// // Character Sheet Generator // Dump HTML-encoded character information to Log File // Made By Tim // 2003-08-12 // // Script placed in OnUsed on object // Result end up in NWN/LOGS/nwclientLog1.txt file // Between Character Start--> and <-- Character End // Use or change freely // const string nl="
"; string bold(string s) { return ""+s+""; } string col(string c,string s) { return ""+s+""; } string i2s(int i) { return IntToString(i); } void print(string s) { PrintString(s+nl); } string class(int n) { string c="Special"; switch(n) { case CLASS_TYPE_ARCANE_ARCHER: c="Arcane Archer";break; case CLASS_TYPE_ASSASSIN: c="Assassin";break; case CLASS_TYPE_BARBARIAN: c="Barbarian";break; case CLASS_TYPE_BARD: c="Bard";break; case CLASS_TYPE_BLACKGUARD: c="Blackguard";break; case CLASS_TYPE_CLERIC: c="Cleric";break; case CLASS_TYPE_COMMONER: c="Commoner";break; case CLASS_TYPE_DRUID: c="Druid";break; case CLASS_TYPE_FIGHTER: c="Fighter";break; case CLASS_TYPE_HARPER: c="Harper";break; case CLASS_TYPE_MONK: c="Monk";break; case CLASS_TYPE_PALADIN: c="Paladin";break; case CLASS_TYPE_RANGER: c="Ranger";break; case CLASS_TYPE_ROGUE: c="Rouge";break; case CLASS_TYPE_SHADOWDANCER: c="Shadowdancer";break; case CLASS_TYPE_SORCERER: c="Sorcerer";break; case CLASS_TYPE_WIZARD: c="Wizard";break; case CLASS_TYPE_DIVINECHAMPION: c="Divine Champion";break; case CLASS_TYPE_DRAGONDISCIPLE: c="Dragon Diciple";break; case CLASS_TYPE_DWARVENDEFENDER: c="Dwarven Defender";break; case CLASS_TYPE_PALEMASTER: c="Palemaster";break; case CLASS_TYPE_WEAPON_MASTER: c="Weapon Master";break; } return c; } string race(int r) { string c="Special"; switch(r) { case RACIAL_TYPE_DWARF: c="Dwarf";break; case RACIAL_TYPE_ELF: c="Elf";break; case RACIAL_TYPE_GNOME: c="Gnome";break; case RACIAL_TYPE_HALFELF: c="Halfelf";break; case RACIAL_TYPE_HALFLING: c="Halfling";break; case RACIAL_TYPE_HALFORC: c="Halforc";break; case RACIAL_TYPE_HUMAN: c="Human";break; } return c; } string skill(int s) { string c="Unspecified"; switch(s) { case SKILL_ANIMAL_EMPATHY: c="Animal Empathy";break; case SKILL_APPRAISE: c="Appraise";break; case SKILL_CONCENTRATION: c="Concentration";break; case SKILL_CRAFT_TRAP: c="Craft Trap";break; case SKILL_DISABLE_TRAP: c="Disable Trap";break; case SKILL_DISCIPLINE: c="Dicipline";break; case SKILL_HEAL: c="Heal";break; case SKILL_HIDE: c="Hide";break; case SKILL_LISTEN: c="Listen";break; case SKILL_LORE: c="Lore";break; case SKILL_MOVE_SILENTLY: c="Move Silently";break; case SKILL_OPEN_LOCK: c="Open Lock";break; case SKILL_PARRY: c="Parry";break; case SKILL_PERFORM: c="Perform";break; case SKILL_PERSUADE: c="Persuade";break; case SKILL_PICK_POCKET: c="Pick Pocket";break; case SKILL_SEARCH: c="Search";break; case SKILL_SET_TRAP: c="Set Trap";break; case SKILL_SPELLCRAFT: c="Spellcraft";break; case SKILL_SPOT: c="Spot";break; case SKILL_TAUNT: c="Taunt";break; case SKILL_TUMBLE: c="Tumble";break; case SKILL_USE_MAGIC_DEVICE: c="Use Magic Device";break; case SKILL_BLUFF: c="Bluff";break; case SKILL_CRAFT_ARMOR: c="Craft Armor";break; case SKILL_CRAFT_WEAPON: c="Craft Weapon";break; case SKILL_INTIMIDATE: c="Intimidate";break; } return c; } string feat(int f) { string c=""; switch(f) { case FEAT_ANIMATE_DEAD: c="Animate Dead";break; case FEAT_BLACKGUARD_SNEAK_ATTACK_1D6: c="Blackguard Sneak Attack 1D6";break; case FEAT_BLACKGUARD_SNEAK_ATTACK_2D6: c="Blackguard Sneak Attack 2D6";break; case FEAT_BLACKGUARD_SNEAK_ATTACK_3D6: c="Blackguard Sneak Attack 3D6";break; case FEAT_BONE_SKIN_2: c="Bone Skin 2";break; case FEAT_BONE_SKIN_4: c="Bone Skin 4";break; case FEAT_BONE_SKIN_6: c="Bone Skin 6";break; case FEAT_BREW_POTION: c="Brew Potion";break; case FEAT_BULLS_STRENGTH: c="Bull's Strength";break; case FEAT_CRAFT_WAND: c="Craft Wand";break; case FEAT_CURSE_SONG: c="Curse Song";break; case FEAT_DAMAGE_REDUCTION_6: c="Damage Reduction 6";break; case FEAT_DEATHLESS_MASTER_TOUCH: c="Deathless Master Touch";break; case FEAT_DEATHLESS_MASTERY: c="Deathless Mastery";break; case FEAT_DEATHLESS_VIGOR: c="Deathless Vigor";break; case FEAT_DESTRUCTION_DOMAIN_POWER: c="Destruction Domain Power";break; case FEAT_DIVINE_WRATH: c="Divine Wrath";break; case FEAT_DRAGON_ABILITIES: c="Dragon Abilities";break; case FEAT_DRAGON_ARMOR: c="Dragon Armor";break; case FEAT_DRAGON_DIS_BREATH: c="Dragon Dis Breath";break; case FEAT_DRAGON_IMMUNE_FIRE: c="Dragon Immune Fire";break; case FEAT_DRAGON_IMMUNE_PARALYSIS: c="Dragon Immune Paralysis";break; case FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE: c="Dwarven Defender Stance";break; case FEAT_EPIC_ARCANE_ARCHER: c="Epic Arcane Archer";break; case FEAT_EPIC_ARMOR_SKIN: c="Epic Armor Skin";break; case FEAT_EPIC_ASSASSIN: c="Epic Assassin";break; case FEAT_EPIC_AUTOMATIC_QUICKEN_1: c="Epic Automatic Quicken I";break; case FEAT_EPIC_AUTOMATIC_QUICKEN_2: c="Epic Automatic Quicken II";break; case FEAT_EPIC_AUTOMATIC_QUICKEN_3: c="Epic Automatic Quicken III";break; case FEAT_EPIC_AUTOMATIC_SILENT_SPELL_1: c="Epic Automatic Silent Spell I";break; case FEAT_EPIC_AUTOMATIC_SILENT_SPELL_2: c="Epic Automatic Silent Spell II";break; case FEAT_EPIC_AUTOMATIC_SILENT_SPELL_3: c="Epic Automatic Silent Spell III";break; case FEAT_EPIC_AUTOMATIC_STILL_SPELL_1: c="Epic Automatic Still Spell I";break; case FEAT_EPIC_AUTOMATIC_STILL_SPELL_2: c="Epic Automatic Still Spell II";break; case FEAT_EPIC_AUTOMATIC_STILL_SPELL_3: c="Epic Automatic Still Spell III";break; case FEAT_EPIC_BANE_OF_ENEMIES: c="Epic Bane of Enemies";break; case FEAT_EPIC_BARBARIAN: c="Epic Barbarian";break; case FEAT_EPIC_BARD: c="Epic Bard";break; case FEAT_EPIC_BLACKGUARD: c="Epic Blackguard";break; case FEAT_EPIC_BLINDING_SPEED: c="Epic Blinding Speed";break; case FEAT_EPIC_CLERIC: c="Epic Cleric";break; case FEAT_EPIC_DAMAGE_REDUCTION_3: c="Epic Damage Reduction 3";break; case FEAT_EPIC_DAMAGE_REDUCTION_6: c="Epic Damage Reduction 6";break; case FEAT_EPIC_DAMAGE_REDUCTION_9: c="Epic Damage Reduction 9";break; case FEAT_EPIC_DEVASTATING_CRITICAL_BASTARDSWORD: c="Devastating Critical - Bastardsword";break; case FEAT_EPIC_DEVASTATING_CRITICAL_BATTLEAXE: c="Devastating Critical - Battleaxe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_CLUB: c="Devastating Critical - Club";break; case FEAT_EPIC_DEVASTATING_CRITICAL_CREATURE: c="Devastating Critical - Creature";break; case FEAT_EPIC_DEVASTATING_CRITICAL_DAGGER: c="Devastating Critical - Dagger";break; case FEAT_EPIC_DEVASTATING_CRITICAL_DART: c="Devastating Critical - Dart";break; case FEAT_EPIC_DEVASTATING_CRITICAL_DIREMACE: c="Devastating Critical - Dire Mace";break; case FEAT_EPIC_DEVASTATING_CRITICAL_DOUBLEAXE: c="Devastating Critical - Double Axe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_DWAXE: c="Devastating Critical - Dwarven Axe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_GREATAXE: c="Devastating Critical - Bastardsword";break; case FEAT_EPIC_DEVASTATING_CRITICAL_GREATSWORD: c="Devastating Critical - Great Axe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_HALBERD: c="Devastating Critical - Halberd";break; case FEAT_EPIC_DEVASTATING_CRITICAL_HANDAXE: c="Devastating Critical - Hand Axe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_HEAVYCROSSBOW: c="Devastating Critical - Heavy Crossbow";break; case FEAT_EPIC_DEVASTATING_CRITICAL_HEAVYFLAIL: c="Devastating Critical - Heavy Flail";break; case FEAT_EPIC_DEVASTATING_CRITICAL_KAMA: c="Devastating Critical - Kama";break; case FEAT_EPIC_DEVASTATING_CRITICAL_KATANA: c="Devastating Critical - Katana";break; case FEAT_EPIC_DEVASTATING_CRITICAL_KUKRI: c="Devastating Critical - Kukri";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LIGHTCROSSBOW: c="Devastating Critical - Light Crossbow";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LIGHTFLAIL: c="Devastating Critical - Light Flail";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LIGHTHAMMER: c="Devastating Critical - Light Hammer";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LIGHTMACE: c="Devastating Critical - Light Mace";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LONGBOW: c="Devastating Critical - Longbow";break; case FEAT_EPIC_DEVASTATING_CRITICAL_LONGSWORD: c="Devastating Critical - Longsword";break; case FEAT_EPIC_DEVASTATING_CRITICAL_MORNINGSTAR: c="Devastating Critical - Morningstar";break; case FEAT_EPIC_DEVASTATING_CRITICAL_QUARTERSTAFF: c="Devastating Critical - Quarterstaff";break; case FEAT_EPIC_DEVASTATING_CRITICAL_RAPIER: c="Devastating Critical - Rapier";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SCIMITAR: c="Devastating Critical - Scimitar";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SCYTHE: c="Devastating Critical - Scythe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SHORTBOW: c="Devastating Critical - Shortbow";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SHORTSPEAR: c="Devastating Critical - Shortspear";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SHORTSWORD: c="Devastating Critical - Shortsword";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SHURIKEN: c="Devastating Critical - Shuriken";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SICKLE: c="Devastating Critical - Sickle";break; case FEAT_EPIC_DEVASTATING_CRITICAL_SLING: c="Devastating Critical - Sling";break; case FEAT_EPIC_DEVASTATING_CRITICAL_THROWINGAXE: c="Devastating Critical - Throwing Axe";break; case FEAT_EPIC_DEVASTATING_CRITICAL_TWOBLADEDSWORD: c="Devastating Critical - Two-bladed Sword";break; case FEAT_EPIC_DEVASTATING_CRITICAL_UNARMED: c="Devastating Critical - Unarmed";break; case FEAT_EPIC_DEVASTATING_CRITICAL_WARHAMMER: c="Devastating Critical - Warhammer";break; case FEAT_EPIC_DIVINE_CHAMPION: c="Epic Divine Champion";break; case FEAT_EPIC_DODGE: c="Epic Dodge";break; case FEAT_EPIC_DRUID: c="Epic Druid";break; case FEAT_EPIC_DWARVEN_DEFENDER: c="Epic Dwarven Defender";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_1: c="Epic Energy Resistance - Acid I";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_10: c="Epic Energy Resistance - Acid X";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_2: c="Epic Energy Resistance - Acid II";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_3: c="Epic Energy Resistance - Acid II";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_4: c="Epic Energy Resistance - Acid IV";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_5: c="Epic Energy Resistance - Acid V";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_6: c="Epic Energy Resistance - Acid VI";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_7: c="Epic Energy Resistance - Acid VII";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_8: c="Epic