Output Sheets: Token List
PCGen searches for keywords found between the pipe characters. These tokens
are always in all caps with no spaces between them and the pipes. PCGen will
create a file with the name of the character's name followed by the extension of
the template chosen. If the csheet.html template is chosen, and the character's
name is Bob, then PCGen will generate Bob.html.
The character sheet templates must all have a name that starts with "csheet",
and can be followed by any extension.
Various html templates come with PCGen and demonstrate most of the tokens
available with PCGen.
A listing of the tokens follows:
Ability related | |||||||||||||||||||||||||
STATx | where x = 0 (Strength), 1 (Dexterity), 2 (Constitution), 3 (Intelligence), 4 (Wisdom) or 5 (Charisma) | ||||||||||||||||||||||||
STATx.property | where x is the 0-based index in the
character's stat (as above) and property is one of:
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AC.type, AC.list, AC.type.list | where:
(to be used without the quotation marks; a vertical slash means 'or' in
this notation)
Examples of valid tags: |AC.TOTAL| |AC.TOTAL.NOARMOR.NOSHIELD| |AC.NATURAL| |AC.BASE| |AC.TOTAL.NOBASE| |
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MAXDEX | max dexterity bonus from all armor | ||||||||||||||||||||||||
ACCHECK | sum for armorcheck penalty | ||||||||||||||||||||||||
SPELLFAIL | sum for SPELLFAILURE | ||||||||||||||||||||||||
ARMORx.property | where x is the 0-based index in the
character's armor list and property is one of:
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ARMOR.statusx.property ARMOR.base.statusx.property ARMOR.base.subtype.statusx.property |
where x is the 0-based index in the character's list of
equipment of the specified type and
(to be used without the quotation marks; a vertical slash means 'or' in
this notation) |
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Weapon and Attack related | |||||||||||||||||||||||||
INITIATIVEMOD | is your adjustment to initiative - including dexterity mod and +4 if you have the Improved Initiative feat | ||||||||||||||||||||||||
INITIATIVEMISC | is your adjustment to initiative - EXCLUDING dexterity mod eg. this will contain +4 if you have the improved initiative feat |
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ATTACK.MELEE ATTACK.RANGED ATTACK.UNARMED |
base attack bonus + race modifier + feats + equipment | ||||||||||||||||||||||||
ATTACK.MELEE.TOTAL ATTACK.RANGED.TOTAL ATTACK.UNARMED.TOTAL |
as ATTACK.MELEE, but includes Str, size, etc modifiers as ATTACK.RANGED, but includes Dex, size, etc modifier as ATTACK.UNARMED, but includes Str, size, etc Bonus |
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ATTACK.MELEE.BASE ATTACK.RANGED.BASE ATTACK.UNARMED.BASE |
just the base attack value with no modifiers. | ||||||||||||||||||||||||
ATTACK.MELEE.SIZE ATTACK.RANGED.SIZE ATTACK.UNARMED.SIZE |
bonus/penalty to attack based on size | ||||||||||||||||||||||||
DAMAGE.UNARMED | unarmed damage value (includes Str?) | ||||||||||||||||||||||||
WEAPONx.type | where x is the 0-based index on the character's weapon
list. type is one of: NAME (which matches the entry from the WEAPONPROF.LST file) LONGNAME (a more descriptive name) ATTACKS (the number of attacks) BASEDAMAGE (weapon's unadjusted damage) CATEGORY (weapons category, such as Martial, Melee, etc) CRIT (critical range of weapon) DAMAGE (the amount of damage the weapon does) FEAT (bonus to hit based on feats) HAND (Hand that weapon is currently equipped in, else none) HIT (weapon's modified bonus to hit from character's total to hit bonus) MAGICDAMAGE (weapon's magical bonus to damage) MAGICHIT (weapon's magical bonus to hit) MULT (multiplier of critical) RANGE (range of weapon in feet) REACH (reach of weapon in feet) TEMPLATE (Bonus tohit from templates) TYPE (type of damage the weapon does) TOTALHITy (the weapon's adjusted to hit bonuses for all attacks, or for attack #y if y is a specified - so TOTALHIT would list all attacks, TOTALHIT0 would display just the first attacks' full bonus) SIZE (size of the weapon) SPROP (special properties of weapon) WT (Weight of weapon in lbs) |
