HiddenTradition_PRC8/_module/nss/ro_p_player2html.nss
2024-06-20 15:47:42 -04:00

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//
// 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="<br>";
string bold(string s)
{
return "<b>"+s+"</b>";
}
string col(string c,string s)
{
return "<font color="+c+">"+s+"</font>";
}
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("<font face=arial size=1>");
string fstr="";
int f=0;
while (f<1072)
if (GetHasFeat(f++,oPC)) {
fstr=feat(f-1);
if (fstr!="") {
PrintString(fstr + "<br>");
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 ("<TR><TD bgcolor="+bg+" width=44%><font face=arial size=1>"+IntToString(GetNumStackedItems(oItem))+"<22>"+GetName(oItem)+"</TD><TD bgcolor="+bg+"><font face=arial size=1>"+ GetItemType(oItem)+": "+GetProperties(oItem) +"</font></TD><TD width=55 bgcolor="+bg+" align=right><font face=arial size=1>"+IntToString(GetGoldPieceValue(oItem))+" gp</TD></TR>");
else
PrintString ("<TR><TD bgcolor="+bg+" width=44%><font face=arial size=1>"+IntToString(GetNumStackedItems(oItem))+"<22>"+GetName(oItem)+"</TD><TD bgcolor="+bg+"><font face=arial size=1>"+ GetItemType(oItem) +"</font></TD><TD width=55 bgcolor="+bg+" align=right><font face=arial size=1>"+IntToString(GetGoldPieceValue(oItem))+" gp</TD></TR>");
SetLocalInt(GetModule(),"COLOR",++n);
}
void PrintAbilities(object oPC)
{
// ABILITIES
PrintString("<table bgcolor=#eeeeff cellspacing=1><tr>");
PrintString("<td>" +bold(col("darkred","Abilities")) +"</td>");
PrintString("<td align=center>" +bold(col("darkred","Score")) +"</td>");
PrintString("<td align=center>" +bold(col("darkred","Modifier")) +"</td></TR>");
PrintString("<tr height=1><td bgcolor=gray colspan=3></td></tr>");
PrintString("<TR><td><font face=arial size=2><b>Strength:</b></font></td>");
PrintString("<td align=center>" + i2s(GetAbilityScore(oPC,ABILITY_STRENGTH)) + "</td>");
PrintString("<td align=center>" + i2s(GetAbilityModifier(ABILITY_STRENGTH,oPC))+"</td></tr>");
PrintString("<tr><td><font face=arial size=2><b>Constitution:</b></font></td>");
PrintString("<td align=center>" +i2s(GetAbilityScore(oPC,ABILITY_CONSTITUTION))+ "</td>");
PrintString("<td align=center>" +i2s(GetAbilityModifier(ABILITY_CONSTITUTION,oPC))+"</td></tr>");
PrintString("<tr><td><font face=arial size=2><b>Dexterity:</b></font></td>" );
PrintString("<td align=center>" +i2s(GetAbilityScore(oPC,ABILITY_DEXTERITY))+ "</td>");
PrintString("<td align=center>" +i2s(GetAbilityModifier(ABILITY_DEXTERITY,oPC))+"</td></tr>");
PrintString("<tr><td><font face=arial size=2><b>Intelligence:</b></font></td>");
PrintString("<td align=center>" +i2s(GetAbilityScore(oPC,ABILITY_INTELLIGENCE))+ "</td>");
PrintString("<td align=center>" +i2s(GetAbilityModifier(ABILITY_INTELLIGENCE,oPC))+"</td></tr>");
PrintString("<tr><td><font face=arial size=2><b>Wisdom:</b></font></td>");
PrintString("<td align=center>" +i2s(GetAbilityScore(oPC,ABILITY_WISDOM))+ "</td>");
PrintString("<td align=center>" +i2s(GetAbilityModifier(ABILITY_WISDOM,oPC))+"</td></tr>");
PrintString("<tr><td><font face=arial size=2><b>Charisma:</b></font></td>");
PrintString("<td align=center>" +i2s(GetAbilityScore(oPC,ABILITY_CHARISMA))+ "</td>");
