SimpleTest/tools/charactercreation/charactertool.xml

4066 lines
201 KiB
XML

<Tool>
<Name>charactercreator</Name>
<AccessRule>[rule.access]</AccessRule>
<Display>Character Creator</Display>
<Description>The Character Creation Tool</Description>
<Data>
<DataSlot Name="character">
<DataStructure>characterdata</DataStructure>
</DataSlot>
<DataSlot Name="settings">
<DataStructure>charsettings_create</DataStructure>
</DataSlot>
</Data>
<Bases>
<BaseReference Name="races">
<Path>wiki/races/Races</Path>
</BaseReference>
<BaseReference Name="items">
<Path>wiki/weapons/Items</Path>
</BaseReference>
</Bases>
<Libraries>
<LibraryReference>charlib</LibraryReference>
<LibraryReference>charlibcreate</LibraryReference>
</Libraries>
<StartPage>"start"</StartPage>
<Pages>
<Page Name="start">
<Content>
<DataSlotLoader>
<DataSlot>[data.character]</DataSlot>
<Create>
<Rule>[rule.createcharacter]</Rule>
</Create>
<OnPostLoad>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnPostLoad>
<OnPostCreate>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnPostCreate>
</DataSlotLoader>
</Content>
<!--
<OnOpen/>
<OnClose/>
-->
</Page>
<Page Name="newchar">
<Content>
<GridContainer>
<Cols>2</Cols>
<Content>
<Label>
<Text>"Name"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.name]</Output>
</StringInput>
<Label>
<Text>"Rasse"</Text>
</Label>
<BaseSingleSelect>
<Base>[base.races.Playable]</Base>
<Output>[data.character.race.id]</Output>
<Display>[file.name]</Display>
<PropertyOutputs>
<PropertyOutput>
<Property>[race.speed]</Property>
<Output>[data.character.race.speed]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[file.name]</Property>
<Output>[data.character.race.name]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.minage]</Property>
<Output>[data.character.race.minage]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.maxage]</Property>
<Output>[data.character.race.maxage]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.minweight]</Property>
<Output>[data.character.race.minweight]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.maxweight]</Property>
<Output>[data.character.race.maxweight]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.minheight]</Property>
<Output>[data.character.race.minheight]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[race.maxheight]</Property>
<Output>[data.character.race.maxheight]</Output>
</PropertyOutput>
</PropertyOutputs>
</BaseSingleSelect>
<Label>
<Text>"Magier"</Text>
</Label>
<CheckboxInput>
<Output>[data.character.definition.ismage]</Output>
</CheckboxInput>
</Content>
</GridContainer>
<GridContainer>
<Cols>3</Cols>
<Content>
<Empty/>
<Empty/>
<Button>
<Text>"Weiter"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</GridContainer>
<GridContainer>
<Cols>3</Cols>
<Content>
<Empty/>
<MarkdownDisplay>
<MarkdownId>[data.character.race.id]</MarkdownId>
</MarkdownDisplay>
</Content>
</GridContainer>
</Content>
</Page>
<Page Name="profile">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
<Header>
<Level>2</Level>
<Text>"Persönliche Daten"</Text>
</Header>
<GridContainer>
<Cols>2</Cols>
<Content>
<Label>
<Text>"Name"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.name]</Output>
</StringInput>
<Label>
<Text>"Geschlecht"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.gender]</Output>
</StringInput>
<Label>
<Text>"Titel"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.title]</Output>
</StringInput>
<Label>
<Text>"Herkunft"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.origin]</Output>
</StringInput>
<Label>
<Text>"Profession"</Text>
</Label>
<StringInput>
<Output>[data.character.definition.profession]</Output>
</StringInput>
</Content>
</GridContainer>
<Header>
<Level>2</Level>
<Text>"Äußerliches"</Text>
</Header>
<GridContainer>
<Cols>3</Cols>
<Content>
<Label>
<Text>"Größe"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.definition.height]</Value>
<LowerBorder>[data.character.race.minheight]</LowerBorder>
<UpperBorder>[data.character.race.maxheight]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Output>[data.character.definition.height]</Output>
<Buttons>
<ValueButton>
<Value>-10</Value>
</ValueButton>
<ValueButton>
<Value>-5</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+5</Value>
</ValueButton>
<ValueButton>
<Value>+10</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
</Content>
</Page><!-- End Profile Page-->
<Page Name="baseattributes">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
<GridContainer>
<Cols>3</Cols>
<Content>
<!-- Summary Row -->
<Label>
<Text>"Gesamt"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label>
<Text>[data.character.attributes.courage] + [data.character.attributes.intelligence] + [data.character.attributes.intuition] + [data.character.attributes.charisma] + [data.character.attributes.dexterity] + [data.character.attributes.agility] + [data.character.attributes.physique] + [data.character.attributes.strength]</Text>
</Label>
<Label>
<Text>/100</Text>
</Label>
</Content>
</HorizontalContainer>
<Empty/>
<!-- Courage/Mut -->
<Label>
<Text>"Mut"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.courage]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.courage]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Intelligence/Intelligenz -->
<Label>
<Text>"Intelligenz"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.intelligence]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.intelligence]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Intuition/Intuition -->
<Label>
<Text>"Intuition"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.intuition]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.intuition]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Charisma/Charisma -->
<Label>
<Text>"Charisma"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.charisma]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.charisma]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Dexterity/Fingerfertigkeit -->
<Label>
<Text>"Fingerfertigkeit"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.dexterity]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.dexterity]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- agility/Gewandheit -->
<Label>
<Text>"Gewandheit"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.agility]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.agility]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- physique/Konstitution -->
<Label>
<Text>"Konstitution"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.physique]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.physique]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Strength/Körperkraft -->
<Label>
<Text>"Körperkraft"</Text>
</Label>
<ValueAndBorders>
<LowerBorder>8</LowerBorder>
<UpperBorder>15</UpperBorder>
<Value>[data.character.attributes.strength]</Value>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_attr([param.0])</Cost>
