.&lt;/li&gt;
&lt;li&gt;TEMPLATE.x - Will stop all output unless the character has at least
x Templates.&lt;/li&gt;
&lt;li&gt;WEAPON.x - Will stop all output unless the character has at least
x Weapons.&lt;/li&gt;
&lt;li&gt;WEAPONPROFS - The WEAPONPROFS filter is special in that it doesn&amp;rsquo;t
rely on the count, but on a setting in the preferences. If you
choose to display WEPONPROFS on your sheet, the filter is ignored.
If you choose not to, it filters even if you have WEAPONPROFS.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Used for filtering.&lt;/li&gt;
&lt;li&gt;Where x is the number of appropriate items the character must have
or the filter will filter out all output until the next filter is
reached or the filter is ended via the |%| token.&lt;/li&gt;
&lt;li&gt;Filter can also be a &lt;strong&gt;comma delimited list of Classname=level&lt;/strong&gt;
pairs (where Classname is a valid Class name and level is the
minimum level of the class for the filter).&lt;/li&gt;
&lt;li&gt;Classname could also be &lt;strong&gt;SPELLLISTCLASS.x=level&lt;/strong&gt; where x is the
xth spellcasting class of the character.&lt;/li&gt;
&lt;li&gt;Filter can also be in the form &lt;strong&gt;VAR.name.label.value&lt;/strong&gt; where name
is the name of a defined variable, label is one of EQ (equals), NEQ
(not equals), LT (less than) LTEQ, (less than equal to), GT (greater
than), GTEQ (greater than equal to), and value is some value to
which the named variable is compared. Only 1 filter is active at a
time (they can&amp;rsquo;t be nested).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|%WEAPON.3|&lt;/code&gt;&lt;/p&gt;

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

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;bonuslist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; BONUSLIST.w,x,y,z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (The type of bonus to be displayed).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (The subtype of bonus to be displayed).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Optional Bonus Value Seperator - Defaults
to a space &amp;ldquo; &amp;ldquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Optional Bonus Delimiter - Defaults to a
comma-space &amp;ldquo;, &amp;ldquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the list of bonuses by type and value associated with the tags
involved.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUSLIST.COMBAT.AC&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would list all COMBAT.AC bonuses as a comma-space delimited list.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;br&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; BR&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Adds a carriage return to the output. Normally only used on text output
sheets and inside manualwhitespace sections.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;2|BR|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Then the output would look like:&lt;br /&gt;
&lt;code&gt;2          3&lt;/code&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;count&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; COUNT[x]&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Count Type).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Used to count objects and insert the result in other places.&lt;/li&gt;
&lt;li&gt;Can be used in any of the FOR loops in place of max.&lt;/li&gt;
&lt;li&gt;If you are having problems, try remembering this is a base 0 list.
The first item is number Zero, not One.&lt;/li&gt;
&lt;li&gt;Also if you are still having problems, then you might have a Base 1
list, where the start is at One not Zero. Different programmers,
different styles.&lt;/li&gt;
&lt;li&gt;The following are the tags that can be used as the &amp;lt;Count
Type&amp;gt;:

&lt;ul&gt;
&lt;li&gt;CHECKS - The number of checks defined in the gameMode.&lt;/li&gt;
&lt;li&gt;CLASSES - The number of classes a character has.&lt;/li&gt;
&lt;li&gt;CONTAINERS - The number of containers a character has.&lt;/li&gt;
&lt;li&gt;DOMAINS - The number of domains a character has.&lt;/li&gt;
&lt;li&gt;EQTYPE.&amp;lt;type1&amp;gt;.ADD.&amp;lt;type2&amp;gt;.ADD.&amp;lt;typen&amp;gt; - The
number of items of the type specified a character has. (All
types present in equipment .lst files can be used here).&lt;/li&gt;
&lt;li&gt;EQTYPE.WEAPON - The number of weapons a character has.&lt;/li&gt;
&lt;li&gt;EQTYPE.ACITEM - The number of armor a character has.&lt;/li&gt;
&lt;li&gt;EQUIPMENT - The number of items a character has (one arrow in
bow, 19 carried and 40 in backpack will return 1).&lt;/li&gt;
&lt;li&gt;EQUIPMENT.MERGELOC - The number of items a character has,
including items split between locations (one arrow in bow, 19
carried and 40 in backpack will return 3).&lt;/li&gt;
&lt;li&gt;FEATNAME=&amp;lt;featname&amp;gt; - Some feats can be taken more
than once. This will tell you how many times a particular feat
has been taken. (If &amp;lt;featname&amp;gt; is VISIBLE:YES)&lt;/li&gt;
&lt;li&gt;FEATNAME=&amp;lt;featname&amp;gt;.ALL - Some feats can be taken more
than once. This will tell you how many times a particular feat
has been taken. (If &amp;lt;featname&amp;gt; is VISIBLE:NO)&lt;/li&gt;
&lt;li&gt;FEATS - This has been deprecated, use FEATS.VISIBLE instead.&lt;/li&gt;
&lt;li&gt;FEATS.ALL - The total number of visible and hidden feats a
character has excluding automatic feats.&lt;/li&gt;
&lt;li&gt;FEATS.HIDDEN - The number of hidden feats a character has
excluding automatic feats.&lt;/li&gt;
&lt;li&gt;FEATS.VISIBLE - The number of visible feats a character has
excluding automatic feats.&lt;/li&gt;
&lt;li&gt;FEATSALL - This has been deprecated, use
FEATSALL.VISIBLE instead.&lt;/li&gt;
&lt;li&gt;FEATSALL.ALL - The number of both visible and hidden feats a
character has including automatic feats.&lt;/li&gt;
&lt;li&gt;FEATSALL.HIDDEN - The number of hidden feats a character has
including automatic feats.&lt;/li&gt;
&lt;li&gt;FEATSALL.VISIBLE - The number of visible feats a character has
including automatic feats.&lt;/li&gt;
&lt;li&gt;FEATSAUTO - This has been deprecated, use
FEATAUTO.VISIBLE instead.&lt;/li&gt;
&lt;li&gt;FEATSAUTO.ALL - The number of both visible and hidden automatic
feats a character has.&lt;/li&gt;
&lt;li&gt;FEATSAUTO.HIDDEN - The number of hidden automatic feats a
character has.&lt;/li&gt;
&lt;li&gt;FEATSAUTO.VISIBLE - The number of visible automatic feats a
character has.&lt;/li&gt;
&lt;li&gt;FEATTYPE.&amp;lt;type1&amp;gt;.&amp;lt;type2&amp;gt;.&amp;lt;typen&amp;gt; - This has
been deprecated, use
FEATTYPE.&amp;lt;type1&amp;gt;.&amp;lt;type2&amp;gt;.&amp;lt;typen&amp;gt;.VISIBLE instead.&lt;/li&gt;
&lt;li&gt;FEATTYPE.&amp;lt;type1&amp;gt;.&amp;lt;type2&amp;gt;.&amp;lt;typen&amp;gt;.ALL - The
number of both visible and hidden feats of the type specified a
character has.&lt;/li&gt;
&lt;li&gt;FEATTYPE.&amp;lt;type1&amp;gt;.&amp;lt;type2&amp;gt;.&amp;lt;typen&amp;gt;.HIDDEN - The
number of hidden feats of the type specified a character has.&lt;/li&gt;
&lt;li&gt;FEATTYPE.&amp;lt;type1&amp;gt;.&amp;lt;type2&amp;gt;.&amp;lt;typen&amp;gt;.VISIBLE - The
number of visible feats of the type specified a character has.&lt;/li&gt;
&lt;li&gt;FOLLOWERTYPE.&amp;lt;followertype&amp;gt; - The number of followers of
the type specified a character has.&lt;/li&gt;
&lt;li&gt;LANGUAGES - The number of languages the character knows.&lt;/li&gt;
&lt;li&gt;MOVE - The number of movement types the character has.&lt;/li&gt;
&lt;li&gt;NOTES - The items notes entered when creating a custom item.&lt;/li&gt;
&lt;li&gt;RACESUBTYPES - The number of racial subtypes the character has.&lt;/li&gt;
&lt;li&gt;SA - The number of special abilities a character has.&lt;/li&gt;
&lt;li&gt;SKILLS - The number of skills the character knows.&lt;/li&gt;
&lt;li&gt;SPELLBOOKS - The number of spellbooks a character has.&lt;/li&gt;
&lt;li&gt;SPELLRACE - Returns 1 if the character has any innate spells, 0
if the character has no innate spells.&lt;/li&gt;
&lt;li&gt;SPELLSKNOWN - The number of spells the character knows.&lt;/li&gt;
&lt;li&gt;SPELLSINBOOK%class.%book.%level - The number of spells of a
particular class, in a particular spell book and of a particular
level that the character has (Note: The Known Spellbook is
number 0, The Innate Spellbook is number 1 and the -1 Spellbook
should not be used anymore).&lt;/li&gt;
&lt;li&gt;SPELLTIMES%class.%book.%level.%spell - The number of times the
referenced spell has been memorized.&lt;/li&gt;
&lt;li&gt;STATS - The number of stats a character has.&lt;/li&gt;
&lt;li&gt;TEMPBONUSNAMES - The number of Temporary Bonus Tab items a
character has.&lt;/li&gt;
&lt;li&gt;TEMPLATES - The number of templates a character has.&lt;/li&gt;
&lt;li&gt;VFEATS - This has been deprecated, use VFEATS.VISIBLE instead.&lt;/li&gt;
&lt;li&gt;VFEATS.ALL - The number of both visible and hidden virtual feats
a character has.&lt;/li&gt;
&lt;li&gt;VFEATS.HIDDEN - The number of hidden virtual feats a
character has.&lt;/li&gt;
&lt;li&gt;VFEATS.VISIBLE - The number of visible virtual feats a
character has.&lt;/li&gt;
&lt;li&gt;VISION - The number of vision types a character has.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:HP|CURRENTMAX|3*COUNT[FEATNAME=Toughness]&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The count token is used in this example to calculate the total bonus.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR,%num,0,COUNT[SKILLS],1,1          {Statements}          ENDFOR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The {statements} would be processed for each of the skills the character
has.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR,%spell,0,COUNT[SPELLSINBOOK0.0.0],1,1          {Statements}          ENDFOR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;count&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; count(x,y) - See &lt;a href=&#34;../list/global/formulas.html#count&#34;&gt;jep count
()&lt;/a&gt; function in the Global Formulas
page.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;csheettag2&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CSHEETTAG2.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Symbol (Replacement symbol for the default
&amp;ldquo;\&amp;rdquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Changes the delimiter used by embedded DFOR/FOR loops to the character
specified.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CSHEETTAG2.~          DFOR.0,(COUNT[SKILLS]+1)/2,1,COUNT[SKILLS],(COUNT[SKILLS]+1)/2,&amp;lt;td&amp;gt;~SKILL%~&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;~SKILL%.TOTAL~&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;~SKILL%.RANK~&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;~SKILL%.ABILITY~&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;~SKILL%.MOD~,&amp;lt;tr align=&amp;quot;center&amp;quot;&amp;gt;,&amp;lt;/tr&amp;gt;,0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This would change the field delimiter from the default &amp;ldquo;\&amp;rdquo; character
for &amp;ldquo;~&amp;rdquo;. This allows the FOR/DFOR loop to be used in RTF output which
does not allow the &amp;ldquo;\&amp;rdquo; character to be used&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;dfor&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; DFOR.r,s,t,u,v,w,x,y,z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used &amp;reg;:&lt;/strong&gt; Number (The initial value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (s):&lt;/strong&gt; Number (Limit for new line progression).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (t):&lt;/strong&gt; Number (Value added once per line).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (u):&lt;/strong&gt; Number (Limit for in line progression).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Value added in line until totalMax is
passed).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (The phrase is the code that is parsed for
tokens - use \&amp;rsquo;s instead of |&amp;rsquo;s, and the % within the tokens will be
replaced with the actual value of the index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (The text that will be printed at the
beginning of the for loop and after the Variable &amp;ldquo;y&amp;rdquo;).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (The text that will be printed every time
through the loop).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; 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.).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Creates loop processing of statements. This is very similar to the
FOR loop, except this allows for stepping across the table (in the
same line) independent of stepping down.&lt;/li&gt;
&lt;li&gt;The initial value is &lt;strong&gt;r&lt;/strong&gt; , the values going down are found by
adding &lt;strong&gt;t&lt;/strong&gt; to &lt;strong&gt;r&lt;/strong&gt; once for each line.&lt;/li&gt;
&lt;li&gt;To find the value within the same line, this starting value ( &lt;strong&gt;r&lt;/strong&gt;
for the first line, &lt;strong&gt;r&lt;/strong&gt; + &lt;strong&gt;t&lt;/strong&gt; for the next, etc.) has &lt;strong&gt;v&lt;/strong&gt;
added to it, this is done as may times until &lt;strong&gt;u&lt;/strong&gt; is passed.&lt;/li&gt;
&lt;li&gt;Likewise, &lt;strong&gt;t&lt;/strong&gt; is added to &lt;strong&gt;r&lt;/strong&gt; each line until &lt;strong&gt;s&lt;/strong&gt; is passed.&lt;/li&gt;
&lt;li&gt;The same logic that handles the FOR loop handles the DFOR loop.&lt;/li&gt;
&lt;li&gt;The display of the output can be controlled via the COMMA and CRLF
iteration terminators.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DFOR.0,(COUNT[SKILLS]+1)/2,1,COUNT[SKILLS], (COUNT[SKILLS]+1)/2,&amp;lt;td&amp;gt;\SKILL%\&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;\SKILL%.TOTAL\&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;\SKILL%.RANK\&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;\SKILL%.ABILITY\&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;\SKILL%.MOD\,&amp;lt;tr align=&amp;quot;center&amp;quot;&amp;gt;,&amp;lt;/tr&amp;gt;,0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Produces a 2 column row table of all skills.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;dir&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; DIR.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Directory Option).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;PCG - Displays the PCGen Character file (.PCG) directory.&lt;/li&gt;
&lt;li&gt;PCGen - Displays the PCGen System Directory.&lt;/li&gt;
&lt;li&gt;HTML - Displays the PCGen Character Output HTML directory.&lt;/li&gt;
&lt;li&gt;TEMP - Displays the system TEMP directory.&lt;/li&gt;
&lt;li&gt;TEMPLATES - Displays the PCGen Character Output Template directory.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays File output paths.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DIR.PCGen&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo; &lt;code&gt;D:\RPG\PCGen\system&lt;/code&gt; &amp;ldquo; if PCGen was installed in &amp;ldquo;
&lt;code&gt;D:\RPG\PCGen&lt;/code&gt; &amp;ldquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DIR.TEMPLATES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo; &lt;code&gt;D:\RPG\PCGen\outputsheets\d20\fantasy&lt;/code&gt; &amp;ldquo; if PCGen was
installed in &amp;ldquo; &lt;code&gt;D:\RPG\PCGen&lt;/code&gt; &amp;ldquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DIR.PCG&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo; &lt;code&gt;D:\RPG\PCGen\characters&lt;/code&gt; &amp;ldquo; if PCGen was installed in &amp;ldquo;
&lt;code&gt;D:\RPG\PCGen&lt;/code&gt; &amp;ldquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DIR.html&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo; &lt;code&gt;D:\RPG\PCGen\outputsheets\d20\fantasy\htmlxml&lt;/code&gt; &amp;ldquo; if
PCGen was installed in &amp;ldquo; &lt;code&gt;D:\RPG\PCGen&lt;/code&gt; &amp;ldquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DIR.TEMP&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo; &lt;code&gt;C:\Temp&lt;/code&gt; &amp;ldquo; if that was the Operating System&amp;rsquo;s temp
directory.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;export&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; EXPORT.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Export Option).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;DATE - Displays the date of export.&lt;/li&gt;
&lt;li&gt;TIME - Displays the time of export.&lt;/li&gt;
&lt;li&gt;VERSION - Displays the version of PCGen used to export
the character.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays character export details.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;EXPORT.DATE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the date of export.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;for&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; FOR,%v,w,x,y,z&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR,%v,w,x,y,z          {Statements}          ENDFOR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Text (Variable Name).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Number (The initial value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (Limit for new line progression - You may
use a number, COUNT token, STRLEN token or any valid csheet token).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Number (Value added once per line).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; 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).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Creates loop processing of statements.&lt;/li&gt;
&lt;li&gt;Nested FOR loops are supported.&lt;/li&gt;
&lt;li&gt;The FOR and ENDFOR tokens must be at the start of the line or they
will not function properly.&lt;/li&gt;
&lt;li&gt;STRLEN takes the form of STRLEN[stringtobecounted] and returns the
number of characters in the string.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FOR,%test,0,20-STRLEN[SKILL.%skill],1,0          {Statements}          ENDFOR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Counts from 0 to 20 minus the sting length of the skill name.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; FOR.t,u,v,w,x,y,z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (t):&lt;/strong&gt; Number (Loop control variable initial value)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (u):&lt;/strong&gt; Number (Loop control variable max limit)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Loop control variable increment value)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (Code phrase to be parsed for tokens)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Text output at the beginning of the loop)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Text output at the end of each loop)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Number (Loop break switch, 1 or 2)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Creates loops for processing of statements and is the only FOR loop
type that can be used for a party sheet.&lt;/li&gt;
&lt;li&gt;This style of FOR loop does not support nesting without the
double-backslash (\\).&lt;/li&gt;
&lt;li&gt;The code phrase to be parsed must use backslashes&amp;rsquo;s (\) instead of
pipe&amp;rsquo;s (|), and the percent sign (%) within the tokens will be
replaced with the actual value of the index.&lt;/li&gt;
&lt;li&gt;If you have a &lt;code&gt;FOR.&lt;/code&gt; loop involving the characters within the party
for-loop, you must enclose the character for-loop in
double-backslash (\\) token markers.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;FOR.&lt;/code&gt; loop on party sheets ( &lt;span class=&#34;lstfile&#34;&gt; psheet*.*
&lt;/span&gt; ) can only loop on character numbers, so &lt;code&gt;\\%.NAME\\&lt;/code&gt;
is valid.&lt;/li&gt;
&lt;li&gt;You may use the special keywords &lt;strong&gt;COMMA&lt;/strong&gt; or &lt;strong&gt;NONE&lt;/strong&gt; for either
&lt;strong&gt;x&lt;/strong&gt; or &lt;strong&gt;y&lt;/strong&gt; (COMMA prints out a comma and NONE prints
out nothing)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;STRLEN&lt;/strong&gt; takes the form of &lt;code&gt;STRLEN[stringtobecounted]&lt;/code&gt; and returns
the number of characters in the string.&lt;/li&gt;
&lt;li&gt;The loop break switch, parameter (z), determines when the loop
breaks:

&lt;ul&gt;
&lt;li&gt;With z=1, the loop will break at the natural end of the
loop, i.e. the loop continues until the control variable reaches
the max limit per parameter (u).&lt;/li&gt;
&lt;li&gt;With z=2, and with a character sheet currently within a filter,
PCGen will not print anything else until the end of the
filtering loop is reached, or another filter is begun.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR.0,10,1,[td]&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;\\%.FOR.0,100,1,\SKILL%\,(,),2\\&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;,&amp;lt;tr&amp;gt;,&amp;lt;/tr&amp;gt;,1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;/table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Produces a list of all the party member&amp;rsquo;s skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR.0,100,1,&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;\\%.NAME\\&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;,[ , ],1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;table&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Produces a list of all the party member&amp;rsquo;s names.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;iif&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; IIF&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;General Usage:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;IIF(x)&lt;/p&gt;

&lt;p&gt;{y}&lt;/p&gt;