Energy Resistance - Acid VIII";break; case FEAT_EPIC_ENERGY_RESISTANCE_ACID_9: c="Epic Energy Resistance - Acid IX";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_1: c="Epic Energy Resistance - Cold I";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_10: c="Epic Energy Resistance - Cold X";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_2: c="Epic Energy Resistance - Cold II";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_3: c="Epic Energy Resistance - Cold III";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_4: c="Epic Energy Resistance - Cold IV";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_5: c="Epic Energy Resistance - Cold V";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_6: c="Epic Energy Resistance - Cold VI";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_7: c="Epic Energy Resistance - Cold VII";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_8: c="Epic Energy Resistance - Cold VIII";break; case FEAT_EPIC_ENERGY_RESISTANCE_COLD_9: c="Epic Energy Resistance - Cold IX";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_1: c="Epic Energy Resistance - Electrical I";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_10: c="Epic Energy Resistance - Electrical X";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_2: c="Epic Energy Resistance - Electrical II";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_3: c="Epic Energy Resistance - Electrical III";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_4: c="Epic Energy Resistance - Electrical IV";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_5: c="Epic Energy Resistance - Electrical V";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_6: c="Epic Energy Resistance - Electrical VI";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_7: c="Epic Energy Resistance - Electrical VII";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_8: c="Epic Energy Resistance - Electrical VIII";break; case FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_9: c="Epic Energy Resistance - Electrical IX";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_1: c="Epic Energy Resistance - Fire I";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_10: c="Epic Energy Resistance - Fire X";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_2: c="Epic Energy Resistance - Fire II";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_3: c="Epic Energy Resistance - Fire III";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_4: c="Epic Energy Resistance - Fire IV";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_5: c="Epic Energy Resistance - Fire V";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_6: c="Epic Energy Resistance - Fire VI";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_7: c="Epic Energy Resistance - Fire VII";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_8: c="Epic Energy Resistance - Fire VIII";break; case FEAT_EPIC_ENERGY_RESISTANCE_FIRE_9: c="Epic Energy Resistance - Fire IX";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_1: c="Epic Energy Resistance - Sonic I";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_10: c="Epic Energy Resistance - Sonic X";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_2: c="Epic Energy Resistance - Sonic II";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_3: c="Epic Energy Resistance - Sonic III";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_4: c="Epic Energy Resistance - Sonic IV";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_5: c="Epic Energy Resistance - Sonic V";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_6: c="Epic Energy Resistance - Sonic VI";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_7: c="Epic Energy Resistance - Sonic VII";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_8: c="Epic Energy Resistance - Sonic VIII";break; case FEAT_EPIC_ENERGY_RESISTANCE_SONIC_9: c="Epic Energy Resistance - Sonic IX";break; case FEAT_EPIC_FIGHTER: c="Epic Fighter";break; case FEAT_EPIC_FORTITUDE: c="Epic Fortitude";break; case FEAT_EPIC_GREAT_CHARISMA_1: c="Great Charisma I";break; case FEAT_EPIC_GREAT_CHARISMA_10: c="Great Charisma X";break; case FEAT_EPIC_GREAT_CHARISMA_2: c="Great Charisma II";break; case FEAT_EPIC_GREAT_CHARISMA_3: c="Great Charisma III";break; case FEAT_EPIC_GREAT_CHARISMA_4: c="Great Charisma IV";break; case FEAT_EPIC_GREAT_CHARISMA_5: c="Great Charisma V";break; case FEAT_EPIC_GREAT_CHARISMA_6: c="Great Charisma VI";break; case FEAT_EPIC_GREAT_CHARISMA_7: c="Great Charisma VII";break; case FEAT_EPIC_GREAT_CHARISMA_8: c="Great Charisma VIII";break; case FEAT_EPIC_GREAT_CHARISMA_9: c="Great Charisma IX";break; case FEAT_EPIC_GREAT_CONSTITUTION_1: c="Great Constitution I";break; case FEAT_EPIC_GREAT_CONSTITUTION_10: c="Great Constitution X";break; case FEAT_EPIC_GREAT_CONSTITUTION_2: c="Great Constitution II";break; case FEAT_EPIC_GREAT_CONSTITUTION_3: c="Great Constitution II";break; case FEAT_EPIC_GREAT_CONSTITUTION_4: c="Great Constitution IV";break; case FEAT_EPIC_GREAT_CONSTITUTION_5: c="Great Constitution V";break; case FEAT_EPIC_GREAT_CONSTITUTION_6: c="Great Constitution VI";break; case FEAT_EPIC_GREAT_CONSTITUTION_7: c="Great Constitution VII";break; case FEAT_EPIC_GREAT_CONSTITUTION_8: c="Great Constitution VIII";break; case FEAT_EPIC_GREAT_CONSTITUTION_9: c="Great Constitution IX";break; case FEAT_EPIC_GREAT_DEXTERITY_1: c="Great Dexterity I";break; case FEAT_EPIC_GREAT_DEXTERITY_10: c="Great Dexterity X";break; case FEAT_EPIC_GREAT_DEXTERITY_2: c="Great Dexterity II";break; case FEAT_EPIC_GREAT_DEXTERITY_3: c="Great Dexterity III";break; case FEAT_EPIC_GREAT_DEXTERITY_4: c="Great Dexterity IV";break; case FEAT_EPIC_GREAT_DEXTERITY_5: c="Great Dexterity V";break; case FEAT_EPIC_GREAT_DEXTERITY_6: c="Great Dexterity VI";break; case FEAT_EPIC_GREAT_DEXTERITY_7: c="Great Dexterity VII";break; case FEAT_EPIC_GREAT_DEXTERITY_8: c="Great Dexterity VIII";break; case FEAT_EPIC_GREAT_DEXTERITY_9: c="Great Dexterity IX";break; case FEAT_EPIC_GREAT_INTELLIGENCE_1: c="Great Intelligence I";break; case FEAT_EPIC_GREAT_INTELLIGENCE_10: c="Great Intelligence X";break; case FEAT_EPIC_GREAT_INTELLIGENCE_2: c="Great Intelligence II";break; case FEAT_EPIC_GREAT_INTELLIGENCE_3: c="Great Intelligence III";break; case FEAT_EPIC_GREAT_INTELLIGENCE_4: c="Great Intelligence IV";break; case FEAT_EPIC_GREAT_INTELLIGENCE_5: c="Great Intelligence V";break; case FEAT_EPIC_GREAT_INTELLIGENCE_6: c="Great Intelligence VI";break; case FEAT_EPIC_GREAT_INTELLIGENCE_7: c="Great Intelligence VII";break; case FEAT_EPIC_GREAT_INTELLIGENCE_8: c="Great Intelligence VIII";break; case FEAT_EPIC_GREAT_INTELLIGENCE_9: c="Great Intelligence IX";break; case FEAT_EPIC_GREAT_SMITING_1: c="Great Smiting I";break; case FEAT_EPIC_GREAT_SMITING_10: c="Great Smiting X";break; case FEAT_EPIC_GREAT_SMITING_2: c="Great Smiting II";break; case FEAT_EPIC_GREAT_SMITING_3: c="Great Smiting III";break; case FEAT_EPIC_GREAT_SMITING_4: c="Great Smiting IV";break; case FEAT_EPIC_GREAT_SMITING_5: c="Great Smiting V";break; case FEAT_EPIC_GREAT_SMITING_6: c="Great Smiting VI";break; case FEAT_EPIC_GREAT_SMITING_7: c="Great Smiting VII";break; case FEAT_EPIC_GREAT_SMITING_8: c="Great Smiting VIII";break; case FEAT_EPIC_GREAT_SMITING_9: c="Great Smiting IX";break; case FEAT_EPIC_GREAT_STRENGTH_1: c="Great Strength I";break; case FEAT_EPIC_GREAT_STRENGTH_10: c="Great Strength X";break; case FEAT_EPIC_GREAT_STRENGTH_2: c="Great Strength II";break; case FEAT_EPIC_GREAT_STRENGTH_3: c="Great Strength III";break; case FEAT_EPIC_GREAT_STRENGTH_4: c="Great Strength IV";break; case FEAT_EPIC_GREAT_STRENGTH_5: c="Great Strength V";break; case FEAT_EPIC_GREAT_STRENGTH_6: c="Great Strength VI";break; case FEAT_EPIC_GREAT_STRENGTH_7: c="Great Strength VII";break; case FEAT_EPIC_GREAT_STRENGTH_8: c="Great Strength VIII";break; case FEAT_EPIC_GREAT_STRENGTH_9: c="Great Strength IX";break; case FEAT_EPIC_GREAT_WISDOM_1: c="Great Wisdom I";break; case FEAT_EPIC_GREAT_WISDOM_10: c="Great Wisdom X";break; case FEAT_EPIC_GREAT_WISDOM_2: c="Great Wisdom II";break; case FEAT_EPIC_GREAT_WISDOM_3: c="Great Wisdom III";break; case FEAT_EPIC_GREAT_WISDOM_4: c="Great Wisdom IV";break; case FEAT_EPIC_GREAT_WISDOM_5: c="Great Wisdom V";break; case FEAT_EPIC_GREAT_WISDOM_6: c="Great Wisdom VI";break; case FEAT_EPIC_GREAT_WISDOM_7: c="Great Wisdom VII";break; case FEAT_EPIC_GREAT_WISDOM_8: c="Great Wisdom VIII";break; case FEAT_EPIC_GREAT_WISDOM_9: c="Great Wisdom IX";break; case FEAT_EPIC_HARPER_SCOUT: c="Epic Harper Scout";break; case FEAT_EPIC_IMPROVED_COMBAT_CASTING: c="Epic Improved Combat Casting";break; case FEAT_EPIC_IMPROVED_KI_STRIKE_4: c="Epic Improved Ki Strike 4";break; case FEAT_EPIC_IMPROVED_KI_STRIKE_5: c="Epic Improved Ki Strike 5";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_1: c="Epic Improved Sneak Attack I";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_10: c="Epic Improved Sneak Attack X";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_2: c="Epic Improved Sneak Attack II";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_3: c="Epic Improved Sneak Attack III";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_4: c="Epic Improved Sneak Attack IV";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_5: c="Epic Improved Sneak Attack V";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_6: c="Epic Improved Sneak Attack VI";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_7: c="Epic Improved Sneak Attack VII";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_8: c="Epic Improved Sneak Attack VIII";break; case FEAT_EPIC_IMPROVED_SNEAK_ATTACK_9: c="Epic Improved Sneak Attack XI";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_1: c="Epic Impr. Spell Resist. I";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_10: c="Epic Impr. Spell Resist. X";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_2: c="Epic Impr. Spell Resist. II";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_3: c="Epic Impr. Spell Resist. III";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_4: c="Epic Impr. Spell Resist. IV";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_5: c="Epic Impr. Spell Resist. V";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_6: c="Epic Impr. Spell Resist. VI";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_7: c="Epic Impr. Spell Resist. VII";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_8: c="Epic Impr. Spell Resist. VIII";break; case FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_9: c="Epic Impr. Spell Resist. IX";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_1: c="Epic Impr. Stunning