<Output>[data.character.attributes.strength]</Output>
<Min>8</Min>
<Max>15</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
</Content>
</Page>
<Page Name="talents">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
<Header>
<Level>2</Level>
<Text>"Körpertalente"</Text>
</Header>
<GridContainer>
<Cols>5</Cols>
<Content>
<!-- Aufmerksamkeit/Awareness -->
<Label>
<Text>"Aufmerksamkeit"</Text>
</Label>
<Label>
<Text>"D"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.awareness]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_d([param.0])</Cost>
<Output>[data.character.talents.awareness]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Gaukeleien/Jugglery -->
<Label>
<Text>"Gaukeleien"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.jugglery]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.charisma], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.jugglery]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.charisma], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Klettern/Climbing -->
<Label>
<Text>"Klettern"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.climbing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.agility], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.climbing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.agility], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Körperbeherrschung/bodycontrol -->
<Label>
<Text>"Körperbeherrschung"</Text>
</Label>
<Label>
<Text>"D"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"GE"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.bodycontrol]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.agility], [data.character.attributes.agility], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_d([param.0])</Cost>
<Output>[data.character.talents.bodycontrol]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.agility], [data.character.attributes.agility], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Kraftakt/actofstrength -->
<Label>
<Text>"Kraftakt"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KO"</Text></Label>
<Label><Text>"KK"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.actofstrength]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.physique], [data.character.attributes.strength], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.actofstrength]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.physique], [data.character.attributes.strength], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Reiten/Riding -->
<Label>
<Text>"Reiten"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"CH"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.riding]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.charisma], [data.character.attributes.agility], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.riding]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.charisma], [data.character.attributes.agility], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Schwimmen/swimming -->
<Label>
<Text>"Schwimmen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KO"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.swimming]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.agility], [data.character.attributes.physique], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.swimming]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.agility], [data.character.attributes.physique], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Selbstbeherrschung/selfcontrol -->
<Label>
<Text>"Selbstbeherrschung"</Text>
</Label>
<Label>
<Text>"D"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"MU"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.selfcontrol]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.courage], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_d([param.0])</Cost>
<Output>[data.character.talents.selfcontrol]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.courage], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Singen/singing -->
<Label>
<Text>"Singen"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.singing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.charisma], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.singing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.charisma], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Sinnesschärfe/Senses -->
<Label>
<Text>"Sinnesschärfe"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.senses]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.senses]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Tanzen/Dancing -->
<Label>
<Text>"Tanzen"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"GE"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.dancing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.charisma], [data.character.attributes.agility])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.dancing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.charisma], [data.character.attributes.agility])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Taschendiebstahl/pickpocketing -->
<Label>
<Text>"Taschendiebstahl"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"GE"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.pickpocketing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.dexterity], [data.character.attributes.agility])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.pickpocketing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.dexterity], [data.character.attributes.agility])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Verbergen/stealth -->
<Label>
<Text>"Verbergen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"GE"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.stealth]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.agility])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.stealth]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.agility])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Zechen/Carousing -->
<Label>
<Text>"Zechen"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KO"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.carousing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.physique], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.carousing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.physique], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
<!-- End Body Talents -->
<!-- Start Social Talents -->
<Header>
<Level>2</Level>
<Text>"Gesellschaftstalente"</Text>
</Header>
<GridContainer>
<Cols>5</Cols>
<Content>
<!-- Bekehren & Überzeugen/Convincing -->
<Label>
<Text>"Bekehren &amp; Überzeugen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.convincing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.convincing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Betören/seduction -->
<Label>