&lt;p&gt;ELSE&lt;/p&gt;

&lt;p&gt;{z}&lt;/p&gt;

&lt;p&gt;ENDIF&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Conditional statement. To be evaluated)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (True statement)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (False statement)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Evalutes the Conditional Statement and processes the
relevant statements.&lt;/li&gt;
&lt;li&gt;The true statements will be evaluated if the condtional statement
is true.&lt;/li&gt;
&lt;li&gt;The false statements will be evaluated if the conditional statement
is false.&lt;/li&gt;
&lt;li&gt;ELSE and the second set of statements are optional.&lt;/li&gt;
&lt;li&gt;Nested IIFs are supported.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(CL&amp;gt;3)          {True Statement}          ELSE          {False Statement}          ENDIF&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;iif&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; IIF(x.y.x)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Condition to be evaluated).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Operator, i.e. AND, OR).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Evalutes the condition and processes the relevant statements.&lt;/li&gt;
&lt;li&gt;The logical operator and second expression are optional.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(CL&amp;gt;3.AND.TL&amp;lt;10)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Returns TRUE is Class Level was greater then 3 and the Total Level was
less than 10.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(&amp;lt;JEP boolean expression&amp;gt;)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Evaluates the &lt;a href=&#34;../list/global/formulas.html#boolean&#34;&gt;JEP boolean
expression&lt;/a&gt; .&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF((CL&amp;gt;5)||(TL&amp;gt;5))&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Returns TRUE if Class Level or Total Level are greater-then 5.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(EVEN)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

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

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(EVEN:%spell)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the spell line was even.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(UNEVEN)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the variable is an uneven number.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(VAR.IF(VAR(&amp;quot;COUNT[SKILLTYPE=Strength]&amp;quot;)&amp;gt;0;1;0):1)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;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&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(HASEQUIP)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the character has the listed equipment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(HASEQUIP:Dagger)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if character had a dagger.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(HASFEAT)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the character has the listed feat.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(HASFEAT:Sneak Attack)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if character has the Sneak Attack Feat.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(HASSA)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the character has the listed Special Ability.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(HASSA:Greater Rage)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if character has the Greater Rage Special Ability.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(HASVAR)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

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

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(HASVAR:BasePowerPoints)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if character has a class with Base Power Points.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(SKILL.x.UNTRAINED)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The array number of the skill).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if Skill x is usable untrained.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SKILL.%skill.UNTRAINED)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the current skill is usable untrained.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(SKILL.UNTRAINED,x,y)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Result if usable untrained).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Result if usable trained).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Prints out &lt;strong&gt;x&lt;/strong&gt; if the skill is usable untrained or &lt;strong&gt;y&lt;/strong&gt; if not
usable untrained.&lt;/li&gt;
&lt;li&gt;If &lt;strong&gt;y&lt;/strong&gt; is not supplied, nothing is printed if trained only, and
&lt;strong&gt;x&lt;/strong&gt; is printed if usable untrained.&lt;/li&gt;
&lt;li&gt;If neither &lt;strong&gt;x&lt;/strong&gt; nor &lt;strong&gt;y&lt;/strong&gt; are supplied, nothing is output and the
output sheet wastes processor cycles.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SKILL%.UNTRAINED,YES,NO)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Prints out &amp;ldquo;YES&amp;rdquo; if the skill is usable untrained or &amp;ldquo;NO&amp;rdquo; if not usable
untrained.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(SKILL.ACP,w,x,y,z)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (Result if the skill is not affected by
ACP).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Result if the skill is affected by ACP).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Result if the skill is only affected by
ACP if the user is untrained).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Result if the skill has the special weight
penalty like Swim).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Tests for armor check penalty (ACP) interaction with this skill.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SKILL%.ACP,NOT,IS,UNTRAINED,SWIM)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Prints out &amp;ldquo;YES&amp;rdquo; if the skill is not effected by ACP, &amp;ldquo;NO&amp;rdquo; if the skill
is effected by ACP, &amp;ldquo;UNTRAINED&amp;rdquo; if the skill is effected by ACP only if
the character is untrained , &amp;ldquo;SWIM&amp;rdquo; if the skill is effected by ACP only
if it has a special weight penalty.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(SPELLCASTER:x)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Caster Type - Possible values include
Wizard or Arcane).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if character is a spell caster of type specified.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SPELLCASTER:Wizard)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the character is a Wizard.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(SPELLCASTER:x=PREPARE)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The array number of the spellcaster
class).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the characters spellcaster class &lt;strong&gt;x&lt;/strong&gt; has to prepare spells.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SPELLCASTER:0=PREPARE)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the character&amp;rsquo;s 1st class prepares spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(SPELLCASTER:0=!PREPARE)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the character&amp;rsquo;s 1st class does not prepare spells.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(WEAPON.x.CATEGORY:y)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The array number of the weapon).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Weapon Type - Possible values include:
Melee, Ranged, Exotic, Non-Standard-Melee).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if the weapon &lt;strong&gt;x&lt;/strong&gt; is part of the category &lt;strong&gt;y&lt;/strong&gt; .&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(WEAPON.%weap.CATEGORY:Ranged)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;True if the current weapon is part of the Ranged category.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(x:=y)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Any valid token or value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Any valid token or value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if both tokens or values evaluate to the same value.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(COMBAT.AC.TOTAL:20)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the combat AC total was 20.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(ABILITY.Special Ability.%subability.ASPECT.ChildAbility:ABILITYAUTO.Special Ability.%ability.ASPECT.MasterAbility)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Token Name:&lt;/strong&gt; IIF(x:y)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Any valid token or value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Any valid token or value).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;True if token &lt;strong&gt;y&lt;/strong&gt; evaluates to the same value or a substring of the
evaluation result of token &lt;strong&gt;x&lt;/strong&gt; .&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(COMBAT.AC.TOTAL:20)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would be true if the combat AC total was 20.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;IIF(ABILITY.Special Ability.%subability.ASPECT.ChildAbility:ABILITYAUTO.Special Ability.%ability.ASPECT.MasterAbility)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;manualwhitespace&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; MANUALWHITESPACE&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MANUALWHITESPACE          {Statements}          ENDMANUALWHITESPACE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;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 &amp;nbsp; can be used in the sheet
definition.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|MANUALWHITESPACE| 1&amp;amp;nbsp;          |PLAYERNAME|          2 3&amp;lt;br&amp;gt;          4          |ENDMANUALWHITESPACE|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Where |PLAYERNAME| in this case is &amp;ldquo;Chuck Pint&amp;rdquo;. Then the output would
look like:&lt;br /&gt;
&lt;code&gt;1&amp;amp;nbsp;Chuck Pint23&amp;lt;br&amp;gt;4&lt;/code&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;oif&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; OIF(x,y,z)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Condition to be evaluated).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Value returned if True).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Value returned if False).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Provides conditional processing of expressions.&lt;/li&gt;
&lt;li&gt;Will take &lt;a href=&#34;../list/global/formulas.html#boolean&#34;&gt;JEP boolean
expressions&lt;/a&gt; as the
conditional statement.&lt;/li&gt;
&lt;li&gt;Only the expressions mentioned above for IIF are
currently supported.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;OIF(HASFEAT:Armor Proficiency (Light),YES,NO)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;If the character has the Light Armor proficiency, then returns &amp;ldquo;YES&amp;rdquo;.
Otherwise it returns &amp;ldquo;NO&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;OIF((CL&amp;gt;5)||(TL&amp;gt;5),YES,NO)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Returns &amp;ldquo;YES&amp;rdquo; if Class Level or Total Level ar greater then 5. Oterwise
it returns &amp;ldquo;NO&amp;rdquo;&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;pipe&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PIPE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Inserts a pipe (&amp;ldquo;|&amp;rdquo;) character.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Pipe|PIPE|Example&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo;Pipe|Example&amp;rdquo;.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;*** New 5.15.7&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;space&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPACE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Inserts a Space (&amp;rdquo; &amp;ldquo;) character. Normally only used on text output
sheets and inside manualwhitespace sections.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Space|SPACE|Example&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display &amp;ldquo;Space Example&amp;rdquo;.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;sub&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SUBx.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (Number of Text Characters)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Subtoken (OS Token)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Limits the length of the string written to the output sheet to no
more than x characters.&lt;/li&gt;
&lt;li&gt;Must be the first subtoken.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SUB10.SPELLMEM.0.0.0.0.COMPONENTS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would limit the output from the above tag to no more than 10 characters.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;tempbonus&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TEMPBONUS.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (Bonus index)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; NAME (Name of the temporary bonus. Optional.
Default)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; DESC (Description of the temporary bonus.)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Outputs the designated temporary bonus information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|FOR,%temp,0,COUNT[TEMPBONUSNAMES]-1,1,0|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|TEMPBONUS.%temp|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;|ENDFOR|&lt;/code&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;text&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TEXT.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; LOWER&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; LOWERCASE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; REPLACEALL&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; REPLACEFIRST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; SENTENCE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; SENTENCECASE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; TITLE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; TITLECASE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; UPPER&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; UPPERCASE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; NUMSUFFIX&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Subtoken (OS Token)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Number&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;LENGTH&lt;/code&gt; - Returns the length of the string the specified
token produces. (Mostly useful to test for 0 length strings)&lt;/li&gt;
&lt;li&gt;&lt;code&gt;LOWER&lt;/code&gt; , &lt;code&gt;LOWERCASE&lt;/code&gt; - Output the tag result in lower case. e.g.
the vitamins are in my fresh brussels sprouts&lt;/li&gt;
&lt;li&gt;&lt;code&gt;NUMSUFFIX&lt;/code&gt; - Output a numeric suffix appropriate for the
tag result. e.g &amp;ldquo;th&amp;rdquo; or &amp;ldquo;rd&amp;rdquo;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;REPLACEALL&lt;/code&gt; and &lt;code&gt;REPLACEFIRST&lt;/code&gt; - Performs a regular expression
based search and replace on the string produced by the
associated token. Multiple replacements can be specified and are
processed right to left. The proper syntax for these tags are as
follows:

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;REPLACEALL{regexp,newtest}&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;REPLACEFIRST{regexp,newtest}&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;When writing regular expressions you may need to use character
substitution to get the results you are looking for. Examples:

&lt;ul&gt;
&lt;li&gt;&amp;ldquo;__LP__&amp;rdquo; as the substitute for &amp;ldquo;{&amp;rdquo;&lt;/li&gt;
&lt;li&gt;&amp;ldquo;__RP__&amp;rdquo; as the substitute for &amp;ldquo;}&amp;rdquo;&lt;/li&gt;
&lt;li&gt;&amp;ldquo;__PLUS__&amp;rdquo; as the substitute for &amp;ldquo;+&amp;rdquo;&lt;/li&gt;
&lt;li&gt;Note: Help on regular expressions can be found at the &lt;a href=&#34;http://docs.oracle.com/javase/6/docs/api/java/util/regex/Pattern.html&#34;&gt;Java
Platform SE6
Pattern&lt;/a&gt; page.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SENTENCE&lt;/code&gt; , &lt;code&gt;SENTENCECASE&lt;/code&gt; - Output the tag result in
sentence case. e.g. The vitamins are in my fresh brussels sprouts&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TITLE&lt;/code&gt; , &lt;code&gt;TITLECASE&lt;/code&gt; - Output the tag result in title case. e.g.
The Vitamins Are In My Fresh Brussels Sprouts&lt;/li&gt;
&lt;li&gt;&lt;code&gt;UPPER&lt;/code&gt; , &lt;code&gt;UPPERCASE&lt;/code&gt; - Output the tag result in upper case. e.g.
THE VITAMINS ARE IN MY FRESH BRUSSELS SPROUTS&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEXT.LOWER.SPELLMEM.%class.0.%level.%spell.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would output the name for the spell in lower case.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEXT.REPLACEFIRST{\.0,}.SKILL.%skill.RANK&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would output &amp;ldquo;5&amp;rdquo; instead of &amp;ldquo;5.0&amp;rdquo; but would leave &amp;ldquo;5.5&amp;rdquo; as is.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEXT.NUMSUFFIX.22&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would output a suffix of &amp;ldquo;nd&amp;rdquo; rather than the value 22.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;var&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; VAR.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Any defined variable name).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays the value of a defined variable.&lt;/li&gt;
&lt;li&gt;The default is with one decimal place of precision (i.e. x.x).&lt;/li&gt;
&lt;li&gt;You can also append .INTVAL as an optional argument which displays
the result with no decimal points (as an integer).&lt;/li&gt;
&lt;li&gt;It is possible to define the Turn Undead variable more than once.
The program keeps track of this. (say one instance is 2 and the
other 4).&lt;/li&gt;
&lt;li&gt;Also &lt;code&gt;.MINVAL&lt;/code&gt; should be included if instead of the default maximum
of multiple defines, you want the minimum.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VAR.Turn Undead.MINVAL.INTVAL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would return 2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VAR.Turn Undead.INTVAL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would return 4.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VAR.Turn Undead.MINVAL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would return 2.0.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VAR.Turn Undead&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would return 4.0.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Output Sheet Example HTML</title>
      <link>http://docs.pcgen.com/outputsheet/example-html.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/example-html.html</guid>
      <description>&lt;p&gt;The following is an example of an HTML Output Sheet Template&lt;/p&gt;

&lt;hr /&gt;

&lt;pre&gt;&lt;code&gt; &amp;lt;html&amp;gt;
  &amp;lt;head&amp;gt;
   &amp;lt;title&amp;gt;|NAME|&#39;s Weapons and Equipment&amp;lt;/title&amp;gt;
   &amp;lt;style TYPE=&amp;quot;text/css&amp;quot;&amp;gt;
    .h { font-size:8pt; vertical-align: bottom; }
    .topline { border-top-width:1px; border-top: 1pt solid black; }
    .border { border: 1px solid black; }
   &amp;lt;/style&amp;gt;
  &amp;lt;/head&amp;gt;
  &amp;lt;body bgcolor=&amp;quot;white&amp;quot;&amp;gt;

   &amp;lt;!-- Start Character Info Table --&amp;gt;
   &amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;4&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;
    &amp;lt;tr&amp;gt;
     &amp;lt;td width=&amp;quot;35%&amp;quot; class=&amp;quot;h&amp;quot;&amp;gt;|NAME|&amp;lt;/td&amp;gt;
     &amp;lt;td width=&amp;quot;20%&amp;quot; class=&amp;quot;h&amp;quot;&amp;gt;|CLASSLIST|&amp;lt;/td&amp;gt;
     &amp;lt;td width=&amp;quot;10%&amp;quot; class=&amp;quot;h&amp;quot;&amp;gt;|TOTALLEVELS|&amp;lt;/td&amp;gt;
     &amp;lt;td width=&amp;quot;35%&amp;quot; class=&amp;quot;h&amp;quot;&amp;gt;|PLAYERNAME|&amp;lt;/td&amp;gt;
    &amp;lt;/tr&amp;gt;
    &amp;lt;tr&amp;gt;
     &amp;lt;td class=&amp;quot;topline&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot;&amp;gt;CHARACTER NAME&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
     &amp;lt;td class=&amp;quot;topline&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot;&amp;gt;CLASS&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
     &amp;lt;td class=&amp;quot;topline&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot;&amp;gt;LEVEL&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
     &amp;lt;td class=&amp;quot;topline&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot;&amp;gt;PLAYER&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
    &amp;lt;/tr&amp;gt;
   &amp;lt;/table&amp;gt;
   &amp;lt;!-- End Character Info Table --&amp;gt;
   &amp;lt;!-- Start Main Sheet Table --&amp;gt;
   &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;
    &amp;lt;tr&amp;gt;
     &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;&amp;gt;
      &amp;lt;!-- Start Weapon Table --&amp;gt;
      &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size: 9pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;WEAPONS&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
      &amp;lt;/table&amp;gt;
|FOR,%weap,0,COUNT[EQTYPE.WEAPON]-1,1,0|&amp;lt;font style=&amp;quot;font-size:2pt&amp;quot;&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;
      &amp;lt;table cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; bgcolor=&amp;quot;black&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:10pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.NAME|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;TOTAL ATTACK BONUS&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;DAMAGE&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;20%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;CRITICAL&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.TOTALHIT|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.DAMAGE|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.CRIT|/x|WEAPON%weap.MULT|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
      &amp;lt;/table&amp;gt;
      &amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;15%&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;HAND&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; height=&amp;quot;15&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;15%&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;RANGE&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;15%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;TYPE&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;15%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;SIZE&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;black&amp;quot; width=&amp;quot;40%&amp;quot; height=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:6pt&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;SPECIAL PROPERTIES&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.HAND|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.RANGE|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.TYPE|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.SIZE|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;white&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:8pt&amp;quot; color=&amp;quot;black&amp;quot;&amp;gt;&amp;lt;b&amp;gt;|WEAPON%weap.SPROP|&amp;lt;br /&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
      &amp;lt;/table&amp;gt;
|ENDFOR|
      &amp;lt;!-- End Weapon Table --&amp;gt;
     &amp;lt;/td&amp;gt;
     &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;&amp;gt;
      &amp;lt;!-- START Equipment Table --&amp;gt;
      &amp;lt;table width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;white&amp;quot; style=&amp;quot;font-size: 9pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;EQUIPMENT&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
       &amp;lt;tr&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;60%&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;ITEM&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;10%&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;EQUIPPED&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;10%&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;QTY&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;10%&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;WT.&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; width=&amp;quot;10%&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;GP COST&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
|FOR,%eqp,0,COUNT[EQUIPMENT.NOT.Weapon]-1,1,0|
       &amp;lt;tr&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; class=&amp;quot;border&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.NAME.MAGIC~&amp;lt;b&amp;gt;~&amp;lt;/b&amp;gt;|&amp;lt;/font&amp;gt;&amp;lt;font style=&amp;quot;font-size: 5pt&amp;quot;&amp;gt;&amp;lt;br /&amp;gt;|EQ.NOT.Weapon.%eqp.SPROP|&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.EQUIPPED|&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.QTY|&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.WT|&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
        &amp;lt;td valign=&amp;quot;top&amp;quot; class=&amp;quot;border&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size: 8pt&amp;quot;&amp;gt;|EQ.NOT.Weapon.%eqp.COST|&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;
       &amp;lt;/tr&amp;gt;
|ENDFOR|
      &amp;lt;/table&amp;gt;
      &amp;lt;!-- End Equipment Table --&amp;gt;
     &amp;lt;/td&amp;gt;
    &amp;lt;/tr&amp;gt;
   &amp;lt;/table&amp;gt;
   &amp;lt;!-- End Main Sheet Table --&amp;gt;
  &amp;lt;/body&amp;gt;
 &amp;lt;/html&amp;gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Output Sheet Example Output</title>
      <link>http://docs.pcgen.com/outputsheet/example-output.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/example-output.html</guid>
      <description>&lt;p&gt;The display below is an example of the output of a typical output sheet.&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;Terjon           Ranger5   5       Chris Chandler
  CHARACTER NAME   CLASS     LEVEL   PLAYER&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;WEAPONS&lt;/strong&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;**Elven Longbow +1&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TOTAL ATTACK BONUS&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DAMAGE&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CRITICAL&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**+10&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**1d8+1&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**20/x3&lt;br /&gt;
**&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;HAND&lt;/strong&gt;     &lt;strong&gt;RANGE&lt;/strong&gt;   &lt;strong&gt;TYPE&lt;/strong&gt;   &lt;strong&gt;SIZE&lt;/strong&gt;   &lt;strong&gt;SPECIAL PROPERTIES&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**Carried\   **100&amp;rsquo;\     **P\       **L\       **&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;***Longsword&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TOTAL ATTACK BONUS&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DAMAGE&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CRITICAL&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**+4&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**1d8+1&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**19-20/x2&lt;br /&gt;
**&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;HAND&lt;/strong&gt;     &lt;strong&gt;RANGE&lt;/strong&gt;   &lt;strong&gt;TYPE&lt;/strong&gt;   &lt;strong&gt;SIZE&lt;/strong&gt;   &lt;strong&gt;SPECIAL PROPERTIES&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**Primary\   **0&amp;rsquo;\       **S\       **M\       **&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;***Sword, Short&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TOTAL ATTACK BONUS&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DAMAGE&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CRITICAL&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**+4&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**1d6&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**19-20/x2&lt;br /&gt;
**&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;HAND&lt;/strong&gt;      &lt;strong&gt;RANGE&lt;/strong&gt;   &lt;strong&gt;TYPE&lt;/strong&gt;   &lt;strong&gt;SIZE&lt;/strong&gt;   &lt;strong&gt;SPECIAL PROPERTIES&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**Off-hand\   **0&amp;rsquo;\       **P\       **S\       **&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;**Dagger&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TOTAL ATTACK BONUS&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DAMAGE&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CRITICAL&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**+6&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**1d4+1&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**19-20/x2&lt;br /&gt;
**&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;HAND&lt;/strong&gt;     &lt;strong&gt;RANGE&lt;/strong&gt;   &lt;strong&gt;TYPE&lt;/strong&gt;   &lt;strong&gt;SIZE&lt;/strong&gt;   &lt;strong&gt;SPECIAL PROPERTIES&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**Carried\   **0&amp;rsquo;\       **P\       **T\       **&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;**Dagger (Thrown)&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TOTAL ATTACK BONUS&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DAMAGE&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CRITICAL&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**+9&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**1d4+1&lt;br /&gt;
**&lt;/p&gt;