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WEAPONP.type, WEAPONO.type or WEAPONH.type | same as WEAPONx.type where WEAPONP is the primary weapon (marked as Primary in the Hand selection), WEAPONO is the Off-Hand, and WEAPONH is the Unarmed Strike weapon (in order to have this option available you must have chosen at least 1 of the Unarmed Strike item in the Items tab) | ||||||||||||||||||||||||
WEAPONPROFS | is a comma delimited list of weapon proficiencies. | ||||||||||||||||||||||||
General Information and Equipment | |||||||||||||||||||||||||
RACE, VISION, NAME, PLAYERNAME, AGE, HEIGHT, HEIGHT.FOOTPART, HEIGHT.INCHPART, WEIGHT, WEIGHT.NOUNIT, GENDER, GENDER.SHORT, GENDER.LONG, HANDED, MOVEMENT, HP, CR, HITDICE, DR, FACE, REACH, SR, ALIGNMENT and ALIGNMENT.SHORT | are also available and print out the corresponding value. GENDER and GENDER.SHORT print out only the initial leter (M for Male, F for Female), whereas GENDER.LONG prints out the full word. | ||||||||||||||||||||||||
MOVEx, MOVEx.NAME, MOVEx.RATE | MOVEx (where x is a number from 0 to (number of movement types)-1) prints out the name and movement rate in feet of the specified movement rate. MOVEx.NAME and .RATE are similar, but instead print out merely the name, or rate, respectively. | ||||||||||||||||||||||||
CLASSx, CLASSABBx, CLASSx.LEVEL | display the xth class' name, abbreviated name, and level respectively. | ||||||||||||||||||||||||
CLASSLIST | displays a comma delimited list of all your classes | ||||||||||||||||||||||||
FAVOREDLIST | displays a comma delimited list of all your favored classes | ||||||||||||||||||||||||
SIZE, SIZELONG | outputs your size (based on your race). SIZELONG functions the same, but outputs the full name of your size (ie. Medium instead of M) | ||||||||||||||||||||||||
EXP.CURRENT, EXP.NEXT, EXP.FACTOR, EXP.PENALTY | outputs your current experience points, the experience points required for you to gain the next level, and the factor by which you multiply recieved experience (due to multiclassing). | ||||||||||||||||||||||||
TOTALLEVELS | outputs an integer of your total levels | ||||||||||||||||||||||||
DOMAINx, DOMAINx.POWER, DEITY | display the xth domain's name, it granted POWER, or the character's DEITY. | ||||||||||||||||||||||||
WEIGHT.LIGHT, WEIGHT.MEDIUM and WEIGHT.HEAVY | display the max weight for that load category for the character. | ||||||||||||||||||||||||
BIO, DESC, COLOR.EYE, COLOR.SKIN, COLOR.HAIR, LENGTH.HAIR, PERSONALITY1, PERSONALITY2 SPEECHTENDENCY, INTERESTS, PHOBIAS, RESIDENCE, LOCATION and CATCHPHRASE | These are all entered on the Trait tab | ||||||||||||||||||||||||
TYPE | The type of critter you're dealing with. Default is Humanoid. Other examples are things like Vermin, Animal, Fey, Giant, Outsider, and so on. | ||||||||||||||||||||||||
%REGION, REGION | This will output the character's region as defined by their region template. |%REGION|statement|%| will only output if the region is not 'None' and will output whatever is inside the statement, such as (|%REGION| From |REGION|. |%|). REGION will output the region-name or 'None' if the character lacks one. | ||||||||||||||||||||||||
LANGUAGES and LANGUAGESx | LANGUAGES is a comma delimited list of known languages, and LANGUAGESx is a way to list the x-th (0 based index) language in the list. | ||||||||||||||||||||||||
POOL.CURRENT, POOL.COST | POOL.CURRENT is remaining the remaining stat pool. POOL.COST is the original cost of creating the character if it was done in Purchase Mode. | ||||||||||||||||||||||||
