# Equipment Related Output Sheet Tokens

Token Name: EQ.ADD.x

Variables Used (x): Text (Subtype or "CONTAINED").

What it does:

Adds items containing that subtype to the returned list of equipment.

Example:

`EQ.ADD.Armor`

Displays all armor type items.

`EQ.ADD.CONTAINED`

Displays all items contained in another.

Token Name: EQ.IS.x.y.z

Variables Used (x): Text (Subtype or "CONTAINED").

Variables Used (y): Number (The equipment position number - 0-based index).

Variables Used (z): Text (property).

- CARRIED - Total number carried.
- CHARGES - Number of remaining charges.
- CONTAINS.w - Where w is an integer, returns NAME of the w-th piece of equipment contained in equipment item y
- CONTAINS.w.alpha - w is an integer, returns the requested information for the w-th piece of equipment stored in equipment item y.

Variable Used (alpha): Text (Any valid tag for EQ.IS. Examples: NAME, QTY, CONTAINS, LOCATION).

- CONTENTS.type
- CHARGESUSED - Displays the number umber of charges used.
- CONTENTS - Displays the contents of a container and weight of the contents or nothing if not a container.
- CONTENTS.type<w> - Displays the name of the w-th object contained (optional).

Variable Used (type): Text (Item type).

Variable Used (w): Number (The equipment position number - 0-based index).

- CONTENTS.type<w>.SPROP - Displays the special properties of the y-th object contained (optional).

Variable Used (type): Text (Item type).

Variable Used (w): Number (The equipment position number - 0-based index).

- CONTENTSNUM - Returns number of items contained in the specified piece of equipment. If empty, or not a container, returns 0.
- COST - Displays the cost of the item in gold.
- DESC - Displays the description of the item.
- EQUIPPED - Displays Y (Yes) or N (No) as appropriate.
- FUMBLERANGE - Displays the text from the FUMBLERANGE tag.
- LOCATION - Displays blank if not carried, else "Equipped" if equipped, the name of its container if inside a container, or "Carried" if just carried.
- MAXCHARGES - Displays the starting number of charges.
- NAME.type~a~b~c~d - Displays the short version of the item name (type~a~b~c~d is optional)

Variable Used (type): Text (Item Type)

Variable Used (a/b/c/d): Text (a = prepended if type matches, b = appended if type matches, c = prepended if type doesn't match, d = appended if type doesn't match).

- NOTE - Displays the player added note of the item owned.
- QTY - Displays the number of the item owned.
- SIZE - Displays a one-letter description of the size of the item (e.g. "M" for Medium).
- SIZELONG - Displays the whole word description of the size of the item (e.g. "Medium").
- SPROP - Displays the Special Properties.
- TOTALWT - Displays WT * QTY in lbs.
- TYPE - Displays the Item Type.
- TYPE.n - Displays the nth type from the type list.

Variable Used (n): Number (The equipment position number - 0-based index).

- WT - Displays the weight in pounds (lbs) of the item.

What it does:

- Displays equipment information.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and WEAPONS tokens (ACMOD, MAXDEX, DAMAGE, etc).
- EQTYPE and all options can also be used in a COUNT[] statements.

Examples:

`EQ.IS.Metal.1.TYPE1`

If the item was type "MAGIC.WEAPON.MARTIAL.METAL", then "WEAPON" would be displayed.

`EQ.IS.ROD.5.NAME.MAGIC~<b>~</b>`

Would display the name of the 6th rod in the equipment list and bold it if it was magical.

`EQ.IS.0.CONTAINS.0.LONGNAME`

Returns Longbow +1 (Flaming).

`EQ.IS.2.CONTAINS.4.QTY`

Returns the quantity of the 5th item contained in 3rd Equipment.

`EQ.IS.ROD.0.NOTE`

Would display a player added note on the 1st rod in the equipment list. (If available).

Token Name: EQ.MERGE.x.y.z

Variables Used (x): Text (Merge Code).

- ALL - Causes all items with the same name to be merged (default behavior).
- LOC - Causes all items with the same name and in the same location to be merged.
- NONE - No items with the same name are merged.

Variables Used (y): Number (The equipment position number - 0-based index).

Variables Used (z): Text (property as per EQ.IS.x.y.z).

What it does:

- Displays equipment information.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and WEAPONS tokens (ACMOD, MAXDEX, DAMAGE, etc).
- The merge variable is optional.

Examples:

`EQ.MERGE.ALL.0.CHARGES`

Displays the number of charges of all items of the same name as the 1st item.

`EQ.MERGE.LOC.3.LOCATION`

Displays blank if not carried, "Equipped", the name of the container if inside a container or "Carried" for all items with the same name in the same container as the 4th item.