&lt;p&gt;**19-20/x2&lt;br /&gt;
**&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;HAND&lt;/strong&gt;     &lt;strong&gt;RANGE&lt;/strong&gt;   &lt;strong&gt;TYPE&lt;/strong&gt;   &lt;strong&gt;SIZE&lt;/strong&gt;   &lt;strong&gt;SPECIAL PROPERTIES&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;**Carried\   **10&amp;rsquo;\      **P\       **T\       **&lt;/p&gt;

&lt;hr /&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;EQUIPMENT&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;ITEM&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;EQUIPPED&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;QTY&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;WT.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;GP COST&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Antitoxin (Vial)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;0.0625&lt;/p&gt;

&lt;p&gt;50&lt;/p&gt;

&lt;p&gt;Arrow&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;20&lt;/p&gt;

&lt;p&gt;0.15&lt;/p&gt;

&lt;p&gt;0.05&lt;/p&gt;

&lt;p&gt;Backpack&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;Bedroll&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;5&lt;/p&gt;

&lt;p&gt;0.1&lt;/p&gt;

&lt;p&gt;Bit and Bridle&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;Blanket (Winter)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;3&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;Caltrops&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Candle&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;4&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;0.01&lt;/p&gt;

&lt;p&gt;Case (Map or Scroll)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Coin (Gold)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;25&lt;/p&gt;

&lt;p&gt;0.02&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Coin (Silver)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;5&lt;/p&gt;

&lt;p&gt;0.02&lt;/p&gt;

&lt;p&gt;0.1&lt;/p&gt;

&lt;p&gt;Fishhook&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;0.1&lt;/p&gt;

&lt;p&gt;Flint and Steel&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Holy Arrow +1&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;14&lt;/p&gt;

&lt;p&gt;0.15&lt;/p&gt;

&lt;p&gt;47&lt;/p&gt;

&lt;p&gt;Horse (Light)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;75&lt;/p&gt;

&lt;p&gt;Lantern (Hooded)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;7&lt;/p&gt;

&lt;p&gt;Leather&lt;/p&gt;

&lt;p&gt;Y&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;15&lt;/p&gt;

&lt;p&gt;10&lt;/p&gt;

&lt;p&gt;Mirror (Small/Steel)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;10&lt;/p&gt;

&lt;p&gt;Oil (1 Pt. Flask)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.1&lt;/p&gt;

&lt;p&gt;Outfit (Explorer&amp;rsquo;s)&lt;/p&gt;

&lt;p&gt;Y&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;8&lt;/p&gt;

&lt;p&gt;10&lt;/p&gt;

&lt;p&gt;Parchment (Sheet)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;0.2&lt;/p&gt;

&lt;p&gt;Pen (Ink)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;0.1&lt;/p&gt;

&lt;p&gt;Pouch (Belt)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;3&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Pouch (Belt)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;3&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Rations (Trail/Per Day)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;5&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ring of Protection +3&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Y&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;18000&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ring of Zylor&lt;/strong&gt;&lt;br /&gt;
 Shield, Teleport&lt;/p&gt;

&lt;p&gt;Y&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;153000&lt;/p&gt;

&lt;p&gt;Saddle (Riding)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;30&lt;/p&gt;

&lt;p&gt;10&lt;/p&gt;

&lt;p&gt;Sealing Wax&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Sewing Needle&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;Soap (Per Lb.)&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.5&lt;/p&gt;

&lt;p&gt;Spade or Shovel&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;8&lt;/p&gt;

&lt;p&gt;2&lt;/p&gt;

&lt;p&gt;Spyglass&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1000&lt;/p&gt;

&lt;p&gt;Torch&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.01&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;War Arrow +5&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;4&lt;/p&gt;

&lt;p&gt;0.15&lt;/p&gt;

&lt;p&gt;1007&lt;/p&gt;

&lt;p&gt;Waterskin&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Waterskin&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;Whetstone&lt;/p&gt;

&lt;p&gt;N&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;1&lt;/p&gt;

&lt;p&gt;0.02&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Saves &amp; Hit Points Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/saves-hp.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/saves-hp.html</guid>
      <description>&lt;hr /&gt;

&lt;p&gt;*** Updated 5.15.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;check&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CHECK.x.y.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Save Type).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;FORTITUDE - Use Fortitude save Check.&lt;/li&gt;
&lt;li&gt;REFLEX - Use Reflex save Check.&lt;/li&gt;
&lt;li&gt;WILL - Use Will save Check.&lt;/li&gt;
&lt;li&gt;x - Where x is a digit, use the xth save check.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Save Filter).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;BASE - Displays only the class-based adjustment to the saving throw
in question.&lt;/li&gt;
&lt;li&gt;EPIC - Displays Epic bonuses to the saving throw in
question (TYPE=EPIC).&lt;/li&gt;
&lt;li&gt;MISC - Displays class, domain, luck, magical, racial, etc, bonuses
to the saving throw in question.&lt;/li&gt;
&lt;li&gt;TOTAL - Displays grand total for the saving throw in question. &lt;strong&gt;Is
the default if y is not supplied.&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;
 The following variables can be used on their own:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NAME - Displays the name of the save type.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;
 The following variables can be used on their own:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;MAGIC - Displays only the bonuses from magic to the saving throw
in question.&lt;/li&gt;
&lt;li&gt;FEATS - Displays only the bonuses from feats to the saving throw
in question.&lt;/li&gt;
&lt;li&gt;RACE - Displays any racial bonuses to the saving throw in question.&lt;/li&gt;
&lt;li&gt;STATMOD - Displays any stat bonuses to the saving throw in question.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;OR as adjustments to BASE, EPIC, MISC or TOTAL&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;MAGIC - Adds the bonuses from Magic.&lt;/li&gt;
&lt;li&gt;FEATS - Adds the bonuses from Feats.&lt;/li&gt;
&lt;li&gt;RACE - Adds the bonuses from Race.&lt;/li&gt;
&lt;li&gt;STATMOD - Adds the bonuses from Stats.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;
 The following variables are only applied to BASE, EPIC, MISC or TOTAL&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NOEPIC - Removes the bonuses from Epic.&lt;/li&gt;
&lt;li&gt;NOFEATS - Removes the bonuses from Feats.&lt;/li&gt;
&lt;li&gt;NOMAGIC - Removes the bonuses from Magic.&lt;/li&gt;
&lt;li&gt;NORACE - Removes the bonuses from Race.&lt;/li&gt;
&lt;li&gt;NOSTAT - Removes the bonuses from Stats.&lt;/li&gt;
&lt;li&gt;NOSTATMOD - Removes the bonuses from Stats. (same as NOSTAT)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Output Restrictor).&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
 The following variables modify the end result the y variables&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NOSIGN - Removes the leading &amp;ldquo;+&amp;rdquo; sign.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays information about the characters saving throws.&lt;/li&gt;
&lt;li&gt;Any check defined in &lt;em&gt;statsandchecks.lst&lt;/em&gt; can be used by this tag.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHECK.REFLEX.FEATS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display only the bonuses from feats to the Reflex saving throw.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHECK.REFLEX.BASE.NOSTAT.EPIC&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display the Base Reflex, minus any bonuses from Stats, plus any
bonuses from Epic.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;hp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; HP&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters maximum hit points.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HP&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display the characters maximum hit points.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;hproll&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; HPROLL.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (The level of the HP award).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the number entered by the player for the x-th level
HP roll.&lt;/li&gt;
&lt;li&gt;STAT - Displays the bonus due to stat modifier for the x-th level
HP roll.&lt;/li&gt;
&lt;li&gt;TOTAL - Displays the total hp gained for the x-th level.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters hit point information.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HPROLL.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the number entered by the player for the 1 ^st^ level HP roll.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HPROLL.0.STAT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the bonus due to stat modifier for the 1st level HP roll.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Special Ability Related Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/special-ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/special-ability.html</guid>
      <description>&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;class&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; CLASS.x.SALIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The x-th class in the character&amp;rsquo;s class
list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the Special Abilities granted by the x-th class.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS.0.SALIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the Special Abilities granted by the characters 1 ^st^ class.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;prohibitedlist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; PROHIBITEDLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A Specialist Wizard must choose some prohibited schools. The selected
school will be displayed in this list.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;PROHIBITEDLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of prohibitions&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;race.abilitylist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; RACE.ABILITYLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of the characters racial special
abilities.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;RACE.ABILITYLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of the characters racial special
abilities.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;speciallist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPECIALLIST&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of the characters special abilities.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPECIALLIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays a comma delimited list of the characters special abilities.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;specialability&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPECIALABILITY.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (The x-th special ability in the
character&amp;rsquo;s special ability list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays the name of the x-th special ability in the
character&amp;rsquo;s special ability list.&lt;/li&gt;
&lt;li&gt;DESCRIPTION - Displays the description of the x-th special ability
in the character&amp;rsquo;s special ability list.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the name or description of a character&amp;rsquo;s special abilities.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPECIALABILITY.0.DESCRIPTION&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the description of the 1 ^st^ special ability in the
character&amp;rsquo;s special ability list.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;temp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; TEMP.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The special ability&amp;rsquo;s position in the
character&amp;rsquo;s special ability list - 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the characters x-th Special Ability.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEMP.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the characters 1 ^st^ Special Ability.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Spell Related Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/spell.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/spell.html</guid>
      <description>&lt;hr /&gt;