Fist I";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_10: c="Epic Impr. Stunning Fist X";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_2: c="Epic Impr. Stunning Fist II";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_3: c="Epic Impr. Stunning Fist III";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_4: c="Epic Impr. Stunning Fist IV";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_5: c="Epic Impr. Stunning Fist V";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_6: c="Epic Impr. Stunning Fist VI";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_7: c="Epic Impr. Stunning Fist VII";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_8: c="Epic Impr. Stunning Fist VIII";break; case FEAT_EPIC_IMPROVED_STUNNING_FIST_9: c="Epic Impr. Stunning Fist IX";break; case FEAT_EPIC_LASTING_INSPIRATION: c="Epic Lasting Inspiration";break; case FEAT_EPIC_MONK: c="Epic Monk";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_BASTARDSWORD: c="Overwhelming Crit. - Bastardword";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_BATTLEAXE: c="Overwhelming Crit. - Battleaxe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_CLUB: c="Overwhelming Crit. - Club";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_CREATURE: c="Overwhelming Crit. - Creature";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_DAGGER: c="Overwhelming Crit. - Dagger";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_DART: c="Overwhelming Crit. - Dart";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_DIREMACE: c="Overwhelming Crit. - Dire Mace";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_DOUBLEAXE: c="Overwhelming Crit. - Double Axe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_DWAXE: c="Overwhelming Crit. - Dwarven Axe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_GREATAXE: c="Overwhelming Crit. - Great Axe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_GREATSWORD: c="Overwhelming Crit. - Greatsword";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_HALBERD: c="Overwhelming Crit. - Halberd";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_HANDAXE: c="Overwhelming Crit. - Handaxe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_HEAVYCROSSBOW: c="Overwhelming Crit. - Heavy Crossbow";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_HEAVYFLAIL: c="Overwhelming Crit. - Heavt Flail";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_KAMA: c="Overwhelming Crit. - Kama";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_KATANA: c="Overwhelming Crit. - Katana";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_KUKRI: c="Overwhelming Crit. - Kukri";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LIGHTCROSSBOW: c="Overwhelming Crit. - Light Crossbow";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LIGHTFLAIL: c="Overwhelming Crit. - Light Flail";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LIGHTHAMMER: c="Overwhelming Crit. - Light Hammer";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LIGHTMACE: c="Overwhelming Crit. - Light Mace";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LONGBOW: c="Overwhelming Crit. - Longbow";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_LONGSWORD: c="Overwhelming Crit. - Longsword";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_MORNINGSTAR: c="Overwhelming Crit. - Morningstar";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_QUARTERSTAFF: c="Overwhelming Crit. - Quarterstaff";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_RAPIER: c="Overwhelming Crit. - Rapier";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SCIMITAR: c="Overwhelming Crit. - Scimitar";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SCYTHE: c="Overwhelming Crit. - Scythe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SHORTBOW: c="Overwhelming Crit. - Shortbow";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SHORTSPEAR: c="Overwhelming Crit. - Shortspear";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SHORTSWORD: c="Overwhelming Crit. - Shortsword";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SHURIKEN: c="Overwhelming Crit. - Shuriken";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SICKLE: c="Overwhelming Crit. - Sickle";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_SLING: c="Overwhelming Crit. - Sling";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_THROWINGAXE: c="Overwhelming Crit. - Throwing Axe";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_TWOBLADEDSWORD: c="Overwhelming Crit. - Two-Bladed Sword";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_UNARMED: c="Overwhelming Crit. - Unarmed";break; case FEAT_EPIC_OVERWHELMING_CRITICAL_WARHAMMER: c="Overwhelming Crit. - Warhammer";break; case FEAT_EPIC_PALADIN: c="Epic Paladin";break; case FEAT_EPIC_PALE_MASTER: c="Epic Pale Master";break; case FEAT_EPIC_PERFECT_HEALTH: c="Epic Perfect Health";break; case FEAT_EPIC_PROWESS: c="Epic Prowess";break; case FEAT_EPIC_RANGER: c="Epic Ranger";break; case FEAT_EPIC_RED_DRAGON_DISC: c="Epic Red Dragon Disciple";break; case FEAT_EPIC_REFLEXES: c="Epic Reflexes";break; case FEAT_EPIC_REPUTATION: c="Epic Reputation";break; case FEAT_EPIC_ROGUE: c="Epic Rouge";break; case FEAT_EPIC_SELF_CONCEALMENT_10: c="Epic Self Concealment 10";break; case FEAT_EPIC_SELF_CONCEALMENT_20: c="Epic Self Concealment 20";break; case FEAT_EPIC_SELF_CONCEALMENT_30: c="Epic Self Concealment 30";break; case FEAT_EPIC_SELF_CONCEALMENT_40: c="Epic Self Concealment 40";break; case FEAT_EPIC_SELF_CONCEALMENT_50: c="Epic Self Concealment 50";break; case FEAT_EPIC_SHADOWDANCER: c="Epic Shadowdancer";break; case FEAT_EPIC_SHIFTER: c="Epic Shifter";break; case FEAT_EPIC_SKILL_FOCUS_ANIMAL_EMPATHY: c="Epic Skill Focus - Animal Empathy";break; case FEAT_EPIC_SKILL_FOCUS_APPRAISE: c="Epic Skill Focus - Appraise";break; case FEAT_EPIC_SKILL_FOCUS_BLUFF: c="Epic Skill Focus - Bluff";break; case FEAT_EPIC_SKILL_FOCUS_CONCENTRATION: c="Epic Skill Focus - Concentration";break; case FEAT_EPIC_SKILL_FOCUS_CRAFT_ARMOR: c="Epic Skill Focus - Craft Armor";break; case FEAT_EPIC_SKILL_FOCUS_CRAFT_TRAP: c="Epic Skill Focus - Craft Trap";break; case FEAT_EPIC_SKILL_FOCUS_CRAFT_WEAPON: c="Epic Skill Focus - Craft Weapon";break; case FEAT_EPIC_SKILL_FOCUS_DISABLETRAP: c="Epic Skill Focus - Disable Trap";break; case FEAT_EPIC_SKILL_FOCUS_DISCIPLINE: c="Epic Skill Focus - Discipline";break; case FEAT_EPIC_SKILL_FOCUS_HEAL: c="Epic Skill Focus - Heal";break; case FEAT_EPIC_SKILL_FOCUS_HIDE: c="Epic Skill Focus - Hide";break; case FEAT_EPIC_SKILL_FOCUS_INTIMIDATE: c="Epic Skill Focus - Intimidate";break; case FEAT_EPIC_SKILL_FOCUS_LISTEN: c="Epic Skill Focus - Listen";break; case FEAT_EPIC_SKILL_FOCUS_LORE: c="Epic Skill Focus - Lore";break; case FEAT_EPIC_SKILL_FOCUS_MOVESILENTLY: c="Epic Skill Focus - Move Silently";break; case FEAT_EPIC_SKILL_FOCUS_OPENLOCK: c="Epic Skill Focus - Open Locks";break; case FEAT_EPIC_SKILL_FOCUS_PARRY: c="Epic Skill Focus - Parry";break; case FEAT_EPIC_SKILL_FOCUS_PERFORM: c="Epic Skill Focus - Perform";break; case FEAT_EPIC_SKILL_FOCUS_PERSUADE: c="Epic Skill Focus - Persuade";break; case FEAT_EPIC_SKILL_FOCUS_PICKPOCKET: c="Epic Skill Focus - Pick Pockets";break; case FEAT_EPIC_SKILL_FOCUS_SEARCH: c="Epic Skill Focus - Search";break; case FEAT_EPIC_SKILL_FOCUS_SETTRAP: c="Epic Skill Focus - Set Trap";break; case FEAT_EPIC_SKILL_FOCUS_SPELLCRAFT: c="Epic Skill Focus - Spellcraft";break; case FEAT_EPIC_SKILL_FOCUS_SPOT: c="Epic Skill Focus - Spot";break; case FEAT_EPIC_SKILL_FOCUS_TAUNT: c="Epic Skill Focus - Taunt";break; case FEAT_EPIC_SKILL_FOCUS_TUMBLE: c="Epic Skill Focus - Tumble";break; case FEAT_EPIC_SKILL_FOCUS_USEMAGICDEVICE: c="Epic Skill Focus - Use Magic Device";break; case FEAT_EPIC_SORCERER: c="Epic Sorcerer";break; case FEAT_EPIC_SPELL_FOCUS_ABJURATION: c="Epic Spell Focus - Abjuration";break; case FEAT_EPIC_SPELL_FOCUS_CONJURATION: c="Epic Spell Focus - Conjuration";break; case FEAT_EPIC_SPELL_FOCUS_DIVINATION: c="Epic Spell Focus - Divination";break; case FEAT_EPIC_SPELL_FOCUS_ENCHANTMENT: c="Epic Spell Focus - Enchantment";break; case FEAT_EPIC_SPELL_FOCUS_EVOCATION: c="Epic Spell Focus - Evocation";break; case FEAT_EPIC_SPELL_FOCUS_ILLUSION: c="Epic Spell Focus - Illusion";break; case FEAT_EPIC_SPELL_FOCUS_NECROMANCY: c="Epic Spell Focus - Necromancy";break; case FEAT_EPIC_SPELL_FOCUS_TRANSMUTATION: c="Epic Spell Focus - Transmutation";break; case FEAT_EPIC_SPELL_DRAGON_KNIGHT: c="Epic Spell - Dragon Knight";break; case FEAT_EPIC_SPELL_HELLBALL: c="Epic Spell - Hellball";break; case FEAT_EPIC_SPELL_MAGE_ARMOUR: c="Epic Spell - MAge Armour";break; case FEAT_EPIC_SPELL_MUMMY_DUST: c="Epic Spell - Mummy Dust";break; case FEAT_EPIC_SPELL_PENETRATION: c="Epic Spell Penetration";break; case FEAT_EPIC_SPELL_RUIN: c="Epic Spell Ruin";break; case FEAT_EPIC_SUPERIOR_INITIATIVE: c="Superior Initiative";break; case FEAT_EPIC_THUNDERING_RAGE: c="Thundering Rage";break; case FEAT_EPIC_TOUGHNESS_1: c="Epic Thoughness I";break; case FEAT_EPIC_TOUGHNESS_10: c="Epic Thoughness X";break; case FEAT_EPIC_TOUGHNESS_2: c="Epic Thoughness II";break; case FEAT_EPIC_TOUGHNESS_3: c="Epic Thoughness III";break; case FEAT_EPIC_TOUGHNESS_4: c="Epic Thoughness IV";break; case FEAT_EPIC_TOUGHNESS_5: c="Epic Thoughness V";break; case FEAT_EPIC_TOUGHNESS_6: c="Epic Thoughness VI";break; case FEAT_EPIC_TOUGHNESS_7: c="Epic Thoughness VII";break; case FEAT_EPIC_TOUGHNESS_8: c="Epic Thoughness VIII";break; case FEAT_EPIC_TOUGHNESS_9: c="Epic Thoughness IX";break; case FEAT_EPIC_WEAPON_FOCUS_BASTARDSWORD: c="Epic Weapon Focus - Bastardsword";break; case FEAT_EPIC_WEAPON_FOCUS_BATTLEAXE: c="Epic Weapon Focus - Battleaxe";break; case FEAT_EPIC_WEAPON_FOCUS_CLUB: c="Epic Weapon Focus - Club";break; case FEAT_EPIC_WEAPON_FOCUS_CREATURE: c="Epic Weapon Focus - Creature";break; case FEAT_EPIC_WEAPON_FOCUS_DAGGER: c="Epic Weapon Focus - Dagger";break; case FEAT_EPIC_WEAPON_FOCUS_DART: c="Epic Weapon Focus - Dart";break; case FEAT_EPIC_WEAPON_FOCUS_DIREMACE: c="Epic Weapon Focus - Dire Mace";break; case FEAT_EPIC_WEAPON_FOCUS_DOUBLEAXE: c="Epic Weapon Focus - Double Axe";break; case FEAT_EPIC_WEAPON_FOCUS_DWAXE: c="Epic Weapon Focus - Dwarven Axe";break; case FEAT_EPIC_WEAPON_FOCUS_GREATAXE: c="Epic Weapon Focus - Greataxe";break; case FEAT_EPIC_WEAPON_FOCUS_GREATSWORD: c="Epic Weapon Focus - Greatsword";break; case FEAT_EPIC_WEAPON_FOCUS_HALBERD: c="Epic Weapon Focus - Halberd";break; case FEAT_EPIC_WEAPON_FOCUS_HANDAXE: c="Epic Weapon Focus - Handaxe";break; case FEAT_EPIC_WEAPON_FOCUS_HEAVYCROSSBOW: c="Epic Weapon Focus - Heavy Crossbow";break; case