MISC.FUNDS, MISC.COMPANIONS, MISC.MAGIC, GOLD, TOTAL.VALUE | These all refer to the free-form entries in the Misc tab and are printed exactly as they appear in those text fields. GOLD will output the amount of gold displayed in the Items tab. TOTAL.VALUE will print out the total value of all your equipment, in gold pieces. | ||||||||||||||||||||||||
EQx.type | where x is the equipment number and type is one of: CARRIED (the total number carried) CHARGES (the number of charges remaining) CHARGESUSED (the number of charges used) CONTENTS (the contents of a container and weight of the contents or nothing if not a container) COST (for the cost in gold of the item) EQUIPPED (Y = yes, N = No) LOCATION (Blank if not carried, else "Equipped" if equipped, the name of its container if inside a container, or "Carried" if just carried) LONGNAME (for the longer version of the item name) MAXCHARGES (starting number of charges) NAME (for the short version of the item name) QTY (the number of the item owned) SIZE (size of the item--1 letter) SIZELONG (size of the item) SPROP (special properties of the item) TOTALWT (WT * QTY in lbs) TYPE TYPEn WT (weight in lbs. of the item) Depending on the type of EQ, you can also use all the tokens from the ARMOR and WEAPONS tokens (ACMOD, MAXDEX, DAMAGE, etc).
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EQTYPE.y.x.type | where x is the equipment number, y is a item subtype or
"Container" and type is any of the options listed for EQx.type above.
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EQ.NOT.subtype.ADD.subtype.IS.subtype.x.type EQTYPE.y.NOT.subtype.ADD.subtype.IS.subtype.x.type |
where x is the equipment number, and y is a subtype as
explained for EQTYPE, and type is any of the options listed for EQx.type.
The subtype field can be any equipment subtype. Any number of NOT.Type, ADD.Type, and IS.Type combinations can be used. NOT removes items containing that subtype from the returned list of equipment, ADD adds items with that subtype, and IS discards all equipment without that subtype. EQTYPE and all options can also be used in a COUNT[] statement
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EQCONTAINERSx.type EQCONTIANERWx.type | where x is the equipment number, and type is
the same as for EQx.type above. Outputs the equipment in a preformatted list format, identing the LONGNAME of the contents of a container with a couple of tabs (for EQCONTAINERS), or a few non-breaking spaces (EQCONTAINERW). |
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TOTAL.WEIGHT, TOTAL.LOAD, TOTAL.CAPACITY | for the total weight (in pounds) of equipment the character is carrying, the kind of LOAD (Light, Medium, Heavy or Overload), or Carrying Capacity (in pounds) of the character. | ||||||||||||||||||||||||
Features and Skills | |||||||||||||||||||||||||
FEATALLLIST, FEATALLx or FEATALLx.DESC | where FEATALLLIST will list all your feats (comma delimited) or FEATALLx will print the name of the Feat at position x in the character's list of Feats (e.g. FEATALL0 is the first Feat) and FEATALLx.DESC will print the description of that Feat. | ||||||||||||||||||||||||
FEATAUTOLIST, FEATAUTOx or FEATAUTOx.DESC | where FEATAUTOLIST will list all your automatic feats (comma delimited) or FEATAUTOx will print the name of the Feat at position x in the character's list of Feats (e.g. FEATAUTO0 is the first Feat) and FEATAUTOx.DESC will print the description of that Feat. | ||||||||||||||||||||||||
FEATLIST, FEATx or FEATx.DESC | where FEATLIST will list your feats (comma delimited, excluding virtual feats and automatic feats) or FEATx will print the name of the Feat at position x in the character's list of Feats (e.g. FEAT0 is the first Feat) and FEATx.DESC will print the description of that Feat. | ||||||||||||||||||||||||