&lt;p&gt;*** new 5.7.12&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;maxspelllevel&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; MAXSPELLLEVEL.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The class number).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The value returned is an integer containing the highest spell level that
the class can cast (for most RSRD classes this will either be 9 (for
Wizards) or 4 (for Rangers etc)).&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;*** new 5.10.1&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;spellbook&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPELLBOOK.x.y&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The Spell book Number of the spell book
you wish to display).&lt;/p&gt;

&lt;p&gt;* The known spell book is spell book number 0.&lt;/p&gt;

&lt;p&gt;* The racial innate spell book is spell book number 1.&lt;/p&gt;

&lt;p&gt;* Other innate spell books are spell book number 2 or up.&lt;/p&gt;

&lt;p&gt;* The innate spell books will not exist if the character does not have
innate spells.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Text (The property of the spell book you wish to
display).&lt;/p&gt;

&lt;p&gt;* NAME - Display the name of the indicated spell book or list.&lt;/p&gt;

&lt;p&gt;* NUMPAGES - Display the total number of pages in the spell book (or 0
if there are no pages, such as in a prepared spell list).&lt;/p&gt;

&lt;p&gt;* NUMPAGESUSED - Display the number of pages currently in use for the
spell book (or 0 if there are no pages, such as in a prepared spell
list).&lt;/p&gt;

&lt;p&gt;* NUMSPELLS - Display the number of spells in the spell book or list.&lt;/p&gt;

&lt;p&gt;* PAGEFORMULA - Display the page formula for the spell book (or an
empty string if there are no pages, such as in a prepared spell list).&lt;/p&gt;

&lt;p&gt;* TYPE - Display the type (e.g. Known Spells, Prepared List) of the
spell book or list.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the character&amp;rsquo;s spell book or spell list.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLBOOK.0.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the 1st spell book for the character.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;spellbookname&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPELLBOOKNAME.x&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (The book number of the spellbook title
you wish to display).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays the title of spellbook x in the character spellbook list.&lt;/li&gt;
&lt;li&gt;The Known Spellbook is any class but 0, spellbook number 0.&lt;/li&gt;
&lt;li&gt;The Racial Innate Spellbook is class 0, spellbook number 1.&lt;/li&gt;
&lt;li&gt;Other Innate Spellbooks are class 0, spellbook number 2 or up.&lt;/li&gt;
&lt;li&gt;The Innate spellbooks will not exist if the character does not have
innate spells.&lt;/li&gt;
&lt;li&gt;The -1 Spellbook should not be used any more.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLBOOKNAME.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Display Spell Book 0 (the default spellbook).&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;*** updated 5.17.7&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;spelllist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPELLLISTx.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Text (Spellbook Option. See below)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Number (Class Number - 0 index array).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Number (Spellcasting Level - 0-9).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Number (Book Number. Optional).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays information about spellcasting ability, and
spells themselves.&lt;/li&gt;
&lt;li&gt;Spellbook options include the following sub-tokens:

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;BOOK&lt;/code&gt; - Displays a comma delimited list of spells known to
spellcaster class number y for level z of book w.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CAST&lt;/code&gt; - Displays the number of spells you can cast for
spellcaster class number y for level z.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CLASS&lt;/code&gt; - Displays the spellcaster class information.

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;CLASS.y&lt;/code&gt; - Displays the spellcaster classname for class
number y.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CLASS.y.CASTERLEVEL&lt;/code&gt; - Displays the effective casting level
for spells cast by spellcaster class y, including bonus
levels from other classes.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CLASS.y.CONCENTRATION&lt;/code&gt; - Displays the concentration check
bonus for spells cast by spellcaster class y (empty if no
formula is defined in the game mode).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CLASS.y.LEVEL&lt;/code&gt; - Displays the spellcaster&amp;rsquo;s class level for
spellcasting class y.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DC&lt;/code&gt; - Displays the casting DC for a z level spell for
spellcaster class y.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DCSTAT&lt;/code&gt; - Displays the STAT used to figure out the DC of a z
level spell cast by spallcaster class y.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;MEMORIZE&lt;/code&gt; - Returns a boolean &amp;ldquo;true&amp;rdquo; if the spellcaster class y
needs to memorize spells, &amp;ldquo;false&amp;rdquo; if otherwise.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TYPE&lt;/code&gt; - Displays the spell type (e.g. Arcane or Divine) of
spellcaster class y.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;KNOWN&lt;/code&gt; - Displays how many spells spellcaster class y can know
for level z. For Clerics with domains, this does not include
domain spells.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLLISTCAST.0.1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays how many spells the character can cast for the 1 ^st^ level of
the 1 ^st^ spellcaster class the character has.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLLISTTYPE.0.1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the spell list type of the 1 ^st^ spellcaster class the
character has.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;*** updated 6.1.9&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;spellmem&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPELLMEM.v.w.x.y.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Spell class).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Number (Spellbook).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (x):&lt;/strong&gt; Number (Spell level).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (y):&lt;/strong&gt; Number (Number of the spell in known spells
list).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (Spell property).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Displays information about the spells in the character spellbooks.&lt;/li&gt;
&lt;li&gt;Standard Class/Spellbook combinations are as follows:

&lt;ul&gt;
&lt;li&gt;The Known Spellbook is any class but 0, spellbook number 0.&lt;/li&gt;
&lt;li&gt;The Racial Innate Spellbook is class 0, spellbook number 1.&lt;/li&gt;
&lt;li&gt;Other Innate Spellbooks are class 0, spellbook number 2 or up.&lt;/li&gt;
&lt;li&gt;The Innate spellbooks will not exist if the character does not
have innate spells.&lt;/li&gt;
&lt;li&gt;A spellbook number of &amp;ldquo;-1&amp;rdquo; should no longer be used.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Spell properties are identified as follows:

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;APPLIEDNAME&lt;/code&gt; - Display a list of adjectives for metamagic feats
or abilities modifying this spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;BASENAME&lt;/code&gt; - Display the name of the spell, unmodified by
abilities such as metamagic feats or abilities.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;BASEPPCOST&lt;/code&gt; - Display the PPCOST for the a spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;BONUSSPELL&lt;/code&gt; - Display an * is the spell is a domain/specialty
spell, display ** if it is ONLY a domain/specialty spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;COMPONENTS&lt;/code&gt; - Display the necessary components of the
indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CASTERLEVEL&lt;/code&gt; - Display the caster level (including bonuses) of
the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CASTINGTIME&lt;/code&gt; - Display the casting time of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CLASS&lt;/code&gt; - Indicates spellcaster classname.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CONCENTRATION&lt;/code&gt; - Displays the concentration check bonus for the
indicated spell (empty if no formula is defined in the
game mode).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CT&lt;/code&gt; - Display the Casting Threshold of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DC&lt;/code&gt; - Display the DC of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DCSTAT&lt;/code&gt; - Display the STAT used to figure out DC of spell&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DESC&lt;/code&gt; - Display the description of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DESCRIPTION&lt;/code&gt; - Display the description of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DESCRIPTOR&lt;/code&gt; - Display the discriptor of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DURATION&lt;/code&gt; - Display the duration of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;EFFECT&lt;/code&gt; - Display the effect of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;EFFECTTYPE&lt;/code&gt; - Display the type of effect of the
indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;FULLSCHOOL&lt;/code&gt; - Display the school, if any, of the indicated
spell in long form.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;NAME&lt;/code&gt; - Display the name of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;RANGE&lt;/code&gt; - Display the range of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SAVEINFO&lt;/code&gt; - Display the save info of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SCHOOL&lt;/code&gt; - Display the school, if any, of the indicated spell in
short form.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCE&lt;/code&gt; - Display the source of the indicated spell in
long form.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCELEVEL&lt;/code&gt; - Display all the sources and levels of the
indicated spell (Wiz3,Sor3).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCELINK&lt;/code&gt; - Display the URL of the online system reference
document for the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCEPAGE&lt;/code&gt; - Display the source page of the indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCESHORT&lt;/code&gt; - Display the source of the indicated spell in
short form.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SOURCEWEB&lt;/code&gt; - Display the URL of the source of the
indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SUBSCHOOL&lt;/code&gt; - Display the subschool, if any, of the
indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SR&lt;/code&gt; - Display the spell resistance properties of the
indicated spell.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SRSHORT&lt;/code&gt; - Returns an &amp;ldquo;N&amp;rdquo; if spell the spell ignores
resistance, &amp;ldquo;Y&amp;rdquo; if it does not.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TARGET&lt;/code&gt; - Display the target of the indicated spell (contents
of the TARGETAREA lst tag).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TIMES&lt;/code&gt; - Display the number of times the indicated spell is in
the spellbook.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TIMEUNIT&lt;/code&gt; - Display the unit of time (i.e. Encounter, Week,
Month, etc.).&lt;/li&gt;
&lt;li&gt;&lt;code&gt;TYPE&lt;/code&gt; - Display the type (i.e. Arcane or Divine) of
spell class.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLMEM.0.1.2.3.NAME&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the Name of the fourth 2 ^nd^ level spell in the second
spellbook for the first character class.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;spellpoints&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; SPELLPOINTS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Use only for Deadlands. Gives the number of Spellpoints the character
has.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;SPELLPOINTS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Gives the number of Spellpoints the character has.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Weapon Output Sheet Tokens</title>
      <link>http://docs.pcgen.com/outputsheet/tokens/weapon.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/tokens/weapon.html</guid>
      <description>&lt;p&gt;The below Tokens control how weapon and weapon proficency information is
presented in Output Sheets (OS).&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapon&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEAPON.[q.][r.]s.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (q):&lt;/strong&gt; Text (Merge Type - Optional).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;MERGEALL - Causes all weapons with the same name to be merged -
default behavior.&lt;/li&gt;
&lt;li&gt;MERGELOC - Causes all weapons with the same name and in the same
location to be merged.&lt;/li&gt;
&lt;li&gt;MERGENONE - No weapons with the same name are merged.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used &amp;reg;:&lt;/strong&gt; Text (Weapon Status - Optional).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;CARRIED - Creates a 0-based index of carried or equipped weapons.&lt;/li&gt;
&lt;li&gt;EQUIPPED - Creates a 0-based index of equipped weapons.&lt;/li&gt;
&lt;li&gt;NOT_CARRIED - Creates a 0-based index of weapons that are not
carried or equipped.&lt;/li&gt;
&lt;li&gt;NOT_EQUIPPED - Creates a 0-based index of weapons that are not
equipped (although they may be carried).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (s):&lt;/strong&gt; Number - The weapons position in the character&amp;rsquo;s
weapon list - 0-based index&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (The weapon property to be output).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;ATTACKS - The number of attacks for weapon type (ie: 2 for double
headed, etc).&lt;/li&gt;
&lt;li&gt;ATTACKS - The number of attacks for weapon type (ie: 2 for double
headed, etc).&lt;/li&gt;
&lt;li&gt;BASEDAMAGE - The weapon&amp;rsquo;s unadjusted damage (e.g. 1d8+3).&lt;/li&gt;
&lt;li&gt;BASEDAMAGEBONUS - The weapon&amp;rsquo;s unadjusted damage bonus (e.g. +3).&lt;/li&gt;
&lt;li&gt;BASEHIT - The weapon&amp;rsquo;s to hit containing most adjustments (no
adjustment for two weapon fighting, even if weapons are equipped
that way in the program).&lt;/li&gt;
&lt;li&gt;BASICDAMAGE - The weapon&amp;rsquo;s damage including most adjustments (no
adjustment for which hand or hands are wielding the weapon).&lt;/li&gt;
&lt;li&gt;BONUSDAMAGE - The weapon&amp;rsquo;s bonus to damage (+1, etc.).&lt;/li&gt;
&lt;li&gt;CATEGORY - The weapons category, such as Mithril, Melee,
Slashing, etc.&lt;/li&gt;
&lt;li&gt;CRIT - Weapon&amp;rsquo;s Critical Range (ie 20 = 1, 19-20 = 2, 18-20 = 3,
17-20 = 4).&lt;/li&gt;
&lt;li&gt;DAMAGE - The amount of damage the weapon does.&lt;/li&gt;
&lt;li&gt;FEATDAMAGE - Bonus to damage, based on feats.&lt;/li&gt;
&lt;li&gt;FEATHIT - Bonus to hit, based on feats.&lt;/li&gt;
&lt;li&gt;HAND - Hand that weapon is currently equipped in, Else none.&lt;/li&gt;
&lt;li&gt;HEFT - Returns LIGHT, MEDIUM or HEAVY, looking for weapon size and
character size. If the weapon is smaller, then it is LIGHT. This is
not as useful in 3.5 mode because all weapons made for a specific
sized character are the same size as the character and thus will
always return MEDIUM. If the weapon is made for a smaller sized
creature it will return LIGHT and if larger, HEAVY.&lt;/li&gt;
&lt;li&gt;HIT - Weapon&amp;rsquo;s modified bonus to hit, from character&amp;rsquo;s total to
hit bonus.&lt;/li&gt;
&lt;li&gt;ISTYPE - Weapon&amp;rsquo;s Type, for detecting if it is a Double Weapon
or not.&lt;/li&gt;
&lt;li&gt;LONGNAME - A more descriptive name.&lt;/li&gt;
&lt;li&gt;MAGICDAMAGE - Weapon&amp;rsquo;s magical bonus to damage.&lt;/li&gt;
&lt;li&gt;MAGICHIT - Weapon&amp;rsquo;s magical bonus to hit.&lt;/li&gt;
&lt;li&gt;MISC - Returns all miscellaneous to hit bonuses.&lt;/li&gt;
&lt;li&gt;MULT - Multiplier of Critical.&lt;/li&gt;
&lt;li&gt;NAME(.NOSTAR) - Weapon&amp;rsquo;s name (which matches the entry from the
WEAPONPROF.LST file). If .NOSTAR is appended, the asterisk
indicating whether the weapon is equipped will be stripped from
the output.&lt;/li&gt;
&lt;li&gt;NUMATTACKS - Displays the number of attacks the PC gets with the
selected weapon.&lt;/li&gt;
&lt;li&gt;OHDAMAGE - Displays the damage done by an offhand attack with the
selected weapon (e.g. 1d8+1).&lt;/li&gt;
&lt;li&gt;OHDAMAGEBONUS - Displays the damage bonus done by an offhand attack
with the selected weapon (e.g. +1).&lt;/li&gt;
&lt;li&gt;RANGE - Range of weapon, in feet.&lt;/li&gt;
&lt;li&gt;RANGE.NOUNITS - Range of weapon, in feet (no &amp;lsquo; indicator).&lt;/li&gt;
&lt;li&gt;RATEOFFIRE - Rate of fire of the weapon, displayed as listed in the
LST files following the RATEOFFIRE tag.&lt;/li&gt;
&lt;li&gt;REACH - Reach of weapon, in feet.&lt;/li&gt;
&lt;li&gt;SIZE - Size of weapon.&lt;/li&gt;
&lt;li&gt;SIZEMOD - Returns the character size modifier.&lt;/li&gt;
&lt;li&gt;SPROP - Special Properties of weapon.&lt;/li&gt;
&lt;li&gt;TEMPLATEDAMAGE - Bonus to damage, from templates.&lt;/li&gt;
&lt;li&gt;TEMPLATEHIT - Bonus to hit, from templates.&lt;/li&gt;
&lt;li&gt;THDAMAGE - Displays the damage done by a two-handed attack with the
selected weapon (e.g. 2d6+4).&lt;/li&gt;
&lt;li&gt;THDAMAGEBONUS - Displays the damage bonus done by a two-handed
attack with the selected weapon (e.g. +4).&lt;/li&gt;
&lt;li&gt;TOTALHIT.x - The weapon&amp;rsquo;s adjusted to hit bonuses for all attacks,
or for attack x if it is specified (0-based index).&lt;/li&gt;
&lt;li&gt;TWOHIT - The weapon&amp;rsquo;s to hit bonuses if used in the off hand.&lt;/li&gt;
&lt;li&gt;TWPHITH - The weapon&amp;rsquo;s to hit bonuses if used in the primary hand
with a heavy weapon in the other hand.&lt;/li&gt;
&lt;li&gt;TWPHITL - The weapon&amp;rsquo;s to hit bonuses if used in the primary hand
with a light weapon in the other hand.&lt;/li&gt;
&lt;li&gt;TYPE - Type of damage the weapon does.&lt;/li&gt;
&lt;li&gt;WT - Weight of weapon in lbs.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays various information about a character&amp;rsquo;s weapons. Note: Use the
WEAPON token with the RANGELIST option (see below) if you want
ammunition bonuses included.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPON.0.SIZE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the size of the first weapon.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapon_rangelist&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt;
WEAPON.[q.][r.]s.RANGELIST.n.u&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (q):&lt;/strong&gt; Text (Merge Type - Optional).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;MERGEALL - Causes all weapons with the same name to be merged -
default behavior.&lt;/li&gt;
&lt;li&gt;MERGELOC - Causes all weapons with the same name and in the same
location to be merged.&lt;/li&gt;