PrintString("<td align=center>" +i2s(GetAbilityModifier(ABILITY_CHARISMA,oPC))+"</td></tr>");
PrintString("<TR height=2><TD bgcolor=white colspan=3></TD></TR></TABLE>");
}
void PrintStatistics(object oPC)
{
print("<font face=arial size=2 color=#669900><b>Statistics</b></font>");
PrintString("<font face=arial size=1 color=#000066>");
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))+"<br>");
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("<FONT face=comic color=#444488 size=5>"+bold(GetName(oPC)) +"</FONT>");
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("<font face=arial size=3 color=#444499>"+descr+"</font>");
}
void PrintSaves(object oPC)
{
print ("<font size=2 face=arial color=brown><b>Saves</b></font>");
PrintString("<font face=arial size=1 color=black>");
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("</font>");
}
void PrintEquipment(object oPC, int numrows)
{
PrintString("<TABLE BGCOLOR=WHITE><TR><TD colspan=3>");
PrintString(col("green",bold("Equipment")));
PrintString ("</TD></TR valign=top>");
object oItem=GetFirstItemInInventory(oPC);
int n=0;
while (oItem!=OBJECT_INVALID && n<numrows)
{
n++;
if (GetGoldPieceValue(oItem)>GetHitDice(oPC) || GetPlotFlag(oItem))printitem(oItem);
oItem=GetNextItemInInventory(oPC);
}
if (n>=numrows)
PrintString("<tr><td colspan=3><font face=arial size=2 color=#777777><i>* Too many items to show all</i></font></td><tr>");
PrintString("<tr><td colspan=3><font face=Arial size=3 color=#aa3377><b>Equipped Items</b></font></td></tr>");
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 ("<HTML>");
PrintString ("<HEAD><TITLE>NWN Character Sheet</TITLE></HEAD>");
PrintString ("<BODY bgcolor=#fffffa>");
PrintString ("<TABLE width=440><TR><TD Align=Left>");
PrintString ("<font face=Verdana size=3 color=darkred>NWN Character Sheet</font></TD>");
PrintString ("<TD align=right><font face=verdana color=#dddddd size=1>Made By Tim</font></TD>");
PrintString ("</TR></TABLE>");
//Create Outer frame
PrintString ("<TABLE BGCOLOR=DARKBLUE CELLSPACING=1 CELLPADDING=1><TR><TD>");
// Create inner Frame
PrintString("<table bgcolor=#f7f7ff><tr valign=top><td colspan=3>");
// HEAD (Name, class and level)
Head(oPC);
PrintString("</td></tr><tr height=1><td colspan=3 bgcolor=black></td></tr><tr><td>");
// ABILILTIES
PrintAbilities(oPC);
// DIVIDER
PrintString("</TD><TD width=80></TD><TD WIDTH=200>");
// STATISTICS
PrintStatistics(oPC);
// NEW ROW
PrintString("</TD></TR>");
PrintString("<TR valign=top><TD>");
// Center Block SKILLS | SAVES | FEATS
// SKILLS
print (col("blue",bold("Skills")));
int n=0;
while (n<33)
{
if (GetSkillRank(n,oPC)>0)
print("<font face=arial size=1>"+skill(n)+": "+i2s(GetSkillRank(n,oPC)) +"</font>");
n++;
}
PrintString("</TD><TD>");
// SAVES Deity and load
PrintSaves(oPC);
PrintString("</TD><TD>"); // DIVIDER
// FEATS
print(col("Purple",bold("Feats")));
GetFeats(oPC);
//ExecuteScript("tim_printfeats",oPC);
PrintString ("</TD></TR></TABLE>"); // END Center Block
PrintString ("</TD></TR></TABLE>"); // END OUTER BLOCK
// NEW OUTER FRAME
PrintString ("<TABLE WIDTH=500><TR><TD>");
// EQUIPMENT
PrintEquipment(oPC,90-n/2);
PrintString ("</TD></TR></TABLE></BODY>");
PrintString ("</HTML>");
PrintString ("");
PrintString ("<-- Character End");
}