FEAT_EPIC_WEAPON_FOCUS_HEAVYFLAIL: c="Epic Weapon Focus - Heavy Flail";break; case FEAT_EPIC_WEAPON_FOCUS_KAMA: c="Epic Weapon Focus - Kama";break; case FEAT_EPIC_WEAPON_FOCUS_KATANA: c="Epic Weapon Focus - Katana";break; case FEAT_EPIC_WEAPON_FOCUS_KUKRI: c="Epic Weapon Focus - Kukri";break; case FEAT_EPIC_WEAPON_FOCUS_LIGHTCROSSBOW: c="Epic Weapon Focus - Light Crossbow";break; case FEAT_EPIC_WEAPON_FOCUS_LIGHTFLAIL: c="Epic Weapon Focus - Light Flail";break; case FEAT_EPIC_WEAPON_FOCUS_LIGHTHAMMER: c="Epic Weapon Focus - Light Hammer";break; case FEAT_EPIC_WEAPON_FOCUS_LIGHTMACE: c="Epic Weapon Focus - Light Mace";break; case FEAT_EPIC_WEAPON_FOCUS_LONGBOW: c="Epic Weapon Focus - Longbow";break; case FEAT_EPIC_WEAPON_FOCUS_LONGSWORD: c="Epic Weapon Focus - Longsword";break; case FEAT_EPIC_WEAPON_FOCUS_MORNINGSTAR: c="Epic Weapon Focus - Morningstar";break; case FEAT_EPIC_WEAPON_FOCUS_QUARTERSTAFF: c="Epic Weapon Focus - Quarterstaff";break; case FEAT_EPIC_WEAPON_FOCUS_RAPIER: c="Epic Weapon Focus - Rapier";break; case FEAT_EPIC_WEAPON_FOCUS_SCIMITAR: c="Epic Weapon Focus - Scimitar";break; case FEAT_EPIC_WEAPON_FOCUS_SCYTHE: c="Epic Weapon Focus - Scythe";break; case FEAT_EPIC_WEAPON_FOCUS_SHORTBOW: c="Epic Weapon Focus - Shortbow";break; case FEAT_EPIC_WEAPON_FOCUS_SHORTSPEAR: c="Epic Weapon Focus - Shortspear";break; case FEAT_EPIC_WEAPON_FOCUS_SHORTSWORD: c="Epic Weapon Focus - Shortsword";break; case FEAT_EPIC_WEAPON_FOCUS_SHURIKEN: c="Epic Weapon Focus - Shuriken";break; case FEAT_EPIC_WEAPON_FOCUS_SICKLE: c="Epic Weapon Focus - Sickle";break; case FEAT_EPIC_WEAPON_FOCUS_SLING: c="Epic Weapon Focus - Sling";break; case FEAT_EPIC_WEAPON_FOCUS_THROWINGAXE: c="Epic Weapon Focus - Throwing Axe";break; case FEAT_EPIC_WEAPON_FOCUS_TWOBLADEDSWORD: c="Epic Weapon Focus - Two-bladed Sword";break; case FEAT_EPIC_WEAPON_FOCUS_UNARMED: c="Epic Weapon Focus - Unarmed";break; case FEAT_EPIC_WEAPON_FOCUS_WARHAMMER: c="Epic Weapon Focus - Warhammer";break; case FEAT_EPIC_WEAPON_MASTER: c="Epic Weapon Master";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_BASTARDSWORD: c="Epic Weapon Spec. - Bastardsword";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_BATTLEAXE: c="Epic Weapon Spec. - Battleaxe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_CLUB: c="Epic Weapon Spec. - Club";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_CREATURE: c="Epic Weapon Spec. - Creature";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_DAGGER: c="Epic Weapon Spec. - Dagger";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_DART: c="Epic Weapon Spec. - Dart";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_DIREMACE: c="Epic Weapon Spec. - Dire Mace";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_DOUBLEAXE: c="Epic Weapon Spec. - Double Axe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE: c="Epic Weapon Spec. - Dwarven Axe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_GREATAXE: c="Epic Weapon Spec. - Greataxe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_GREATSWORD: c="Epic Weapon Spec. - Greatsword";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_HALBERD: c="Epic Weapon Spec. - Halberd";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_HANDAXE: c="Epic Weapon Spec. - Handaxe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_HEAVYCROSSBOW: c="Epic Weapon Spec. - Heavy Crossbow";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_HEAVYFLAIL: c="Epic Weapon Spec. - Heavy Flail";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_KAMA: c="Epic Weapon Spec. - Kama";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_KATANA: c="Epic Weapon Spec. - Katana";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_KUKRI: c="Epic Weapon Spec. - Kukri";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LIGHTCROSSBOW: c="Epic Weapon Spec. - Light Crossbow";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LIGHTFLAIL: c="Epic Weapon Spec. - Light Flail";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LIGHTHAMMER: c="Epic Weapon Spec. - Light Hammer";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LIGHTMACE: c="Epic Weapon Spec. - Light Mace";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LONGBOW: c="Epic Weapon Spec. - Longbow";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_LONGSWORD: c="Epic Weapon Spec. - Longsword";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_MORNINGSTAR: c="Epic Weapon Spec. - Morningstar";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_QUARTERSTAFF: c="Epic Weapon Spec. - Quarterstaff";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_RAPIER: c="Epic Weapon Spec. - Rapier";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SCIMITAR: c="Epic Weapon Spec. - Scimitar";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SCYTHE: c="Epic Weapon Spec. - Scythe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTBOW: c="Epic Weapon Spec. - Shortbow";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTSPEAR: c="Epic Weapon Spec. - Shortspear";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTSWORD: c="Epic Weapon Spec. - Shortsword";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SHURIKEN: c="Epic Weapon Spec. - Shuriken";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SICKLE: c="Epic Weapon Spec. - Sickle";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_SLING: c="Epic Weapon Spec. - Sling";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_THROWINGAXE: c="Epic Weapon Spec. - Throwing Axe";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_TWOBLADEDSWORD: c="Epic Weapon Spec. - Two-bladed Sword";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_UNARMED: c="Epic Weapon Spec. - Unarmed";break; case FEAT_EPIC_WEAPON_SPECIALIZATION_WARHAMMER: c="Epic Weapon Spec. - Warhammer";break; case FEAT_EPIC_WILD_SHAPE_DRAGON: c="Epic Wild Shape - Dragon";break; case FEAT_EPIC_WILD_SHAPE_UNDEAD: c="Epic Wild Shape - Undead";break; case FEAT_EPIC_WILL: c="Epic Will";break; case FEAT_EPIC_WIZARD: c="Epic Wizard";break; case FEAT_GREATER_WILDSHAPE_1: c="Greater Wildshape I";break; case FEAT_GREATER_WILDSHAPE_2: c="Greater Wildshape II";break; case FEAT_GREATER_WILDSHAPE_3: c="Greater Wildshape III";break; case FEAT_GREATER_WILDSHAPE_4: c="Greater Wildshape IV";break; case FEAT_HUMANOID_SHAPE: c="Humanoid Shape";break; case FEAT_IMPROVED_CRITICAL_DWAXE: c="Improved Critical - Dwarven Axe";break; case FEAT_IMPROVED_WHIRLWIND: c="Improved Whirlwind";break; case FEAT_INCREASE_MULTIPLIER: c="Uncrease Multiplier";break; case FEAT_INFLICT_CRITICAL_WOUNDS: c="Inflict Critical Wounds";break; case FEAT_INFLICT_LIGHT_WOUNDS: c="Inflict Light Wounds";break; case FEAT_INFLICT_MODERATE_WOUNDS: c="Inflict Moderate Wounds";break; case FEAT_INFLICT_SERIOUS_WOUNDS: c="Inflict Serious Wounds";break; case FEAT_KI_CRITICAL: c="Ki Critical";break; case FEAT_KI_DAMAGE: c="Ki Damage";break; case FEAT_MIGHTY_RAGE: c="Mighty Rage";break; case FEAT_PRESTIGE_ARROW_OF_DEATH: c="Prestige - Arrow of Death";break; case FEAT_PRESTIGE_DARK_BLESSING: c="Prestige - Dark Blessing";break; case FEAT_PRESTIGE_DARKNESS: c="Prestige - Darkness";break; case FEAT_PRESTIGE_DEATH_ATTACK_1: c="Prestige - Death Attack I";break; case FEAT_PRESTIGE_DEATH_ATTACK_2: c="Prestige - Death Attack II";break; case FEAT_PRESTIGE_DEATH_ATTACK_3: c="Prestige - Death Attack III";break; case FEAT_PRESTIGE_DEATH_ATTACK_4: c="Prestige - Death Attack IV";break; case FEAT_PRESTIGE_DEATH_ATTACK_5: c="Prestige - Death Attack V";break; case FEAT_PRESTIGE_DEFENSIVE_AWARENESS_1: c="Prestige - Defensive Awareness I";break; case FEAT_PRESTIGE_DEFENSIVE_AWARENESS_2: c="Prestige - Defensive Awareness II";break; case FEAT_PRESTIGE_DEFENSIVE_AWARENESS_3: c="Prestige - Defensive Awareness III";break; case FEAT_PRESTIGE_ENCHANT_ARROW_1: c="Prestige - Enchant Arrow I";break; case FEAT_PRESTIGE_ENCHANT_ARROW_2: c="Prestige - Enchant Arrow II";break; case FEAT_PRESTIGE_ENCHANT_ARROW_3: c="Prestige - Enchant Arrow III";break; case FEAT_PRESTIGE_ENCHANT_ARROW_4: c="Prestige - Enchant Arrow IV";break; case FEAT_PRESTIGE_ENCHANT_ARROW_5: c="Prestige - Enchant Arrow V";break; case FEAT_PRESTIGE_HAIL_OF_ARROWS: c="Prestige - Hail of Arrows";break; case FEAT_PRESTIGE_IMBUE_ARROW: c="Prestige - Imbue Arrow";break; case FEAT_PRESTIGE_INVISIBILITY_1: c="Prestige - Invisibility I";break; case FEAT_PRESTIGE_INVISIBILITY_2: c="Prestige - Invisibility II";break; case FEAT_PRESTIGE_POISON_SAVE_1: c="Prestige - Poison Save I";break; case FEAT_PRESTIGE_POISON_SAVE_2: c="Prestige - Poison Save II";break; case FEAT_PRESTIGE_POISON_SAVE_3: c="Prestige - Poison Save III";break; case FEAT_PRESTIGE_POISON_SAVE_4: c="Prestige - Poison Save IV";break; case FEAT_PRESTIGE_POISON_SAVE_5: c="Prestige - Poison Save V";break; case FEAT_PRESTIGE_SEEKER_ARROW_1: c="Prestige - Seeker Arrow I";break; case FEAT_PRESTIGE_SEEKER_ARROW_2: c="Prestige - Seeker Arrow II";break; case FEAT_PRESTIGE_SPELL_GHOSTLY_VISAGE: c="Prestige - Ghostly Visage";break; case FEAT_SACRED_DEFENSE_1: c="Sacred Defense I";break; case FEAT_SACRED_DEFENSE_2: c="Sacred Defense II";break; case FEAT_SACRED_DEFENSE_3: c="Sacred Defense III";break; case FEAT_SACRED_DEFENSE_4: c="Sacred Defense IV";break; case FEAT_SACRED_DEFENSE_5: c="Sacred Defense V";break; case FEAT_SCRIBE_SCROLL: c="Scribe Scroll";break; case FEAT_SKILL_FOCUS_BLUFF: c="Skill Focus - Bluff";break; case FEAT_SKILL_FOCUS_INTIMIDATE: c="Skill Focus - Intimidate";break; case FEAT_SKILL_FOCUS_CRAFT_ARMOR: c="Skill Focus - Craft Armor";break; case FEAT_SKILL_FOCUS_CRAFT_WEAPON: c="Skill Focus - Craft Weapon";break; case FEAT_SKILLFOCUS_APPRAISE: c="Skill Focus - Appraise";break; case FEAT_SMITE_GOOD: c="Smite Good";break; case FEAT_SUMMON_UNDEAD: c="Summon Undead";break; case FEAT_SUPERIOR_WEAPON_FOCUS: c="Superior Weapon Focus";break; case FEAT_TOUGH_AS_BONE: c="Though as Bone";break; case FEAT_UNDEAD_GRAFT_1: c="Undead Graft I";break; case FEAT_UNDEAD_GRAFT_2: c="Undead Graft II";break; case FEAT_USE_POISON: c="Use Poison";break; case FEAT_WEAPON_FOCUS_DWAXE: c="Weapon Focus - Dwarven Axe";break; case FEAT_WEAPON_OF_CHOICE_BASTARDSWORD: c="Weapon of Choice - Bastardsword";break; case FEAT_WEAPON_OF_CHOICE_BATTLEAXE: c="Weapon of Choice - Battleaxe";break; case FEAT_WEAPON_OF_CHOICE_CLUB: c="Weapon of Choice - Club";break; case FEAT_WEAPON_OF_CHOICE_DAGGER: c="Weapon of Choice - Dagger";break; case FEAT_WEAPON_OF_CHOICE_DIREMACE: c="Weapon of Choice - Dire Mace";break; case FEAT_WEAPON_OF_CHOICE_DOUBLEAXE: c="Weapon of Choice - Double Axe";break; case FEAT_WEAPON_OF_CHOICE_DWAXE: c="Weapon of Choice - Dwarven Axe";break; case FEAT_WEAPON_OF_CHOICE_GREATAXE: c="Weapon of Choice - Greataxe";break; case FEAT_WEAPON_OF_CHOICE_GREATSWORD: c="Weapon of Choice - Greatsword";break; case FEAT_WEAPON_OF_CHOICE_HALBERD: c="Weapon of Choice - Halberd";break; case FEAT_WEAPON_OF_CHOICE_HANDAXE: c="Weapon of Choice - Handaxe";break; case FEAT_WEAPON_OF_CHOICE_HEAVYFLAIL: c="Weapon of Choice - Heavy Flail";break; case FEAT_WEAPON_OF_CHOICE_KAMA: c="Weapon of Choice - Kama";break; case FEAT_WEAPON_OF_CHOICE_KATANA: c="Weapon of Choice - Katana";break; case FEAT_WEAPON_OF_CHOICE_KUKRI: c="Weapon of Choice - Kukri";break; case FEAT_WEAPON_OF_CHOICE_LIGHTFLAIL: c="Weapon of Choice - Light Flail";break; case FEAT_WEAPON_OF_CHOICE_LIGHTHAMMER: c="Weapon of Choice - Light Hammer";break; case FEAT_WEAPON_OF_CHOICE_LIGHTMACE: c="Weapon of Choice - Light Mace";break; case FEAT_WEAPON_OF_CHOICE_LONGSWORD: c="Weapon of Choice - Longsword";break; case FEAT_WEAPON_OF_CHOICE_MORNINGSTAR: c="Weapon of Choice - Morningstar";break; case FEAT_WEAPON_OF_CHOICE_QUARTERSTAFF: c="Weapon of Choice - Quarterstaff";break; case FEAT_WEAPON_OF_CHOICE_RAPIER: c="Weapon of Choice - Rapier";break; case FEAT_WEAPON_OF_CHOICE_SCIMITAR: c="Weapon of Choice - Scimitar";break; case FEAT_WEAPON_OF_CHOICE_SCYTHE: c="Weapon of Choice - Scythe";break; case FEAT_WEAPON_OF_CHOICE_SHORTSPEAR: c="Weapon of Choice - Shortspear";break; case FEAT_WEAPON_OF_CHOICE_SHORTSWORD: c="Weapon of Choice - Shortsword";break; case FEAT_WEAPON_OF_CHOICE_SICKLE: c="Weapon of Choice - Sickle";break; case FEAT_WEAPON_OF_CHOICE_TWOBLADEDSWORD: c="Weapon of Choice - Two-bladed Sword";break; case FEAT_WEAPON_OF_CHOICE_WARHAMMER: c="Weapon of Choice - Warhammer";break; case FEAT_WEAPON_SPECIALIZATION_DWAXE: c="Weapon Specialization - Dwarven Axe";break; case FEAT_WHIRLWIND_ATTACK: c="Whirlwind Attack";break; case FEAT_AIR_DOMAIN_POWER: c="Air Domain Power";break; case FEAT_ALERTNESS: c="Alertness";break; case FEAT_AMBIDEXTERITY: c="Ambidexterity";break; case FEAT_ANIMAL_COMPANION: c="Animal Companion";break; case FEAT_ANIMAL_DOMAIN_POWER: c="Animal Domain Power";break; case FEAT_ARCANE_DEFENSE_ABJURATION: c="Arcane Defence Abjuration";break; case FEAT_ARCANE_DEFENSE_CONJURATION: c="Arcane Defence Conjuration";break; case FEAT_ARCANE_DEFENSE_DIVINATION: c="Arcane Defence Divination";break; case FEAT_ARCANE_DEFENSE_ENCHANTMENT: c="Arcane Defence Enchantment";break; case FEAT_ARCANE_DEFENSE_EVOCATION: c="Arcane Defence Evocation";break; case FEAT_ARCANE_DEFENSE_ILLUSION: c="Arcane Defence Illusion";break; case FEAT_ARCANE_DEFENSE_NECROMANCY: c="Arcane Defence Necromancy";break; case FEAT_ARCANE_DEFENSE_TRANSMUTATION: c="Arcane Defence Transmutation";break; case FEAT_ARMOR_PROFICIENCY_HEAVY: c="Armor Proficiency Heavy";break; case FEAT_ARMOR_PROFICIENCY_LIGHT: c="Armor Proficiency Light";break; case FEAT_ARMOR_PROFICIENCY_MEDIUM: c="Armor Proficiency Medium";break; case FEAT_ARTIST: c="Artist";break; case FEAT_AURA_OF_COURAGE: c="Aura of Courage";break; case FEAT_BARBARIAN_ENDURANCE: c="Barbarian Endurance";break; case FEAT_BARBARIAN_RAGE: c="Barbarian Rage";break; case FEAT_BARD_SONGS: c="Bard Songs";break; case FEAT_BARDIC_KNOWLEDGE: c="Bardic Knowledge";break; case FEAT_BATTLE_TRAINING_VERSUS_GIANTS: c="Battle Training vs Giants";break; case FEAT_BATTLE_TRAINING_VERSUS_GOBLINS: c="Battle Training vs Goblins";break; case FEAT_BATTLE_TRAINING_VERSUS_ORCS: c="Battle Training vs Orcs";break; case FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS: c="Battle Training vs Reptiles";break; case FEAT_BLIND_FIGHT: c="Blind Fight";break; case FEAT_BLOODED: c="Blooded ";break; case FEAT_BULLHEADED: c="Bullheaded";break; case FEAT_CALLED_SHOT: c="Called Shot";break; case FEAT_CIRCLE_KICK: c="Circle Kick";break; case FEAT_CLEAVE: c="Cleave";break; case FEAT_COMBAT_CASTING: c="Combat Casting";break; case FEAT_COURTLY_MAGOCRACY: c="Magocracy";break; case FEAT_CRAFT_HARPER_ITEM: c="Craft Harper Item";break; case FEAT_CRIPPLING_STRIKE: c="Crippling Strike";break; case FEAT_DAMAGE_REDUCTION: c="Damage Reduction";break; case FEAT_DARKVISION: c="Darkvision";break; case FEAT_DEATH_DOMAIN_POWER: c="Death Domain Powers";break; case FEAT_DEFENSIVE_ROLL: c="Defensive Roll";break; case FEAT_DEFLECT_ARROWS: c="Deflect Arrows";break; case FEAT_DENEIRS_EYE: c="Deniers Eye";break; case FEAT_DIAMOND_BODY: c="Diamond Body";break; case FEAT_DIAMOND_SOUL: c="Diamond Soul";break; case FEAT_DIRTY_FIGHTING: c="Dirty Fighting";break; case FEAT_DISARM: c="Disarm";break; case FEAT_DIVINE_GRACE: c="Divine Grace";break; case FEAT_DIVINE_HEALTH: c="Divine Health";break; case FEAT_DIVINE_MIGHT: c="Divine Might";break; case FEAT_DIVINE_SHIELD: c="Divine Shield";break; case FEAT_DODGE: c="Dodge";break; case FEAT_EARTH_DOMAIN_POWER: c="Earth Domain Power";break; case FEAT_ELEMENTAL_SHAPE: c="Elemental Shape";break; case FEAT_EMPOWER_SPELL: c="Empower Spell";break; case FEAT_EMPTY_BODY: c="Empty Body";break; case FEAT_EVASION: c="Evasion";break; case FEAT_EVIL_DOMAIN_POWER: c="Evil Domain Powers";break; case FEAT_EXPERTISE: c="Expertise";break; case FEAT_EXTEND_SPELL: c="Extend Spell";break; case FEAT_EXTRA_MUSIC: c="Extra Music";break; case FEAT_EXTRA_STUNNING_ATTACK: c="Extra Stunning Attack";break; case FEAT_EXTRA_TURNING: c="Extra Turning";break; case FEAT_FAVORED_ENEMY_ABERRATION: c="Favored Enemy - Aberration";break; case FEAT_FAVORED_ENEMY_ANIMAL: c="Favored Enemy - Animal";break; case FEAT_FAVORED_ENEMY_BEAST: c="Favored Enemy - Beast";break; case FEAT_FAVORED_ENEMY_CONSTRUCT: c="Favored Enemy - Construct";break; case FEAT_FAVORED_ENEMY_DRAGON: c="Favored Enemy - Dragon";break; case FEAT_FAVORED_ENEMY_DWARF: c="Favored Enemy - Dwarf";break; case FEAT_FAVORED_ENEMY_ELEMENTAL: c="Favored Enemy - Elemental";break; case FEAT_FAVORED_ENEMY_ELF: c="Favored Enemy - Elf";break; case FEAT_FAVORED_ENEMY_FEY: c="Favored Enemy - Fey";break; case FEAT_FAVORED_ENEMY_GIANT: c="Favored Enemy - Giant";break; case FEAT_FAVORED_ENEMY_GNOME: c="Favored Enemy - Gnome";break; case FEAT_FAVORED_ENEMY_GOBLINOID: c="Favored Enemy - Goblinoid";break; case FEAT_FAVORED_ENEMY_HALFELF: c="Favored Enemy - Halfelf";break; case FEAT_FAVORED_ENEMY_HALFLING: c="Favored Enemy - Halfling";break; case FEAT_FAVORED_ENEMY_HALFORC: c="Favored Enemy - Halforc";break; case FEAT_FAVORED_ENEMY_HUMAN: c="Favored Enemy - Human";break; case FEAT_FAVORED_ENEMY_MAGICAL_BEAST: c="Favored Enemy - Magical Beast";break; case FEAT_FAVORED_ENEMY_MONSTROUS: c="Favored Enemy - Monstrous";break; case FEAT_FAVORED_ENEMY_ORC: c="Favored Enemy - Orc";break; case FEAT_FAVORED_ENEMY_OUTSIDER: c="Favored Enemy - Outsider";break; case FEAT_FAVORED_ENEMY_REPTILIAN: c="Favored Enemy - Reptilian";break; case FEAT_FAVORED_ENEMY_SHAPECHANGER: c="Favored Enemy - Shapechanger";break; case FEAT_FAVORED_ENEMY_UNDEAD: c="Favored Enemy - Undead";break; case FEAT_FAVORED_ENEMY_VERMIN: c="Favored Enemy - Vermin";break; case FEAT_FEARLESS: c="Fearless";break; case FEAT_FIRE_DOMAIN_POWER: c="Fire Domain Powers";break; case FEAT_FLURRY_OF_BLOWS: c="Flurry of Blows";break; case FEAT_GOOD_AIM: c="Good Aim";break; case FEAT_GOOD_DOMAIN_POWER: c="Good Domain Powers ";break; case FEAT_GREAT_CLEAVE: c="Cleave ";break; case FEAT_GREAT_FORTITUDE: c="Fortitude";break; case FEAT_GREATER_SPELL_FOCUS_ABJURATION: c="Greater Spell Focus - Abjuration";break; case FEAT_GREATER_SPELL_FOCUS_CONJURATION: c="Greater Spell Focus - Conjuration";break; case FEAT_GREATER_SPELL_FOCUS_DIVINIATION: c="Greater Spell Focus - Divination";break; case FEAT_GREATER_SPELL_FOCUS_ENCHANTMENT: c="Greater Spell Focus - Enchantment";break; case FEAT_GREATER_SPELL_FOCUS_EVOCATION: c="Greater Spell Focus - Evocation";break; case FEAT_GREATER_SPELL_FOCUS_ILLUSION: c="Greater Spell Focus - Illusion";break; case FEAT_GREATER_SPELL_FOCUS_NECROMANCY: c="Greater Spell Focus - Necromancy";break; case FEAT_GREATER_SPELL_FOCUS_TRANSMUTATION: c="Greater Spell Focus - Transmutation";break; case FEAT_GREATER_SPELL_PENETRATION: c="Greater Spell Penetration";break; case FEAT_HARDINESS_VERSUS_ENCHANTMENTS: c="Hardiness vs Enchantments";break; case FEAT_HARDINESS_VERSUS_ILLUSIONS: c="Hardiness vs Illusions";break; case FEAT_HARDINESS_VERSUS_POISONS: c="Hardiness vs Poisons";break; case FEAT_HARDINESS_VERSUS_SPELLS: c="Hardiness vs Spells";break; case FEAT_HARPER_CATS_GRACE: c="Harper Cats Grace";break; case FEAT_HARPER_EAGLES_SPLENDOR: c="Harper Eagles Splendor";break; case FEAT_HARPER_INVISIBILITY: c="Harper Invisibility";break; case FEAT_HARPER_SLEEP: c="Harper Sleep";break; case FEAT_HEALING_DOMAIN_POWER: c="Healing Domain Power";break; case FEAT_HIDE_IN_PLAIN_SIGHT: c="Hide in Plain Sight";break; case FEAT_IMMUNITY_TO_SLEEP: c="Immunity to Sleep";break; case FEAT_IMPROVED_CRITICAL_BASTARD_SWORD: c="Improved Critical Bastard Sword";break; case FEAT_IMPROVED_CRITICAL_BATTLE_AXE: c="Improved Critical Battle Axe";break; case FEAT_IMPROVED_CRITICAL_CLUB: c="Improved Critical Club";break; case FEAT_IMPROVED_CRITICAL_CREATURE: c="Improved Critical Creature";break; case FEAT_IMPROVED_CRITICAL_DAGGER: c="Improved Critical Dagger";break; case FEAT_IMPROVED_CRITICAL_DART: c="Improved Critical Dart";break; case FEAT_IMPROVED_CRITICAL_DIRE_MACE: c="Improved Critical Dire Mace";break; case FEAT_IMPROVED_CRITICAL_DOUBLE_AXE: c="Improved Critical Double Axe";break; case FEAT_IMPROVED_CRITICAL_GREAT_AXE: c="Improved Critical Great Axe";break; case FEAT_IMPROVED_CRITICAL_GREAT_SWORD: c="Improved Critical Great Sword";break; case FEAT_IMPROVED_CRITICAL_HALBERD: c="Improved Critical Halberd";break; case FEAT_IMPROVED_CRITICAL_HAND_AXE: c="Improved Critical Hand Axe";break; case FEAT_IMPROVED_CRITICAL_HEAVY_CROSSBOW: c="Improved Critical Heavy Crossbow";break; case FEAT_IMPROVED_CRITICAL_HEAVY_FLAIL: c="Improved Critical Heavy Flail";break; case FEAT_IMPROVED_CRITICAL_KAMA: c="Improved Critical Kama";break; case FEAT_IMPROVED_CRITICAL_KATANA: c="Improved Critical Katana";break; case FEAT_IMPROVED_CRITICAL_KUKRI: c="Improved Critical Kukri";break; case FEAT_IMPROVED_CRITICAL_LIGHT_CROSSBOW: c="Improved Critical Light Crossbow";break; case FEAT_IMPROVED_CRITICAL_LIGHT_FLAIL: c="Improved Critical Flail";break; case FEAT_IMPROVED_CRITICAL_LIGHT_HAMMER: c="Improved Critical Light Hammer";break; case FEAT_IMPROVED_CRITICAL_LIGHT_MACE: c="Improved Critical Light Mace";break; case FEAT_IMPROVED_CRITICAL_LONG_SWORD: c="Improved Critical Long Sword";break; case FEAT_IMPROVED_CRITICAL_LONGBOW: c="Improved Critical Longbow";break; case FEAT_IMPROVED_CRITICAL_MORNING_STAR: c="Improved Critical Morning Star";break; case FEAT_IMPROVED_CRITICAL_RAPIER: c="Improved Critical Rapier";break; case FEAT_IMPROVED_CRITICAL_SCIMITAR: c="Improved Critical Scimitar";break; case FEAT_IMPROVED_CRITICAL_SCYTHE: c="Improved Critical Scythe";break; case FEAT_IMPROVED_CRITICAL_SHORT_SWORD: c="Improved Critical Short Sword";break; case FEAT_IMPROVED_CRITICAL_SHORTBOW: c="Improved Critical Shortbow";break; case FEAT_IMPROVED_CRITICAL_SHURIKEN: c="Improved Critical Shuriken";break; case FEAT_IMPROVED_CRITICAL_SICKLE: c="Improved Critical Sickle";break; case FEAT_IMPROVED_CRITICAL_SLING: c="Improved Critical Sling";break; case FEAT_IMPROVED_CRITICAL_SPEAR: c="Improved Critical Spear";break; case FEAT_IMPROVED_CRITICAL_STAFF: c="Improved Critical Staff";break; case FEAT_IMPROVED_CRITICAL_THROWING_AXE: c="Improved Critical Throwing Axe";break; case FEAT_IMPROVED_CRITICAL_TWO_BLADED_SWORD: c="Improved Critical Two-Bladed Sword";break; case FEAT_IMPROVED_CRITICAL_UNARMED_STRIKE: c="Improved Critical Unarmed";break; case FEAT_IMPROVED_CRITICAL_WAR_HAMMER: c="Improved Critical War Hammer";break; case FEAT_IMPROVED_DISARM: c="Improved Disarm";break; case FEAT_IMPROVED_EVASION: c="Improved Evasion";break; case FEAT_IMPROVED_EXPERTISE: c="Improved Expertise";break; case FEAT_IMPROVED_INITIATIVE: c="Improved Initiative";break; case FEAT_IMPROVED_KNOCKDOWN: c="Improved Knockdown";break; case FEAT_IMPROVED_PARRY: c="Improved Parry";break; case FEAT_IMPROVED_POWER_ATTACK: c="Improved Power Attack";break; case FEAT_IMPROVED_TWO_WEAPON_FIGHTING: c="Improved Two-weapon Fighting";break; case FEAT_IMPROVED_UNARMED_STRIKE: c="Improved Unarmed Strike";break; case FEAT_IRON_WILL: c="Iron Will";break; case FEAT_KEEN_SENSE: c="Keen Sense";break; case FEAT_KI_STRIKE: c="Ki Strike";break; case FEAT_KNOCKDOWN: c="Knockdown";break; case FEAT_KNOWLEDGE_DOMAIN_POWER: c="Knowledge Domain Power";break; case FEAT_LAY_ON_HANDS: c="Lay on Hands";break; case FEAT_LIGHTNING_REFLEXES: c="Lightning Reflexes";break; case FEAT_LINGERING_SONG: c="Lingering Song";break; case FEAT_LLIIRAS_HEART: c="Lliiras Heart";break; case FEAT_LOWLIGHTVISION: c="Low Light Vision";break; case FEAT_LUCK_DOMAIN_POWER: c="Luck Domain Powers";break; case FEAT_LUCK_OF_HEROES: c="Luck of Heroes";break; case FEAT_LUCKY: c="Lucky";break; case FEAT_MAGIC_DOMAIN_POWER: c="Magic Domain Power";break; case FEAT_MAXIMIZE_SPELL: c="Maximize Spell";break; case FEAT_MOBILITY: c="Mobility";break; case FEAT_MONK_AC_BONUS: c="Monk AC Bonus";break; case FEAT_MONK_ENDURANCE: c="Monk Endurance";break; case FEAT_NATURE_SENSE: c="Nature Sense";break; case FEAT_OPPORTUNIST: c="Oppurtunist";break; case FEAT_PARTIAL_SKILL_AFFINITY_LISTEN: c="Partial Skill Affinity Listen";break; case FEAT_PARTIAL_SKILL_AFFINITY_SEARCH: c="Partial Skill Affinity Search";break; case FEAT_PARTIAL_SKILL_AFFINITY_SPOT: c="Partial Skill Affinity Spot";break; case FEAT_PERFECT_SELF: c="Perfect Self";break; case FEAT_PLANT_DOMAIN_POWER: c="Plant Domain Power";break; case FEAT_POINT_BLANK_SHOT: c="Point Blank Shot";break; case FEAT_POWER_ATTACK: c="Power Attack";break; case FEAT_PROTECTION_DOMAIN_POWER: c="Protection Domain Power";break; case FEAT_PURITY_OF_BODY: c="Purity of Body";break; case FEAT_QUICK_TO_MASTER: c="Quick To Master";break; case FEAT_QUICKEN_SPELL: c="Quicken Spell";break; case FEAT_QUIVERING_PALM: c="Quivering Palm";break; case FEAT_RAPID_RELOAD: c="Rapid Reload";break; case FEAT_RAPID_SHOT: c="Rapid Shot";break; case FEAT_REMOVE_DISEASE: c="Remove Disease";break; case FEAT_RESIST_DISEASE: c="Resist Disease";break; case FEAT_RESIST_ENERGY_ACID: c="Resist Energy - Acid";break; case FEAT_RESIST_ENERGY_COLD: c="Resist Energy - Cold";break; case FEAT_RESIST_ENERGY_ELECTRICAL: c="Resist Energy - Electrical";break; case FEAT_RESIST_ENERGY_FIRE: c="Resist Energy - Fire";break; case FEAT_RESIST_ENERGY_SONIC: c="Resist Energy - Sonic";break; case FEAT_RESIST_NATURES_LURE: c="Resist Energy - Lure";break; case FEAT_RESIST_POISON: c="Resist Poison";break; case FEAT_SAP: c="Sap";break; case FEAT_SHADOW_DAZE: c="Shadow Daze";break; case FEAT_SHADOW_EVADE: c="Shadow Evade";break; case FEAT_SHIELD_PROFICIENCY: c="Shield Proficiency";break; case FEAT_SILENCE_SPELL: c="Silence Spell";break; case FEAT_SILVER_PALM: c="Silver Palm";break; case FEAT_SKILL_AFFINITY_CONCENTRATION: c="Skill Affinity - Concentration";break; case FEAT_SKILL_AFFINITY_LISTEN: c="Skill Affinity - Listen";break; case FEAT_SKILL_AFFINITY_LORE: c="Skill Affinity - Lore";break; case FEAT_SKILL_AFFINITY_MOVE_SILENTLY: c="Skill Affinity - Move Silently";break; case FEAT_SKILL_AFFINITY_SEARCH: c="Skill Affinity - Search";break; case FEAT_SKILL_AFFINITY_SPOT: c="Skill Affinity - Spot";break; case FEAT_SKILL_FOCUS_ANIMAL_EMPATHY: c="Skill Focus - Animal Empathy";break; case FEAT_SKILL_FOCUS_CONCENTRATION: c="Skill Focus - Concentration";break; case FEAT_SKILL_FOCUS_CRAFT_TRAP: c="Skill Focus - Craft Trap";break; case FEAT_SKILL_FOCUS_DISABLE_TRAP: c="Skill Focus - Disable Trap";break; case FEAT_SKILL_FOCUS_DISCIPLINE: c="Skill Focus - Discipline";break; case FEAT_SKILL_FOCUS_HEAL: c="Skill Focus - Heal";break; case FEAT_SKILL_FOCUS_HIDE: c="Skill Focus - Hide";break; case FEAT_SKILL_FOCUS_LISTEN: c="Skill Focus - Listen";break; case FEAT_SKILL_FOCUS_LORE: c="Skill Focus - Lore";break; case FEAT_SKILL_FOCUS_MOVE_SILENTLY: c="Skill Focus - Move Silently";break; case FEAT_SKILL_FOCUS_OPEN_LOCK: c="Skill Focus - Open Locks";break; case FEAT_SKILL_FOCUS_PARRY: c="Skill Focus - Parry";break; case FEAT_SKILL_FOCUS_PERFORM: c="Skill Focus - Peform";break; case FEAT_SKILL_FOCUS_PERSUADE: c="Skill Focus - Persuade";break; case FEAT_SKILL_FOCUS_PICK_POCKET: c="Skill Focus - Pick Pockets";break; case FEAT_SKILL_FOCUS_SEARCH: c="Skill Focus - Search";break; case FEAT_SKILL_FOCUS_SET_TRAP: c="Skill Focus - Set Trap";break; case FEAT_SKILL_FOCUS_SPELLCRAFT: c="Skill Focus - Spellcraft";break; case FEAT_SKILL_FOCUS_SPOT: c="Skill Focus - Spot";break; case FEAT_SKILL_FOCUS_TAUNT: c="Skill Focus - Taunt";break; case FEAT_SKILL_FOCUS_TUMBLE: c="Skill Focus - Tumble";break; case FEAT_SKILL_FOCUS_USE_MAGIC_DEVICE: c="Skill Focus - Use Magic Device";break; case FEAT_SKILL_MASTERY: c="Skill Mastery";break; case FEAT_SLIPPERY_MIND: c="Slippery Mind";break; case FEAT_SMITE_EVIL: c="Smite Evil";break; case FEAT_SNAKEBLOOD: c="Snakeblood";break; case FEAT_SNEAK_ATTACK: c="Sneak Attack";break; case FEAT_SPELL_FOCUS_ABJURATION: c="Spell Focus - Abjuration";break; case FEAT_SPELL_FOCUS_CONJURATION: c="Spell Focus - Conjuration";break; case FEAT_SPELL_FOCUS_DIVINATION: c="Spell Focus - Divination";break; case FEAT_SPELL_FOCUS_ENCHANTMENT: c="Spell Focus - Enchantment";break; case FEAT_SPELL_FOCUS_EVOCATION: c="Spell Focus - Evocation";break; case FEAT_SPELL_FOCUS_ILLUSION: c="Spell Focus - Illusion";break; case FEAT_SPELL_FOCUS_NECROMANCY: c="Spell Focus - Necromancy";break; case FEAT_SPELL_FOCUS_TRANSMUTATION: c="Spell Focus - Transmutation";break; case FEAT_SPELL_PENETRATION: c="Spell Penetration";break; case FEAT_SPRING_ATTACK: c="Spring Attack";break; case FEAT_STEALTHY: c="Stealthy";break; case FEAT_STILL_MIND: c="Still Mind";break; case FEAT_STILL_SPELL: c="Still Spell";break; case FEAT_STONECUNNING: c="Stonecunning";break; case FEAT_STRENGTH_DOMAIN_POWER: c="Strength Domain Power";break; case FEAT_STRONGSOUL: c="Strongsoul";break; case FEAT_STUNNING_FIST: c="Stunning Fist";break; case FEAT_SUMMON_FAMILIAR: c="Summon Familiar";break; case FEAT_SUMMON_SHADOW: c="Summon Shadow";break; case FEAT_SUN_DOMAIN_POWER: c="Sun Domain Power";break; case FEAT_THUG: c="Thug";break; case FEAT_TOUGHNESS: c="Toughness";break; case FEAT_TRACKLESS_STEP: c="Trackless Step";break; case FEAT_TRAVEL_DOMAIN_POWER: c="Travle Domain Power";break; case FEAT_TRICKERY_DOMAIN_POWER: c="Trickery Domain Power";break; case FEAT_TURN_UNDEAD: c="Turn Undead";break; case FEAT_TWO_WEAPON_FIGHTING: c="Two-Weapon Fighting";break; case FEAT_TYMORAS_SMILE: c="Tymora's Smile";break; case FEAT_UNCANNY_DODGE_1: c="Uncanny Dodge I";break; case FEAT_UNCANNY_DODGE_2: c="Uncanny Dodge II";break; case FEAT_UNCANNY_DODGE_3: c="Uncanny Dodge III";break; case FEAT_UNCANNY_DODGE_4: c="Uncanny Dodge IV";break; case FEAT_UNCANNY_DODGE_5: c="Uncanny Dodge V";break; case FEAT_UNCANNY_DODGE_6: c="Uncanny Dodge VI";break; case FEAT_UNCANNY_REFLEX: c="Uncanny Reflex";break; case FEAT_WAR_DOMAIN_POWER: c="War Domain Power";break; case FEAT_WATER_DOMAIN_POWER: c="Water Domain Power";break; case FEAT_WEAPON_FINESSE: c="Weapon Finess";break; case FEAT_WEAPON_FOCUS_BASTARD_SWORD: c="Weapon Focus - Bastard Sword";break; case FEAT_WEAPON_FOCUS_BATTLE_AXE: c="Weapon Focus - Battle Axe";break; case FEAT_WEAPON_FOCUS_CLUB: c="Weapon Focus - Club";break; case FEAT_WEAPON_FOCUS_CREATURE: c="Weapon Focus - Creature";break; case FEAT_WEAPON_FOCUS_DAGGER: c="Weapon Focus - Dagger";break; case FEAT_WEAPON_FOCUS_DART: c="Weapon Focus - Dart";break; case FEAT_WEAPON_FOCUS_DIRE_MACE: c="Weapon Focus - Dire Mace";break; case FEAT_WEAPON_FOCUS_DOUBLE_AXE: c="Weapon Focus - Double Axe";break; case FEAT_WEAPON_FOCUS_GREAT_AXE: c="Weapon Focus - Great Axe";break; case FEAT_WEAPON_FOCUS_GREAT_SWORD: c="Weapon Focus - Great Sword";break; case FEAT_WEAPON_FOCUS_HALBERD: c="Weapon Focus - Halberd";break; case FEAT_WEAPON_FOCUS_HAND_AXE: c="Weapon Focus - Hand Axe";break; case FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW: c="Weapon Focus - Heavy Crossbow";break; case FEAT_WEAPON_FOCUS_HEAVY_FLAIL: c="Weapon Focus - Heavy Flail";break; case FEAT_WEAPON_FOCUS_KAMA: c="Weapon Focus - Kama";break; case FEAT_WEAPON_FOCUS_KATANA: c="Weapon Focus - Katana";break; case FEAT_WEAPON_FOCUS_KUKRI: c="Weapon Focus - Kukri";break; case FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW: c="Weapon Focus - Light Crossbow";break; case FEAT_WEAPON_FOCUS_LIGHT_FLAIL: c="Weapon Focus - Flail";break; case FEAT_WEAPON_FOCUS_LIGHT_HAMMER: c="Weapon Focus - Light Hammer";break; case FEAT_WEAPON_FOCUS_LIGHT_MACE: c="Weapon Focus - Light Mace";break; case FEAT_WEAPON_FOCUS_LONG_SWORD: c="Weapon Focus - Long Sword";break; case FEAT_WEAPON_FOCUS_LONGBOW: c="Weapon Focus - Longbow";break; case FEAT_WEAPON_FOCUS_MORNING_STAR: c="Weapon Focus - Morning Star";break; case FEAT_WEAPON_FOCUS_RAPIER: c="Weapon Focus - Rapier";break; case FEAT_WEAPON_FOCUS_SCIMITAR: c="Weapon Focus - Scimitar";break; case FEAT_WEAPON_FOCUS_SCYTHE: c="Weapon Focus - Scythe";break; case FEAT_WEAPON_FOCUS_SHORT_SWORD: c="Weapon Focus - Short Sword";break; case FEAT_WEAPON_FOCUS_SHORTBOW: c="Weapon Focus - Shortbow";break; case FEAT_WEAPON_FOCUS_SHURIKEN: c="Weapon Focus - Shuriken";break; case FEAT_WEAPON_FOCUS_SICKLE: c="Weapon Focus - Sickle";break; case FEAT_WEAPON_FOCUS_SLING: c="Weapon Focus - Sling";break; case