&lt;li&gt;MERGENONE - No weapons with the same name are merged.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used &amp;reg;:&lt;/strong&gt; Text (Weapon Status - Optional).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;CARRIED - Creates a 0-based index of carried or equipped weapons.&lt;/li&gt;
&lt;li&gt;EQUIPPED - Creates a 0-based index of equipped weapons.&lt;/li&gt;
&lt;li&gt;NOT_CARRIED - Creates a 0-based index of weapons that are not
carried or equipped.&lt;/li&gt;
&lt;li&gt;NOT_EQUIPPED - Creates a 0-based index of weapons that are not
equipped (although they may be carried).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (u):&lt;/strong&gt; Text (Weapon Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays n-th range increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;DAMAGE - Displays the damage for the n-th range increment of the
selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHIT - Displays the complete hit progression for the n-th range
increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHIT.x - Displays the x-th attacks to hit modifier for the n-th
range increment of the selected weapon (0-based index).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (z):&lt;/strong&gt; Text (The weapon property to be output).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;ATTACKS - The number of attacks for weapon type (ie: 2 for double
headed, etc).&lt;/li&gt;
&lt;li&gt;ATTACKS - The number of attacks for weapon type (ie: 2 for double
headed, etc).&lt;/li&gt;
&lt;li&gt;BASEDAMAGE - The weapon&amp;rsquo;s unadjusted damage (e.g. 1d8+3).&lt;/li&gt;
&lt;li&gt;BASEDAMAGEBONUS - The weapon&amp;rsquo;s unadjusted damage bonus (e.g. +3).&lt;/li&gt;
&lt;li&gt;BASEHIT - The weapon&amp;rsquo;s to hit containing most adjustments (no
adjustment for two weapon fighting, even if weapons are equipped
that way in the program).&lt;/li&gt;
&lt;li&gt;BASICDAMAGE - The weapon&amp;rsquo;s damage including most adjustments (no
adjustment for which hand or hands are wielding the weapon).&lt;/li&gt;
&lt;li&gt;BONUSDAMAGE - The weapon&amp;rsquo;s bonus to damage (+1, etc.).&lt;/li&gt;
&lt;li&gt;CATEGORY - The weapons category, such as Mithril, Melee,
Slashing, etc.&lt;/li&gt;
&lt;li&gt;CRIT - Weapon&amp;rsquo;s Critical Range (ie 20 = 1, 19-20 = 2, 18-20 = 3,
17-20 = 4).&lt;/li&gt;
&lt;li&gt;DAMAGE - The amount of damage the weapon does.&lt;/li&gt;
&lt;li&gt;FEATHIT - Bonus to hit, based on feats.&lt;/li&gt;
&lt;li&gt;HAND - Hand that weapon is currently equipped in, Else none.&lt;/li&gt;
&lt;li&gt;HEFT - Returns LIGHT, MEDIUM or HEAVY, looking for weapon size and
character size. If the weapon is smaller, then it is LIGHT.&lt;/li&gt;
&lt;li&gt;HIT - Weapon&amp;rsquo;s modified bonus to hit, from character&amp;rsquo;s total to
hit bonus.&lt;/li&gt;
&lt;li&gt;LONGNAME - A more descriptive name.&lt;/li&gt;
&lt;li&gt;MAGICDAMAGE - Weapon&amp;rsquo;s magical bonus to damage.&lt;/li&gt;
&lt;li&gt;MAGICHIT - Weapon&amp;rsquo;s magical bonus to hit.&lt;/li&gt;
&lt;li&gt;MISC - Returns all miscellaneous to hit bonuses.&lt;/li&gt;
&lt;li&gt;MULT - Multiplier of Critical.&lt;/li&gt;
&lt;li&gt;NAME(.NOSTAR) - Weapon&amp;rsquo;s name (which matches the entry from the
WEAPONPROF.LST file). If .NOSTAR is appended, the asterisk
indicating whether the weapon is equipped will be stripped from
the output.&lt;/li&gt;
&lt;li&gt;NUMATTACKS - Displays the number of attacks the PC gets with the
selected weapon.&lt;/li&gt;
&lt;li&gt;OHDAMAGE - Displays the damage done by an offhand attack with the
selected weapon (e.g. 1d8+1).&lt;/li&gt;
&lt;li&gt;OHDAMAGEBONUS - Displays the damage bonus done by an offhand attack
with the selected weapon (e.g. +1).&lt;/li&gt;
&lt;li&gt;RANGE - Range of weapon, in feet.&lt;/li&gt;
&lt;li&gt;RANGE.NOUNITS - Range of weapon, in feet (no &amp;lsquo; indicator).&lt;/li&gt;
&lt;li&gt;RATEOFFIRE - Rate of fire of the weapon, displayed as listed in the
LST files following the RATEOFFIRE tag.&lt;/li&gt;
&lt;li&gt;REACH - Reach of weapon, in the selected unit set.&lt;/li&gt;
&lt;li&gt;REACHUNIT - The unit that the reach is measured in (normally ft
or m)&lt;/li&gt;
&lt;li&gt;SIZE - Size of weapon.&lt;/li&gt;
&lt;li&gt;SIZEMOD - Returns the character size modifier.&lt;/li&gt;
&lt;li&gt;SPROP - Special Properties of weapon.&lt;/li&gt;
&lt;li&gt;TEMPLATE - Bonus to hit, from templates.&lt;/li&gt;
&lt;li&gt;THDAMAGE - Displays the damage done by a two-handed attack with the
selected weapon (e.g. 2d6+4).&lt;/li&gt;
&lt;li&gt;THDAMAGEBONUS - Displays the damage bonus done by a two-handed
attack with the selected weapon (e.g. +4).&lt;/li&gt;
&lt;li&gt;TOTALHIT.x - The weapon&amp;rsquo;s adjusted to hit bonuses for all attacks,
or for attack x if it is specified (0-based index).&lt;/li&gt;
&lt;li&gt;TWOHIT - The weapon&amp;rsquo;s to hit bonuses if used in the off hand.&lt;/li&gt;
&lt;li&gt;TWPHITH - The weapon&amp;rsquo;s to hit bonuses if used in the primary hand
with a heavy weapon in the other hand.&lt;/li&gt;
&lt;li&gt;TWPHITL - The weapon&amp;rsquo;s to hit bonuses if used in the primary hand
with a light weapon in the other hand.&lt;/li&gt;
&lt;li&gt;TYPE - Type of damage the weapon does.&lt;/li&gt;
&lt;li&gt;WT - Weight of weapon in lbs.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays various attack information about a weapon depending on the
range increment. The SHORTRANGE (as defined in the miscinfo.lst) is
inserted into the range array if it is not already one of the weapon&amp;rsquo;s
standard increments.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPON.0.RANGELIST.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would display the damage for the 1st range increment for the 1st weapon.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapon_ammunition&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt;
WEAPON.[q.][r.]s.RANGELIST.n.u.AMMUNITION.v.w&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Suntoken Name:&lt;/strong&gt; AMMUNITION (Can only be used with RANGELIST)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Displays the properties of the v-th
ammunition that will fit the s-th selected weapon at the n-th range
increment, 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (Weapon Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays y-th range increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;DAMAGE - Displays the damage for the y-th range increment of the
selected weapon.&lt;/li&gt;
&lt;li&gt;SPROP - Displays the special properties for the y-th ammunition
contained by the selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHIT - Displays the complete hit progression for the y-th range
increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHITx - Displays the x-th attacks to hit modifier for the range
increment of the selected weapon (0-based index).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the ammunition types that will fit the
selected weapon at the selected range increment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPON.0.RANGELIST.0.AMMUNITION.0.DAMAGE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the damage from the 1st type of compatible ammunition at point
blank range for the 1st weapon.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapon_contents&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt;
WEAPON.[q.][r.]s.CONTENTS.v.w&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Suntoken Name:&lt;/strong&gt; CONTENTS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Displays the properties of the v-th
ammunition contained by the s-th selected weapon, 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (Weapon Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays name of the v-th selected contents of the s-th
selected weapon.&lt;/li&gt;
&lt;li&gt;QTY - Displays the number of the for the v-th ammunition contained
by the s-th selected weapon.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the contents the selected weapon.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPON.0.CONTENTS.0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the name of the 1st type of contained ammunition.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapon_rangelist_contents&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt;
WEAPON.[q.][r.]s.RANGELIST.n.u.CONTENTS.v.w&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Suntoken Name:&lt;/strong&gt; CONTENTS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (v):&lt;/strong&gt; Number (Displays the properties of the v-th
ammunition contained by the s-th selected weapon at the n-th range
increment, 0-based index).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used (w):&lt;/strong&gt; Text (Weapon Property).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;None - Displays n-th range increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;DAMAGE - Displays the damage for the n-th range increment of the
selected weapon.&lt;/li&gt;
&lt;li&gt;SPROP - Displays the special properties for the n-th ammunition
contained by the selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHIT - Displays the complete hit progression for the n-th range
increment of the selected weapon.&lt;/li&gt;
&lt;li&gt;TOTALHITx - Displays the x-th attacks to hit modifier for the n-th
range increment of the selected weapon (0-based index).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the contents the selected weapon at the
selected range increment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPON.0.RANGELIST.0.CONTENTS.0.DAMAGE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the damage from the 1st type of contained ammunition at point
blank range fired by the 1st weapon.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weaponh&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEAPONH.[q.][r.]s.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used:&lt;/strong&gt; The same options available to the
&lt;a href=&#34;../outputsheet/tokens/weapon.html#weapon&#34;&gt;WEAPON&lt;/a&gt; token.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the &amp;ldquo;Unarmed&amp;rdquo; Weapon.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weapono&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEAPONO.[q.][r.]s.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used:&lt;/strong&gt; The same options available to the
&lt;a href=&#34;../outputsheet/tokens/weapon.html#weapon&#34;&gt;WEAPON&lt;/a&gt; token.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the Weapon equipped to the off-hand.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weaponp&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEAPONP.[q.][r.]s.z&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables Used:&lt;/strong&gt; The same options available to the
&lt;a href=&#34;../outputsheet/tokens/weapon.html#weapon&#34;&gt;WEAPON&lt;/a&gt; token.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays information about the Weapon equipped to the primary hand.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;&lt;span id=&#34;weaponprofs&#34;&gt;&lt;/span&gt; Token Name:&lt;/strong&gt; WEAPONPROFS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What it does:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters weapon proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;WEAPONPROFS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Displays the characters weapon proficiencies.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>base.xml File</title>
      <link>http://docs.pcgen.com/outputsheet/base-xml.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/outputsheet/base-xml.html</guid>
      <description>&lt;p&gt;The base.xml file contains the intelligence for the xslt PDF output
sheets and is the first file processed before passing it&amp;rsquo;s output to the
final selected xslt sheet. The primary base.xml file can be found at the
root of the outputsheets directory.&lt;/p&gt;

&lt;p&gt;&lt;span class=&#34;new&#34;&gt; *** New 5.10 &lt;/span&gt;&lt;/p&gt;

&lt;p&gt;Mutiple gameMode specific base.xml files are now supported. If a
base.xml file is found in the root gameMode directory that file will be
used for xslt output. If no base.xml file is found in the gameMode
directory PCGen will default to the standard file found in the
outputsheets directory.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
  </channel>
</rss>