VFEATLIST, VFEATx or VFEATx.DESC | where VFEATLIST will list all your virtual feats (comma delimited), or VFEATx will print the name of the Feat at position x in the character's list of Virtual Feats (e.g. VFEAT0 is the first Virtual Feat) and VFEATx.DESC will print the description of that Feat. | ||||||||||||||||||||||||
SKILLx, SKILLx.RANK, SKILLx.MOD, SKILLx.TOTAL, SKILLx.ABMOD, SKILLx.MISC, SKILLx.ABILITY, SKILLx.UNTRAINED, SKILLx.EXCLUSIVE | print the value of the Skill at position x in
the character's skill list. Possible values are: NAME ABILITY (key ability for this skill ABMOD (modifier from key ability) EXCLUSIVE MOD (total modifiers from abilities, equipment, etc) MISC (equals TOTAL - RANK - ABMOD) RANK (number of skill ranks) TOTAL UNTRAINED |
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SKILLSUBSETx.subname, SKILLSUBSETx.subname.RANK, etc. | print the value of the Skill at position x in a subset of character's skill list. The subset is generated by comparing subname to the begining of the skill name, if they match (case insensitive) the skill is in the subset. It is the same as the SKILLx entry otherwise | ||||||||||||||||||||||||
SKILLTYPEx.subtype, SKILLTYPEx.subtype.RANK, etc. | print the value of the Skill at position x in a subset of character's skill list. The subset is generated by comparing subtype to the Type of the skill (as defined by the TYPE tag in the Skill.lst file), if the type contains (case insensitive) the subtype the skill is in the subset. It is the same as the SKILLx entry otherwise | ||||||||||||||||||||||||
SKILLLISTMODS | displays a list of all skills with a non zero adjustment | ||||||||||||||||||||||||
SKILL.Name_of_skill.RANK, SKILL.Name_of_skill.MOD, SKILL.Name_of_skill.TOTAL | enables to display RANK, MOD or TOTAL for a specific skill, i.e. SKILL.Alchemy.TOTAL would display the total bonus on your Alchemy skill check | ||||||||||||||||||||||||
TEMPLATELIST, TEMPLATEx.NAME, TEMPLATEx.STRMOD, TEMPLATEx.DEXMOD, TEMPLATEx.CONMOD, TEMPLATEx.INTMOD, TEMPLATEx.WISMOD, TEMPLATEx.CHAMOD | where TEMPLATELIST will list your templates (comma delimited) or TEMPLATEx.NAME will print the name of the Template at position x in the character's list of Feats (e.g. TEMPLATE0.NAME is the first Template) and TEMPLATEx.xxx will print the xxx of that Template. | ||||||||||||||||||||||||
Saves and Hit Points | |||||||||||||||||||||||||
REFLEX, FORTITUDE and WILL (each can be alone or with .TOTAL, .BASE, .RACE or .MAGIC) | the unmodified tokens (REFLEX, WILL and
FORTITUDE) give the character's full bonus except from stat to the check .TOTAL (e.g. FORTITUDE.TOTAL) gives everything including the stat bonus to the check .BASE gives only the class-based adjustment .FEATS gives bonuses from feats .RACE gives any racial adjustments .MAGIC gives all magical bonuses .MISC gives class, domain, luck, magical, racial, etc |
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HP | displays characters max. hitpoints | ||||||||||||||||||||||||
Spell related | |||||||||||||||||||||||||
SPELLLIST Where SPELLLIST is followed by one of the following (ie: SPELLLISTBOOKx.y) |
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SPELLPOINTS | For Deadlands, give the number of Spellpoints the character has. | ||||||||||||||||||||||||
SPELLMEMv.x.y.z.LABEL | v is the classnumber of the spell you wish to
display x is the book number of the spell y is the level of the spell; z is the number of the spell in known spells list LABEL is one of: NAME BONUSSPELL COMPONENTS CASTINGTIME DESCRIPTION DESCRIPTOR DURATION EFFECT EFFECTTYPE FULLSCHOOL RANGE SAVEINFO SCHOOL SOURCE SOURCEPAGE SOURCESHORT SUBSCHOOL SR TIMES If x (the book number) is -1, then you really want to list spells from the Default spellbook. This is added for an easy way to list the details of all a character's known spells. |
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Specials | |||||||||||||||||||||||||
TEMP | print the name of the character's xth SpecialAbility. | ||||||||||||||||||||||||