FEAT_WEAPON_FOCUS_SPEAR: c="Weapon Focus - Spear";break; case FEAT_WEAPON_FOCUS_STAFF: c="Weapon Focus - Staff";break; case FEAT_WEAPON_FOCUS_THROWING_AXE: c="Weapon Focus - Throwing Axe";break; case FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD: c="Weapon Focus - Two-Bladed Sword";break; case FEAT_WEAPON_FOCUS_UNARMED_STRIKE: c="Weapon Focus - Unarmed";break; case FEAT_WEAPON_FOCUS_WAR_HAMMER: c="Weapon Focus - War Hammer";break; case FEAT_WEAPON_PROFICIENCY_CREATURE: c="Weapon Proficiency - Creature";break; case FEAT_WEAPON_PROFICIENCY_DRUID: c="Weapon Proficiency - Druid";break; case FEAT_WEAPON_PROFICIENCY_ELF: c="Weapon Proficiency - Elf";break; case FEAT_WEAPON_PROFICIENCY_EXOTIC: c="Weapon Proficiency - Exotic";break; case FEAT_WEAPON_PROFICIENCY_MARTIAL: c="Weapon Proficiency - Martial";break; case FEAT_WEAPON_PROFICIENCY_MONK: c="Weapon Proficiency - Monk";break; case FEAT_WEAPON_PROFICIENCY_ROGUE: c="Weapon Proficiency - Rouge";break; case FEAT_WEAPON_PROFICIENCY_SIMPLE: c="Weapon Proficiency - Simple";break; case FEAT_WEAPON_PROFICIENCY_WIZARD: c="Weapon Proficiency - Wizard";break; case FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD: c="Weapon Specialization - Bastard Sword";break; case FEAT_WEAPON_SPECIALIZATION_BATTLE_AXE: c="Weapon Specialization - Battle Axe";break; case FEAT_WEAPON_SPECIALIZATION_CLUB: c="Weapon Specialization - Club";break; case FEAT_WEAPON_SPECIALIZATION_CREATURE: c="Weapon Specialization - Creature";break; case FEAT_WEAPON_SPECIALIZATION_DAGGER: c="Weapon Specialization - Dagger";break; case FEAT_WEAPON_SPECIALIZATION_DART: c="Weapon Specialization - Dart";break; case FEAT_WEAPON_SPECIALIZATION_DIRE_MACE: c="Weapon Specialization - Dire Mace";break; case FEAT_WEAPON_SPECIALIZATION_DOUBLE_AXE: c="Weapon Specialization - Double Axe";break; case FEAT_WEAPON_SPECIALIZATION_GREAT_AXE: c="Weapon Specialization - Great Axe";break; case FEAT_WEAPON_SPECIALIZATION_GREAT_SWORD: c="Weapon Specialization - Great Sword";break; case FEAT_WEAPON_SPECIALIZATION_HALBERD: c="Weapon Specialization - Halberd";break; case FEAT_WEAPON_SPECIALIZATION_HAND_AXE: c="Weapon Specialization - Hand Axe";break; case FEAT_WEAPON_SPECIALIZATION_HEAVY_CROSSBOW: c="Weapon Specialization - Heavy Crossbow";break; case FEAT_WEAPON_SPECIALIZATION_HEAVY_FLAIL: c="Weapon Specialization - Heavy Flail";break; case FEAT_WEAPON_SPECIALIZATION_KAMA: c="Weapon Specialization - Kama";break; case FEAT_WEAPON_SPECIALIZATION_KATANA: c="Weapon Specialization - Katana";break; case FEAT_WEAPON_SPECIALIZATION_KUKRI: c="Weapon Specialization - Kukri";break; case FEAT_WEAPON_SPECIALIZATION_LIGHT_CROSSBOW: c="Weapon Specialization - Light Crossbow";break; case FEAT_WEAPON_SPECIALIZATION_LIGHT_FLAIL: c="Weapon Specialization - Flail";break; case FEAT_WEAPON_SPECIALIZATION_LIGHT_HAMMER: c="Weapon Specialization - Light Hammer";break; case FEAT_WEAPON_SPECIALIZATION_LIGHT_MACE: c="Weapon Specialization - Light Mace";break; case FEAT_WEAPON_SPECIALIZATION_LONG_SWORD: c="Weapon Specialization - Long Sword";break; case FEAT_WEAPON_SPECIALIZATION_LONGBOW: c="Weapon Specialization - Longbow";break; case FEAT_WEAPON_SPECIALIZATION_MORNING_STAR: c="Weapon Specialization - Morning Star";break; case FEAT_WEAPON_SPECIALIZATION_RAPIER: c="Weapon Specialization - Rapier";break; case FEAT_WEAPON_SPECIALIZATION_SCIMITAR: c="Weapon Specialization - Scimitar";break; case FEAT_WEAPON_SPECIALIZATION_SCYTHE: c="Weapon Specialization - Scythe";break; case FEAT_WEAPON_SPECIALIZATION_SHORT_SWORD: c="Weapon Specialization - Short Sword";break; case FEAT_WEAPON_SPECIALIZATION_SHORTBOW: c="Weapon Specialization - Shortbow";break; case FEAT_WEAPON_SPECIALIZATION_SHURIKEN: c="Weapon Specialization - Shuriken";break; case FEAT_WEAPON_SPECIALIZATION_SICKLE: c="Weapon Specialization - Sickle";break; case FEAT_WEAPON_SPECIALIZATION_SLING: c="Weapon Specialization - Sling";break; case FEAT_WEAPON_SPECIALIZATION_SPEAR: c="Weapon Specialization - Spear";break; case FEAT_WEAPON_SPECIALIZATION_STAFF: c="Weapon Specialization - Staff";break; case FEAT_WEAPON_SPECIALIZATION_THROWING_AXE: c="Weapon Specialization - Throwing Axe";break; case FEAT_WEAPON_SPECIALIZATION_TWO_BLADED_SWORD: c="Weapon Specialization - Two-Bladed Sword";break; case FEAT_WEAPON_SPECIALIZATION_UNARMED_STRIKE: c="Weapon Specialization - Unarmed";break; case FEAT_WEAPON_SPECIALIZATION_WAR_HAMMER: c="Weapon Specialization - War Hammer";break; case FEAT_VENOM_IMMUNITY: c="Venom Immunity";break; case FEAT_WHOLENESS_OF_BODY: c="Wholeness of Body";break; case FEAT_WILD_SHAPE: c="Wild Shape";break; case FEAT_WOODLAND_STRIDE: c="Woodland Stride";break; case FEAT_ZEN_ARCHERY: c="Zen Archery";break; } return c; } int GetFeats(object oPC) { int n=0; PrintString(""); string fstr=""; int f=0; while (f<1072) if (GetHasFeat(f++,oPC)) { fstr=feat(f-1); if (fstr!="") { PrintString(fstr + "
"); n++ ; } } return n; } string property(int p) { string c=""; switch(p) { case ITEM_PROPERTY_ABILITY_BONUS: c="Ability Bonus";break; case ITEM_PROPERTY_AC_BONUS: c="AC Bonus";break; case ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP: c="AC Bonus vs Alignment Group";break; case ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE: c="AC Bonus vs Damage type";break; case ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP: c="AC Bonus vs Racial Group";break; case ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT: c="AC Bonus vs Alignment";break; case ITEM_PROPERTY_ATTACK_BONUS: c="Attack Bonus";break; case ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP: c="Attack Bonus vs Alignment Group";break; case ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP: c="Attack Bonus vs Racial Group";break; case ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT: c="Attack Bonus vs Alignment";break; case ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION: c="Weight Reduction";break; case ITEM_PROPERTY_BONUS_FEAT: c="Bonus Feat";break; case ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N: c="Bonus Spell Slot";break; //case ITEM_PROPERTY_BOOMERANG: c="Boomerang";break; case ITEM_PROPERTY_CAST_SPELL: c="Cast Spell";break; case ITEM_PROPERTY_DAMAGE_BONUS: c="Damage Bonus";break; case ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP: c="Damage Bonus vs Alignment Group";break; case ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP: c="Damage Bonus vs Racial Group";break; case ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT: c="Damage Bonus vs Alignment";break; case ITEM_PROPERTY_DAMAGE_REDUCTION: c="Reduction";break; case ITEM_PROPERTY_DAMAGE_RESISTANCE: c="Resistance";break; case ITEM_PROPERTY_DAMAGE_VULNERABILITY: c="Vulnerability";break; //case ITEM_PROPERTY_DANCING: c="Dancing";break; case ITEM_PROPERTY_DARKVISION: c="Darkvision";break; case ITEM_PROPERTY_DECREASED_ABILITY_SCORE: c="Decreased Ability Score";break; case ITEM_PROPERTY_DECREASED_AC: c="Decreased AC";break; case ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER: c="Decreased Attack";break; case ITEM_PROPERTY_DECREASED_DAMAGE: c="Decreased Damage";break; case ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER: c="Decreased Enhancement Modifier";break; case ITEM_PROPERTY_DECREASED_SAVING_THROWS: c="Decreased Saving Throws";break; case ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC: c="Decreased Saving Throw";break; case ITEM_PROPERTY_DECREASED_SKILL_MODIFIER: c="Decresed Skill";break; //case ITEM_PROPERTY_DOUBLE_STACK: c="Double Stack";break; //case ITEM_PROPERTY_ENHANCED_CONTAINER_BONUS_SLOTS: c="Container Bonus Slots";break; case ITEM_PROPERTY_ENHANCED_CONTAINER_REDUCED_WEIGHT: c="Container Reduced Weight";break; case ITEM_PROPERTY_ENHANCEMENT_BONUS: c="Enhancement Bonus";break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP: c="Enhancement Bonus vs Alignment Group";break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP: c="Enhancement Bonus vs Racial Group";break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT: c="Enhancement Bonus vs Alignment";break; case ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE: c="Extra Melee Damage Type";break; case ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE: c="Extra Ranged Damage Type";break; case ITEM_PROPERTY_FREEDOM_OF_MOVEMENT: c="Freedom of Movement";break; case ITEM_PROPERTY_HASTE: c="Haste";break; case ITEM_PROPERTY_HOLY_AVENGER: c="Holy Aveneger";break; case ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE: c="Immunity Damage Type";break; case ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS: c="Immunity Miscellaneous";break; case ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL: c="Immunity Specific Spell";break; case ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL: c="Immunity Spell School";break; case ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL: c="Immunity Spells by Level";break; case ITEM_PROPERTY_IMPROVED_EVASION: c="Improved Evasion";break; case ITEM_PROPERTY_KEEN: c="Keen";break; case ITEM_PROPERTY_LIGHT: c="Light";break; case ITEM_PROPERTY_MASSIVE_CRITICALS: c="Massive Criticals";break; case ITEM_PROPERTY_MIGHTY: c="Mighty";break; case ITEM_PROPERTY_MIND_BLANK: c="Mind Blank";break; case ITEM_PROPERTY_MONSTER_DAMAGE: c="Monster Damage";break; case ITEM_PROPERTY_NO_DAMAGE: c="No Damage";break; case ITEM_PROPERTY_ON_HIT_PROPERTIES: c="On Hit";break; case ITEM_PROPERTY_ON_MONSTER_HIT: c="On Monster Hit";break; case ITEM_PROPERTY_POISON: c="Poison";break; case ITEM_PROPERTY_REGENERATION: c="Regeneration";break; case ITEM_PROPERTY_REGENERATION_VAMPIRIC: c="Regeneration Vampiric";break; case ITEM_PROPERTY_SAVING_THROW_BONUS: c="Save Bonus";break; case ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC: c="Save Bonus Specific";break; case ITEM_PROPERTY_SKILL_BONUS: c="Skill Bonus";break; case ITEM_PROPERTY_SPELL_RESISTANCE: c="Spell Resistance";break; case ITEM_PROPERTY_THIEVES_TOOLS: c="Thieves Tools";break; case ITEM_PROPERTY_TRAP: c="Trap";break; case ITEM_PROPERTY_TRUE_SEEING: c="Seeking";break; case ITEM_PROPERTY_TURN_RESISTANCE: c="Turn Resistance";break; case ITEM_PROPERTY_UNLIMITED_AMMUNITION: c="Unlimited Ammunition";break; case ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP: c="Useable by Alignment Group";break; case ITEM_PROPERTY_USE_LIMITATION_CLASS: c="Useable by Class";break; case ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE: c="Useable by Race";break; case ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT: c="Useable by Alignment";break; case ITEM_PROPERTY_USE_LIMITATION_TILESET: c="Useable in";break; // case IP_CONST_ONHIT_VORPAL: c="Vorpal";break; //case ITEM_PROPERTY_WOUNDING: c="Wounding";break; case