<Text>"Betören"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.seduction]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.charisma], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.seduction]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.charisma], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Einschüchtern/intimidation -->
<Label>
<Text>"Einschüchtern"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.intimidation]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.intimidation]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Etikette/ettiquette -->
<Label>
<Text>"Etikette"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.etiquette]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.etiquette]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Gassenwissen/streetwise -->
<Label>
<Text>"Gassenwissen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.streetwise]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.streetwise]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Menschenkenntnis/empathy -->
<Label>
<Text>"Menschenkenntnis"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.empathy]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.empathy]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Überreden/persuasion -->
<Label>
<Text>"Überreden"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.persuasion]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.persuasion]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Verkleiden/disguise -->
<Label>
<Text>"Verkleiden"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"GE"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.disguise]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intuition], [data.character.attributes.charisma], [data.character.attributes.agility])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.disguise]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intuition], [data.character.attributes.charisma], [data.character.attributes.agility])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Willenskraft/Willpower -->
<Label>
<Text>"Willenskraft"</Text>
</Label>
<Label>
<Text>"D"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.willpower]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_d([param.0])</Cost>
<Output>[data.character.talents.willpower]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
<!-- End Social Talents -->
<!-- Start Nature Talents -->
<Header>
<Level>2</Level>
<Text>"Naturtalent"</Text>
</Header>
<GridContainer>
<Cols>5</Cols>
<Content>
<!-- Fährtensuchen/Tracking -->
<Label>
<Text>"Fährtensuchen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"GE"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.tracking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.agility])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.tracking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.agility])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Fesseln & Knoten/ropes -->
<Label>
<Text>"Fesseln &amp; Knoten"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.ropes]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.ropes]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Fischen & Angeln/fishing -->
<Label>
<Text>"Fischen &amp; Angeln"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.fishing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.fishing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Orientierung/orientation -->
<Label>
<Text>"Orientierung"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.orientation]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.orientation]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Pflanzenkuned/plants -->
<Label>
<Text>"Pflanzenkunde"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.plants]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.plants]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Tierkunde/animals -->
<Label>
<Text>"Tierkunde"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"MU"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.animals]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.courage], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.animals]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.courage], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Wildnisleben/survival -->
<Label>
<Text>"Wildnisleben"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.survival]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.agility], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.survival]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.agility], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
<!-- End Nature Talents -->
<!-- Start Knowledge Talents -->
<Header>
<Level>2</Level>
<Text>"Wissenstalente"</Text>
</Header>
<GridContainer>
<Cols>5</Cols>
<Content>
<!-- Brett & Glücksspiel/gamblnig -->
<Label>
<Text>"Brett &amp; Glücksspiel"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.gambling]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.gambling]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Geographie/geography -->
<Label>
<Text>"Geographie"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.geography]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.geography]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Geschichtswissen/history -->
<Label>
<Text>"Geschichtswissen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.history]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.history]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Gesellschaft & Kultur/society -->
<Label>
<Text>"Gesellschaft &amp; Kultur"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.society]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.society]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Götter & Kulte/Religions -->
<Label>
<Text>"Götter &amp; Kulte"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.religions]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.religions]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Kriegskunst/warfare -->
<Label>
<Text>"Kriegskunst"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.warfare]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.warfare]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Magiekunde/magiclore -->
<Label>
<Text>"Magiekunde"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.magiclore]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.magiclore]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Mechanik/mechanics -->
<Label>
<Text>"Mechanik"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.mechanics]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.mechanics]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Rechnen/Math -->
<Label>
<Text>"Rechnen"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.math]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.math]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Rechtskunde/Law -->