SPECIALLIST | is a comma delimited list of special abilities | ||||||||||||||||||||||||
RACE.ABILITYLIST | a comma delimited list of racial special abilities. | ||||||||||||||||||||||||
PROHIBITEDLIST | is a comma delimited list of prohibitions (e.g. a Specialist Wizard must choose some prohibited schools. The selected school will be displayed in this list) | ||||||||||||||||||||||||
Star Wars | |||||||||||||||||||||||||
DEFENSE, DEFENSE.CTOTAL and DEFENSE.CLASSx | total defense for the character, the total of the class components, or just the class component for class #x. | ||||||||||||||||||||||||
WOUNDPOINTS | displays your wound points | ||||||||||||||||||||||||
REPUTATION | The reputation of the character | ||||||||||||||||||||||||
FORCEPOINTS | The total Force Points for the character | ||||||||||||||||||||||||
DSIDEPOINTS | The total Darkside Points for the character | ||||||||||||||||||||||||
Loose Ends... | |||||||||||||||||||||||||
EXPORT.DATE | Displays the date of export. | ||||||||||||||||||||||||
EXPORT.TIME | Displays the time of export. | ||||||||||||||||||||||||
EXPORT.VERSION | Displays the version of PCGen used to export the character. | ||||||||||||||||||||||||
%GAMEMODE:x | Everything before the closing |%| will only print if PCGen is currently in Game Mode 'x'. Where 'x' is any valid Game Mode. | ||||||||||||||||||||||||
BONUSLIST.type.subtype.bonusValueSeparator.bonusDelimiter | Displays the list of bonuses by type and value associated with the tags involved with BONUS:type|subtype. e.g. BONUSLIST.COMBAT.AC (bonusValueSeparator defaults to a space " " and bonusDelimiter defaults to a comma-space ", " if they're not defined) might produce something like "Enchantment 3, Dodge 2, Armor 4" if the character had BONUS:COMBAT|AC|3|TYPE=Enchantment BONUS:COMBAT|AC|2|TYPE=Dodge BONUS:COMBAT|AC|4|TYPE=Armor | ||||||||||||||||||||||||
|IIF(expr)| True Statements |ELSE| False Statements |ENDIF| |
expr is the expression you want to evaluate The first statements will be evaluated if it is true, the second statements will be evaluated if it is false. |ELSE| and the second set of statements are optional. Nested IIFs are supported. IIF (and OIF) currently only support these expr's:
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OIF(expr,truepart,falsepart) | expr Expression you want to
evaluate. truepart Value returned if expr is True. falsepart Value returned if expr is False. e.g. |OIF(HASFEAT:Armor Proficiency (Light),YES,NO)| |
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VAR.VariableName | Displays the value of a defined variable. You
can also append .INTVAL as an optional argument, which displays the result
with no decimal points (as an integer), default is with one decimal place of
precision. Also .MINVAL should be included if instead of the default maximum
of multiple defines, you want the minimum.
eg. |VAR.Turn Undead.MINVAL.INTVAL| |
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%filter | where where filter is one of: ARMORx ARMOR.ITEMx ARMOR.SHIELDx BIO CATCHPHRASE DESC DOMAINx GAMEMODE: INTERESTS LOCATION MISC.COMPANIONS MISC.FUNDS MISC.MAGIC PERSONALITYx PHOBIAS PROHIBITEDLIST REGION RESIDENCE SPEECHTENDENCY SPELLLISTBOOKx SUBREGION WEAPONx 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. For example, |%WEAPON3| means the filter will stop all output (until this filter is ended or the next filter started) unless the character has at least 3 weapons. filter can also be a comma delimited list of Classname=level pairs (where Classname is a valid Class name and level is the minimum level of the class for the filter). Classname could also be SPELLLISTCLASSx=level where x is the xth spellcasting class of the character. filter can also be in the form VAR.name.label.value 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't be nested).