`EQ.MERGE.NONE.1.SIZE`

Displays a one letter description of the size of the 2nd item (eg. "M" for Medium).

Token Name: EQ.NOT.x

Variables Used (x): Text (Subtype or "CONTAINED").

What it does:

Removes all equipment not containing that subtype from the returned list of equipment.

Example:

`EQ.NOT.Metal`

Displays all items that are not metal type items.

Token Name: EQCONTAINER.x.y

Variables Used (x): Number (The equipment position number - 0-based index).

Variables Used (y): Text (property).

- ITEMWEIGHT - The weight of the container itself.
- CONTENTWEIGHT - The weight of the contents of the container.
- TOTALWEIGHT - The weight of the container and it's contents.
- TYPE.n - Displays the nth type from the type list.

Variable Used (n): Number (The equipment position number - 0-based index).

- TYPE.n.SPROP - Displays the Special Properties of the nth type from the type list.

Variable Used (n): Number (The equipment position number - 0-based index).

What it does:

Displays various weight information about container type equipment.

Examples:

`EQCONTAINER.0.ITEMWEIGHT`

Displays the weight of the 1st container itself.

`EQCONTAINER.3.CONTENTWEIGHT`

Displays the weight of the contents of the 4th container.

`EQCONTAINER.1.TOTALWEIGHT`

Displays the total weight of the 2nd container.

Token Name: EQCONTAINERS.x.y

Variables Used (x): Number (The equipment position number - 0-based index).

Variables Used (y): Text (property as EQ.IS.x.y.z).

What it does:

- Displays the equipment in a preformatted list format, indenting the LONGNAME of the contents of a container with a couple of tabs.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and ATTACK tokens (ACMOD, MAXDEX, DAMAGE, etc).

Example:

`EQCONTAINERS.0.COST`

Display the cost in gold of the 1st container.

Token Name: EQCONTAINERW.x.y

Variables Used (x): Number (The equipment position number - 0-based index).

Variables Used (y): Text (property as per EQ.IS.x.y.z).

What it does:

- Displays the equipment in a preformatted list format, indenting the LONGNAME of the contents of a container with a few non-breaking spaces.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and ATTACK tokens (ACMOD, MAXDEX, DAMAGE, etc).

Example:

`EQCONTAINERW.0.SPROP`

Displays the special properties of the 1st container.

Token Name: EQSET.x

Variables Used (x): text (Option).

- START - Start of equipment set section
- NAME - Outputs the name of the currently looping equipment set.
- END - End of equipment set section

What it does:

Used to output equipment sets to csheets or eqsheets.

Example:

`EQSET.START
EQSET.NAME
FOR,%num,0,10,1,1
ARMOR%num.NAME
ENDFOR
EQSET.END`

The above code would loop once for each Equipment Set created on the Equipping tab.

Token Name: EQTYPE.x.y.z

Variables Used (x): Text (Subtype or "CONTAINED").

Variables Used (y): Number (The equipment position number - 0-based index).

Variables Used (z): Text (property).

- ADD.w - Adds items containing that subtype to the returned list of equipment (Options as per EQ.NOT.x).
- IS.w.v.u - Removes all equipment not containing that subtype from the returned list of equipment (Options as per EQ.IS.x.y.z).
- NOT.w - Removes items containing that subtype from the returned list of equipment (Options as per EQ.NOT.x).
- NOTE - Displays the player added notes (if any) of the items containing that subtype.

What it does:

Displays equipment type information.

Example:

`EQTYPE.GEM.5.COST`

Would display the cost of the 4th gem in the equipment list.

`EQTYPE.GEM.1.NOTE`

Would display a player added note on the 2nd gem in the equipment list. (If available)

Token Name: EQTYPE.MERGE.x.y.z

Variables Used (x): Text (Merge Code).

- ALL - Causes all items with the same name to be merged (default behavior).
- LOC - Causes all items with the same name and in the same location to be merged.
- NONE - No items with the same name are merged.

Variables Used (y): Text (Subtype or "CONTAINED").

Variables Used (z): Text (property).

- NOT.w - Removes items containing that subtype from the returned list of equipment (Options as per EQ.NOT.x).
- ADD.w - Adds items containing that subtype to the returned list of equipment (Options as per EQ.NOT.x).
- IS.w.v.u - Removes all equipment not containing that subtype from the returned list of equipment (Options as per EQ.IS.x.y.z).

What it does:

- Displays equipment information.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and ATTACK tokens (ACMOD, MAXDEX, DAMAGE, etc).
- The merge variable is optional.
- EQTYPE and all options can also be used in a COUNT[] statement.

Example:

`EQTYPE.MAGIC.IS.STAFF.ADD.ROD.x.NAME`

Would display the name of the x-th magical staff or rod in the equipment list.