<Label>
<Text>"Rechtskunde"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.law]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.law]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Sagen & Legenden/legends -->
<Label>
<Text>"Sagen &amp; Legenden"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.legends]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.legends]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
<!-- End Knowledge Talents -->
<!-- Start Crafting Talents -->
<Header>
<Level>2</Level>
<Text>"Handwerkstalente"</Text>
</Header>
<GridContainer>
<Cols>5</Cols>
<Content>
<!-- Alchemy/Alchemy -->
<Label>
<Text>"Alchemy"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.alchemy]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.alchemy]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Boote & Schiffe/sailing -->
<Label>
<Text>"Boote &amp; Schiffe"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.sailing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.sailing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Fahrzeuge/vehicles -->
<Label>
<Text>"Fahrzeuge"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"CH"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.vehicles]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.charisma], [data.character.attributes.dexterity], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.vehicles]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.charisma], [data.character.attributes.dexterity], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Handel/trading -->
<Label>
<Text>"Handel"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.trading]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.trading]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.intuition], [data.character.attributes.charisma])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Heilkunde Gift/Treat Poison -->
<Label>
<Text>"Heilkunde Gift"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"KL"</Text></Label>
<Label><Text>"IN"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.treatpoison]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.intuition])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.treatpoison]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intelligence], [data.character.attributes.intuition])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Heilkunde Krankheiten/treat Disease -->
<Label>
<Text>"Heilkunde Krankheiten"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"MU"</Text></Label>
<Label><Text>"IN"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.treatdisease]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.treatdisease]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.courage], [data.character.attributes.intuition], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Heilkunde Seele/Treat Soul -->
<Label>
<Text>"Heilkunde Seele"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"IN"</Text></Label>
<Label><Text>"CH"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.treatsoul]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intuition], [data.character.attributes.charisma], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.treatsoul]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intuition], [data.character.attributes.charisma], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Heilkunde Wunden/Treat Wounds -->
<Label>
<Text>"Heilkunde Wunden"</Text>
</Label>
<Label>
<Text>"D"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.treatwounds]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_d([param.0])</Cost>
<Output>[data.character.talents.treatwounds]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Holzbearbeitung/Woodworking -->
<Label>
<Text>"Holzbearbeitung"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.woodworking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.woodworking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Lebensmittelbearbeitung/cooking -->
<Label>
<Text>"Lebensmittelbearbeitung"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"IN"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.cooking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.cooking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Lederbearbeitung/leatherworking -->
<Label>
<Text>"Lederbearbeitung"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"GE"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.leatherworking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.talents.leatherworking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.agility], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Malen & Zeichnen/drawing -->
<Label>
<Text>"Malen &amp; Zeichnen"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"IN"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.drawing]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.drawing]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Metallbearbeitung/Metal Working -->
<Label>
<Text>"Metallbearbeitung"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KO"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.metalworking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.physique], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.metalworking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.physique], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Musizieren/music -->
<Label>
<Text>"Musizieren"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"CH"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KO"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.music]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.charisma], [data.character.attributes.dexterity], [data.character.attributes.physique])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.music]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.charisma], [data.character.attributes.dexterity], [data.character.attributes.physique])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Schlösserknacken/lockpicking -->
<Label>
<Text>"Schlösserknacken"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"IN"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.lockpicking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.talents.lockpicking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intuition], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Steinbearbeitung/stoneworking -->
<Label>
<Text>"Steinbearbeitung"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"KK"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.stoneworking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.dexterity], [data.character.attributes.strength])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.stoneworking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.dexterity], [data.character.attributes.dexterity], [data.character.attributes.strength])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Stoffbearbeitung/Cloth Working -->