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COUNT[] |
COUNT[] can be used in any of the FOR loops in place of
max. For instance, you could create a FOR loop like this: |FOR,%num,0,COUNT[SKILLS],1,1| Statements |ENDFOR| Here are the current arguments possible to COUNT[]:
Some of the arguments must also have additional qualifiers attached. For
instance SPELLSINBOOK must be of the form:
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|FOR,%var,min,max,step,exists| Statements |ENDFOR| |
where %var is a variable you name and anywhere it appears
in the statements it will be replaced by the current loop value. Min is the
minimum index (e.g. 0) and max is the maximum index (exclusive). Step is how
much the loop varialbe increases by each time through. 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. Nested for loops are supported.
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|FOR.min,max,perLine,phrase,startLine,endLine,exists| | where min is the minimum index (e.g. 0) and max is the
maximum index (exclusive) and perLine is how many phrases will be repeated
before the endLine is printed. The phrase is the code that is parsed for tokens (use \'s instead of |'s, and the % within the tokens will be replaced with the actual value of the index). The startLine will be printed at the beginning of the for loop and after the endLine. The endLine will be printed every perLine times through the loop. You may use the special keywords COMMA or NONE for either startLine or endLine (COMMA prints out a comma and NONE prints out nothing) 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. This style of for loops does not support nesting. If you need nested FOR loops, use the |FOR| |ENDFOR| loop detailed above. Note:FOR. loop on party sheets (psheet*.*) can only loop on character numbers, so \\%.NAME\\ is valid. If you have a FOR. loop involving the characters within the party for-loop, you must enclose the character for-loop in \\. This is an example that will produce a list of all the party member's skills: <table> |FOR.0,10,1,[td]\\%.FOR.0,100,1,\SKILL%\,(,),2\\,<tr>,</tr>,1| </table> |
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|DFOR.min,maxDown,stepNexLine, totalMax, stepInLine, phrase, startLine, endLine, exists| | where This is very similar to the FOR loop,
except this allows for stepping across the table (in the same line)
independent of stepping down. The initial value is min, the values
going down are found by adding stepNextLine to min once for
each line. To find the value within the same line, this starting value (min
for the first line, min + stepNextLine for the next, etc.) has
stepInLine added to it, this is done as may times until totalMax
is passed. Likewise, stepNextLine is added to min each line
until maxDown is passed. An example that would produce a 2 column row
table of all skills is the following:
|DFOR.0,(COUNT[SKILLS]+1)/2,1,COUNT[SKILLS], (COUNT[SKILLS]+1)/2,<td>\SKILL%\</td> <td>\SKILL%.TOTAL\</td><td>\SKILL%.RANK\</td> <td>\SKILL%.ABILITY\</td><td>\SKILL%.MOD\,<tr align="center">,</tr>,0| Note that exists (the ending 0 in the DFOR. loop) should always be 0. The same logic that handles the FOR loop handles the DFOR loop, so the exists flag can be set (though it can be left out). |
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CSHEETTAG2.x | Sets the tag used by embedded DFOR/FOR loops
to the character x. Use this when exporting RTF as \ is a control character
and causes much confusion. This code is equivalent to the example above: |CSHEETTAG2.~| |
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PAPERINFO | Sets up the paper size for PDF documents | ||||||||||||||||||||||||
DIR | file output path DIR.PCGEN DIR.TEMPLATES DIR.PCG DIR.HTML DIR.TEMP |
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EQSET Support | Usefull for outputing Equipment Sets | ||||||||||||||||||||||||
|EQSET.START| |EQSET.END| |
For Equipment Sets to get output to csheets (or eqsheets)
the desired information must be wrapped in |EQSET.START| |EQSET.END| tokens.
ie: |EQSET.START| |EQSET.NAME| |FOR,%num,0,10,1,1| |ARMOR%num.NAME| |ENDFOR| |EQSET.END| The above code would loop once for each Equipment Set created on the Equipping tab |
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EQSET.NAME | Outputs the name of the currently looping Equipment Set
Only usefull within a |EQSET.START| |EQSET.END| loop |