ITEM_PROPERTY_ARCANE_SPELL_FAILURE: c="Arcane Spell Failure";break; case ITEM_PROPERTY_HEALERS_KIT: c="Natural Healing";break; case ITEM_PROPERTY_ONHITCASTSPELL: c="On Hit Cast Spell";break; case ITEM_PROPERTY_SPECIAL_WALK: c="Special Walk";break; case ITEM_PROPERTY_WEIGHT_INCREASE: c="Weight Increase";break; case ITEM_PROPERTY_VISUALEFFECT: c="Visual Effect";break; } return c; } string GetProperties(object oItem) { string c=""; int n=0; while (n<80) { if(GetItemHasItemProperty(oItem,n)) c+=property(n)+", "; n++; } if (GetItemCharges(oItem)>0) c+=" Charges="+IntToString(GetItemCharges(oItem))+", "; if (GetItemACValue(oItem)>0) c+=" AC="+IntToString(GetItemACValue(oItem))+" "; if (GetStringRight(c,2)==", ")c=GetStringLeft(c,GetStringLength(c)-2); if (c=="")c="None"; return c; } string alignment(int law, int good) { string a; if (law==ALIGNMENT_LAWFUL) a="Lawful"; else if (law==ALIGNMENT_CHAOTIC) a="Chaotic"; else a="Neutral"; if (good==ALIGNMENT_GOOD) a+=" Good"; else if (good==ALIGNMENT_EVIL) a+=" Evil"; else a+=" Neutral"; if (a=="Neutral Neutral") a="Neutral"; return a; } string GetItemType(object oItem) { if (oItem==OBJECT_INVALID) return "No Item"; switch(GetBaseItemType(oItem)) { case BASE_ITEM_BLANK_POTION: return "Empty Potion"; break; case BASE_ITEM_BLANK_SCROLL: return "Blank Scroll"; break; case BASE_ITEM_BLANK_WAND: return "Blank Wand"; break; case BASE_ITEM_DWARVENWARAXE: return "Dwarven Axe"; break; case BASE_ITEM_ENCHANTED_POTION: return "Potion"; break; case BASE_ITEM_ENCHANTED_SCROLL: return "Scroll"; break; case BASE_ITEM_ENCHANTED_WAND: return "Wand"; break; case BASE_ITEM_WHIP: return "Whip"; break; case BASE_ITEM_AMULET: return "Amulet"; break; case BASE_ITEM_ARMOR: return "Armor"; break; case BASE_ITEM_ARROW: return "Arrow"; break; case BASE_ITEM_BASTARDSWORD: return "Bastardsword"; break; case BASE_ITEM_BATTLEAXE: return "Battleaxe"; break; case BASE_ITEM_BELT: return "Belt"; break; case BASE_ITEM_BOLT: return "Bolt"; break; case BASE_ITEM_BOOK: return "Book"; break; case BASE_ITEM_BOOTS: return "Boots"; break; case BASE_ITEM_BRACER: return "Bracer"; break; case BASE_ITEM_BULLET: return "Bullet"; break; case BASE_ITEM_CLOAK: return "Cloak"; break; case BASE_ITEM_CLUB: return "Club"; break; case BASE_ITEM_DAGGER: return "Dagger"; break; case BASE_ITEM_DART: return "Dart"; break; case BASE_ITEM_DIREMACE: return "Dire Mace"; break; case BASE_ITEM_DOUBLEAXE: return "Double Axe"; break; case BASE_ITEM_GEM: return "Gem"; break; case BASE_ITEM_GLOVES: return "Gloves"; break; case BASE_ITEM_GOLD: return "Gold"; break; case BASE_ITEM_GREATAXE: return "Greataxe"; break; case BASE_ITEM_GREATSWORD: return "Greatsword"; break; case BASE_ITEM_GRENADE: return "Grenade"; break; case BASE_ITEM_HALBERD: return "Halberd"; break; case BASE_ITEM_HANDAXE: return "Handaxe"; break; case BASE_ITEM_HEALERSKIT: return "Healers Kit"; break; case BASE_ITEM_HEAVYCROSSBOW: return "Heavy Crossbow"; break; case BASE_ITEM_HEAVYFLAIL: return "Heavy Flail"; break; case BASE_ITEM_HELMET: return "Helmet"; break; case BASE_ITEM_KAMA: return "Kama"; break; case BASE_ITEM_KATANA: return "Katana"; break; case BASE_ITEM_KEY: return "Key"; break; case BASE_ITEM_KUKRI: return "Kukri"; break; case BASE_ITEM_LARGEBOX: return "Large Box"; break; case BASE_ITEM_LARGESHIELD: return "Large Shield"; break; case BASE_ITEM_LIGHTCROSSBOW: return "Light Crossbow"; break; case BASE_ITEM_LIGHTFLAIL: return "Light Flail"; break; case BASE_ITEM_LIGHTHAMMER: return "Light Hammer"; break; case BASE_ITEM_LIGHTMACE: return "Light Mace"; break; case BASE_ITEM_LONGBOW: return "Long Bow"; break; case BASE_ITEM_LONGSWORD: return "Long Sword"; break; case BASE_ITEM_MAGICROD: return "Magic Rod"; break; case BASE_ITEM_MAGICSTAFF: return "Magic Staff"; break; case BASE_ITEM_MAGICWAND: return "Magic Wand"; break; case BASE_ITEM_MISCLARGE: return "Miscellaneous Large"; break; case BASE_ITEM_MISCMEDIUM: return "Miscellaneous Medium"; break; case BASE_ITEM_MISCSMALL: return "Miscellaneous Small"; break; case BASE_ITEM_MISCTALL: return "Miscellaneous Tall"; break; case BASE_ITEM_MISCTHIN: return "Miscellaneous Thin"; break; case BASE_ITEM_MISCWIDE: return "Miscellaneous Wide"; break; case BASE_ITEM_MORNINGSTAR: return "Morningstar"; break; case BASE_ITEM_POTIONS: return "Potion"; break; case BASE_ITEM_QUARTERSTAFF: return "Quarterstaff"; break; case BASE_ITEM_RAPIER: return "Rapier"; break; case BASE_ITEM_RING: return "Ring"; break; case BASE_ITEM_SCIMITAR: return "Scimitar"; break; case BASE_ITEM_SCROLL: return "Scroll"; break; case BASE_ITEM_SCYTHE: return "Scythe"; break; case BASE_ITEM_SHORTBOW: return "Shortbow"; break; case BASE_ITEM_SHORTSPEAR: return "Shortspear"; break; case BASE_ITEM_SHORTSWORD: return "Shortsword"; break; case BASE_ITEM_SHURIKEN: return "Shuriken"; break; case BASE_ITEM_SICKLE: return "Sickle"; break; case BASE_ITEM_SLING: return "Sling"; break; case BASE_ITEM_SMALLSHIELD: return "Small Shield"; break; case BASE_ITEM_SPELLSCROLL: return "Magic Scroll"; break; case BASE_ITEM_THIEVESTOOLS: return "Thieves Tools"; break; case BASE_ITEM_THROWINGAXE: return "Throwing Axe"; break; case BASE_ITEM_TORCH: return "Torch"; break; case BASE_ITEM_TOWERSHIELD: return "Tower Shield"; break; case BASE_ITEM_TRAPKIT: return "Trap Kit"; break; case BASE_ITEM_TWOBLADEDSWORD: return "Two-bladed Sword"; break; case BASE_ITEM_WARHAMMER: return "Warhammer"; break; } return ""; } void printitem(object oItem,int all=FALSE) { if (oItem==OBJECT_INVALID) return; int n=GetLocalInt(GetModule(),"COLOR"); string bg=""; if (IntToFloat(n/2)==n/2.0) bg="#fffaf4"; else bg="#ffffff"; if (all) PrintString (""+IntToString(GetNumStackedItems(oItem))+" "+GetName(oItem)+""+ GetItemType(oItem)+": "+GetProperties(oItem) +""+IntToString(GetGoldPieceValue(oItem))+" gp"); else PrintString (""+IntToString(GetNumStackedItems(oItem))+" "+GetName(oItem)+""+ GetItemType(oItem) +""+IntToString(GetGoldPieceValue(oItem))+" gp"); SetLocalInt(GetModule(),"COLOR",++n); } void PrintAbilities(object oPC) { // ABILITIES PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString("" ); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString(""); PrintString("
" +bold(col("darkred","Abilities")) +"" +bold(col("darkred","Score")) +"" +bold(col("darkred","Modifier")) +"
Strength:" + i2s(GetAbilityScore(oPC,ABILITY_STRENGTH)) + "" + i2s(GetAbilityModifier(ABILITY_STRENGTH,oPC))+"
Constitution:" +i2s(GetAbilityScore(oPC,ABILITY_CONSTITUTION))+ "" +i2s(GetAbilityModifier(ABILITY_CONSTITUTION,oPC))+"
Dexterity:" +i2s(GetAbilityScore(oPC,ABILITY_DEXTERITY))+ "" +i2s(GetAbilityModifier(ABILITY_DEXTERITY,oPC))+"
Intelligence:" +i2s(GetAbilityScore(oPC,ABILITY_INTELLIGENCE))+ "" +i2s(GetAbilityModifier(ABILITY_INTELLIGENCE,oPC))+"
Wisdom:" +i2s(GetAbilityScore(oPC,ABILITY_WISDOM))+ "" +i2s(GetAbilityModifier(ABILITY_WISDOM,oPC))+"
Charisma:" +i2s(GetAbilityScore(oPC,ABILITY_CHARISMA))+ "" +i2s(GetAbilityModifier(ABILITY_CHARISMA,oPC))+"
"); } void PrintStatistics(object oPC) { print("Statistics"); PrintString(""); print ("Gold: "+i2s(GetGold(oPC))); print ("Experience: " + i2s(GetXP(oPC))); print ("Alignment: " + alignment(GetAlignmentLawChaos(oPC),GetAlignmentGoodEvil(oPC))); if (GetGender(oPC)==GENDER_MALE) print ("Gender: Male"); else print("Gender: Female"); print ("Age: "+i2s(GetAge(oPC))+"
"); print ("Base Attack Bonus: "+i2s(GetBaseAttackBonus(oPC))); print ("Armor Class: "+ i2s(GetAC(oPC))); print ("Hit Points: "+i2s(GetMaxHitPoints(oPC))); PrintString(""); } void Head( object oPC) { // Name and CLASS print(""+bold(GetName(oPC)) +""); int c1=GetClassByPosition(1,oPC); int l1=GetLevelByPosition(1,oPC); string descr=race(GetRacialType(oPC))+" "+class(c1) + " level "+i2s(l1); int l2=GetLevelByPosition(2,oPC); if (l2>0) { descr+=" / "+class(GetClassByPosition(2,oPC)) + " level "+i2s(l2); } int l3=GetLevelByPosition(3,oPC); if (l3>0) { descr+=" / "+class(GetClassByPosition(3,oPC)) + " level "+i2s(l3); } print(""+descr+""); } void PrintSaves(object oPC) { print ("Saves"); PrintString(""); print ("Fortitude: "+i2s(GetFortitudeSavingThrow(oPC))); print ("Reflex: "+i2s(GetReflexSavingThrow(oPC))); print ("Will: "+i2s(GetWillSavingThrow(oPC))); print (""); if (GetDeity(oPC)!="") print ("Deity: "+GetDeity(oPC)); print ("Load: "+i2s(FloatToInt(GetWeight(oPC)/10*0.45))+"kg"); PrintString(""); } void PrintEquipment(object oPC, int numrows) { PrintString(""); object oItem=GetFirstItemInInventory(oPC); int n=0; while (oItem!=OBJECT_INVALID && nGetHitDice(oPC) || GetPlotFlag(oItem))printitem(oItem); oItem=GetNextItemInInventory(oPC); } if (n>=numrows) PrintString(""); PrintString(""); printitem(GetItemInSlot(INVENTORY_SLOT_ARMS,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_BELT,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_BOOTS,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_CHEST,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_HEAD,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_LEFTRING,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_NECK,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_ARROWS,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_BOLTS,oPC),TRUE); printitem(GetItemInSlot(INVENTORY_SLOT_BULLETS,oPC),TRUE); } void main() { // THIS IS THE CHARACTER // Change this TO GetPCSpeaker() if used from a dialouge object oPC=GetLastUsedBy(); // START OF DUMP PrintString(""); PrintString("Character start -->"); PrintString(""); // START OF HTML PrintString (""); PrintString ("NWN Character Sheet"); PrintString (""); PrintString ("
"); PrintString(col("green",bold("Equipment"))); PrintString ("
* Too many items to show all
Equipped Items
"); PrintString (""); PrintString ("
"); PrintString ("NWN Character SheetMade By Tim
"); //Create Outer frame PrintString ("
"); // Create inner Frame PrintString(""); PrintString("
"); // HEAD (Name, class and level) Head(oPC); PrintString("
"); // ABILILTIES PrintAbilities(oPC); // DIVIDER PrintString(""); // STATISTICS PrintStatistics(oPC); // NEW ROW PrintString("
"); // Center Block SKILLS | SAVES | FEATS // SKILLS print (col("blue",bold("Skills"))); int n=0; while (n<33) { if (GetSkillRank(n,oPC)>0) print(""+skill(n)+": "+i2s(GetSkillRank(n,oPC)) +""); n++; } PrintString(""); // SAVES Deity and load PrintSaves(oPC); PrintString(""); // DIVIDER // FEATS print(col("Purple",bold("Feats"))); GetFeats(oPC); //ExecuteScript("tim_printfeats",oPC); PrintString ("
"); // END Center Block PrintString ("
"); // END OUTER BLOCK // NEW OUTER FRAME PrintString ("
"); // EQUIPMENT PrintEquipment(oPC,90-n/2); PrintString ("
"); PrintString (""); PrintString (""); PrintString ("<-- Character End"); }