<Label>
<Text>"Stoffbearbeitung"</Text>
</Label>
<Label>
<Text>"A"</Text>
</Label>
<HorizontalContainer>
<Content>
<Label><Text>"KL"</Text></Label>
<Label><Text>"FF"</Text></Label>
<Label><Text>"FF"</Text></Label>
</Content>
</HorizontalContainer>
<ValueAndBorders>
<Value>[data.character.talents.clothworking]</Value>
<LowerBorder>0</LowerBorder>
<UpperBorder>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_a([param.0])</Cost>
<Output>[data.character.talents.clothworking]</Output>
<Min>0</Min>
<Max>charlib_midval([data.character.attributes.intelligence], [data.character.attributes.dexterity], [data.character.attributes.dexterity])</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
<!-- End Social Talents -->
</Content>
</Page><!-- End Talent Page-->
<Page Name="fight">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
<GridContainer>
<Cols>4</Cols>
<Content>
<!-- Armbrüste/Crossbows -->
<Label>
<Text>"Armbrüste"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.crossbows]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.crossbows]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Blasrohre/Blowpipes -->
<Label>
<Text>"Blasrohre"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.blowpipe]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.blowpipe]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Bögen/Bows -->
<Label>
<Text>"Bögen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.bows]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.fight.bows]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Dolche/Daggers -->
<Label>
<Text>"Dolche"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.daggers]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.daggers]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Hiebwaffen/Impact Weapons -->
<Label>
<Text>"Hiebwaffen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.impactweapons]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.fight.impactweapons]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Kettenwaffen/Chain Weapons -->
<Label>
<Text>"Kettenwaffen"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.chainweapons]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.fight.chainweapons]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Lanzen/Lances -->
<Label>
<Text>"Lanzen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.lances]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.lances]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Raufen/Brawling -->
<Label>
<Text>"Raufen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.brawling]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.brawling]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Schilde/Shields -->
<Label>
<Text>"Schilde"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.shields]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.fight.shields]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Schwerter/Sworsd -->
<Label>
<Text>"Schwerter"</Text>
</Label>
<Label>
<Text>"C"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.swords]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_c([param.0])</Cost>
<Output>[data.character.fight.swords]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
<!-- Wurfwaffen/Throwing Weapons -->
<Label>
<Text>"Wurfwaffen"</Text>
</Label>
<Label>
<Text>"B"</Text>
</Label>
<ValueAndBorders>
<Value>[data.character.fight.throwingweapons]</Value>
<LowerBorder>[data.settings.fight.minvalue]</LowerBorder>
<UpperBorder>[data.settings.fight.maxvalue]</UpperBorder>
</ValueAndBorders>
<ValueButtons>
<Budget>[data.character.control.xp]</Budget>
<Cost>charlib_cost_b([param.0])</Cost>
<Output>[data.character.fight.throwingweapons]</Output>
<Min>[data.settings.fight.minvalue]</Min>
<Max>[data.settings.fight.maxvalue]</Max>
<Buttons>
<ValueButton>
<Value>-3</Value>
</ValueButton>
<ValueButton>
<Value>-1</Value>
</ValueButton>
<ValueButton>
<Value>+1</Value>
</ValueButton>
<ValueButton>
<Value>+3</Value>
</ValueButton>
</Buttons>
</ValueButtons>
</Content>
</GridContainer>
</Content>
</Page>
<Page Name="magic">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
</Content>
</Page>
<Page Name="items">
<Content>
<!-- Header Bar -->
<Bar>
<Displays>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[data.character.definition.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Rasse"</Name>
<Value>[data.character.race.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"XP"</Name>
<Value>[data.character.control.xp]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kreuzer"</Name>
<Value>[data.character.control.coins]</Value>
</NameValueDisplay>
</Displays>
</Bar>
<HorizontalContainer>
<Content>
<Button>
<Text>"Profil"</Text>
<OnClick>
<Action>
<Do>"profile"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Grundattribute"</Text>
<OnClick>
<Action>
<Do>"baseattributes"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Talente"</Text>
<OnClick>
<Action>
<Do>"talents"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Kampf"</Text>
<OnClick>
<Action>
<Do>"fight"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button Visible="[data.character.definition.ismage]">
<Text>"Magie"</Text>
<OnClick>
<Action>
<Do>"magic"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
<Button>
<Text>"Besitz"</Text>
<OnClick>
<Action>
<Do>"items"</Do>
<Output>[data.character.flow.currentPage]</Output>
</Action>
<OpenPage>
<Page>[data.character.flow.currentPage]</Page>
</OpenPage>
</OnClick>
</Button>
</Content>
</HorizontalContainer>
<!-- End Header Bar -->
<Header>
<Level>2</Level>
<Text>"Nahkampfwaffen"</Text>
</Header>
<ListDisplay>
<List>[data.character.items.melee]</List>
<Columns>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kosten"</Name>
<Value>[cost]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Schaden"</Name>
<Value>[damage]</Value>
</NameValueDisplay>
</Columns>
<AllowRemove>true</AllowRemove>
<Buttons>
<Button>
<Text>"+QS"</Text>
<OnClick>
<Action>
<Do>[cost] * 2</Do>
<Output>[cost]</Output>
</Action>
</OnClick>
</Button>
</Buttons>
</ListDisplay>
<BaseToListPicker>
<List>[data.character.items.melee]</List>
<PropertyOutputs>
<PropertyOutput>
<Property>[file.name]</Property>
<Output>[name]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[item.cost]</Property>
<Output>[cost]</Output>
</PropertyOutput>
<PropertyOutput>
<Property>[weapon.damage]</Property>
<Output>[damage]</Output>
</PropertyOutput>
</PropertyOutputs>
<Columns>
<NameValueDisplay>
<Name>"Name"</Name>
<Value>[file.name]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Kosten"</Name>
<Value>[item.cost]</Value>
</NameValueDisplay>
<NameValueDisplay>
<Name>"Schaden"</Name>
<Value>[weapon.damage]</Value>
</NameValueDisplay>
</Columns>
<Base>[base.items.Weapons]</Base>
</BaseToListPicker>
</Content>
</Page>
</Pages>
</Tool>