;;
;; PLEASE READ THE INSTRUCTIONS COMPLETELY
;;
;; This is an example Custom Mini Import file for the Star Wars Mini Manager.
;; The minis are visible under the Supplemental view as well as in each's
;; faction view. Note that this file MUST be in the same directory as the 
;; executable and MUST be named SWMINIMANAGERIMPORTS.TXT. 
;;
;; Here's a list of the input parameters as well as the syntax for each
;;
;; Each custom character requires its own section headed by its name. One thing
;; to keep in mind is that each custom MUST have a unique name or the first
;; one will be loaded twice and the second one will be overlooked
;;
;; The Faction key is a text field containing the custom's faction. It does
;; not have to be one of the previously defined factions but if it's not
;; it'll show up with a generic symbol and color and will not be visible
;; from a query or filter
;;
;; The Type key is a text field containing the custom's type. This field
;; MUST be one of the following: VR, R, UC, or C. If it's anything else
;; the custom will show up as a Common.
;;
;; The Base key is a text field containing the custom's base size. This field
;; MUST be one of the following: SMALL, MEDIUM, LARGE, HUGE, or COLOSSAL. If
;; it's anything else the custom will show up as a MEDIUM.
;;
;; The PlayCost key is a numerical field representing the custom's play cost.
;; If it's non-numeric it'll show up as ZERO or the custom will not show up at all
;;
;; The HitPoints key is a numerical field representing the custom's hit points.
;; If it's non-numeric it'll show up as ZERO or the custom will not show up at all
;;
;; The Defense key is a numerical field representing the custom's defense.
;; If it's non-numeric it'll show up as ZERO or the custom will not show up at all
;;
;; The Attack key is a numerical field representing the custom's attack bonus.
;; If it's non-numeric it'll show up as ZERO or the custom will not show up at all
;;
;; The Damage key is a numerical field representing the custom's damage.
;; If it's non-numeric it'll show up as ZERO or the custom will not show up at all
;;
;; The ForcePoints key is a numerical field representing the custom's force
;; points. If it's non-numeric it'll show up as ZERO If the custom does
;; not have force points then this field is unnecessary
;;
;; The ReinforcementsAvailable key is a numerical field representing the 
;; reinforcements available when using the custom. An example is Jabba
;; the Hutt. His ReinforcementsAvailable value would be 30. If it's non-numeric
;; it'll show up as ZERO If the custom does not have reinforcements available, then
;; this field is unnecessary
;;
;; The CharacterJPGImage key is a text field representing the custom's image
;; file. It must be a JPG (or JPEG) file and it must be located in the working
;; directory of the application. If this parameter is not present or if the 
;; file is not present, then no image is displayed. The image must be small
;; enough (width and height) to fit correctly or it won't fit. You'll see
;; right away if you need to make it smaller or larger
;;
;; The FlavorText is a text field containing the flavor text for the custom.
;; It is displayed at the bottom of the screen when the custom is selected.
;; If it is not present, then nothing is displayed. You'll want to try to 
;; keep it to about 100 characters or less or it'll be truncated. IT
;; SHOULD ALL BE ENTERED ON ONE LINE BELOW OR IT WILL NOT WORK CORRECTLY
;;
;; The SpecialAbilities is a text field containing the textual representation
;; of the special abilities for the custom. This text should be in HTML to
;; be displayed correctly. You can take a look at the example customs below to
;; get a sense of how to format it. IT SHOULD ALL BE ENTERED ON ONE LINE BELOW
;; OR IT WILL NOT WORK CORRECTLY
;;
;; The SquadSuggestions is a text field containing the textual representation
;; of the squad suggestions and synergies for this custom. It can be seen in
;; the Squad Suggestions view in many of the screens. This text should be
;; in HTML to be displayed correctly. You can take a look at the example customs
;; below to get a sense of how to format it. You'll want to try to keep it to
;; about 500 characters or less. IT SHOULD ALL BE ENTERED ON ONE LINE BELOW OR IT
;; WILL NOT WORK CORRECTLY
;;
;; The Description is a text field containing the textual representation
;; of the description for this custom. It can be seen in the Description
;; view in many of the screens. This text should be in HTML to be displayed
;; correctly. You can take a look at the example customs below to get a sense of
;; how to format it. You'll want to try to keep it to about 500 characters or less.
;; IT SHOULD ALL BE ENTERED ON ONE LINE BELOW OR IT WILL NOT WORK CORRECTLY
;;
;; The UniqueIdentifier is a numerical field that is used by the application to
;; prevent a user from including more than 1 instance of a character in a
;; squad. It requires special values (provided below) to be used but it's fairly
;; straightforward in its use. If no value is entered, the character will
;; default to NOT_UNIQUE. The values (and some examples) are:
;;
;; #define NOT_UNIQUE           0          (stormtroopers, clones, ...)
;; #define SINGLE_UNIQUE        1          (veers, baron fel, kit fisto, ..)
;; #define PALPATINE            2          (palpatine & sidious)
;; #define DARTH_VADER          4          (all flavors of vader, sith ani, ..) 
;; #define LUKE_SKYWALKER       8          (rebel luke, JM luke, Knight luke,.)
;; #define COUNT_DOOKU          16         (dooku & tyranus)
;; #define LANDO_CALRISSIAN     32         (hero lando and rebel storm lando)
;; #define LEIA_ORGANA          64         (hero/senator/captive leia)
;; #define HAN_SOLO             128        (hero han and rebel storm han)
;; #define CHEWBACCA            256        (all flavors of chewbacca)
;; #define GENERAL_GRIEVOUS     512        (all flavors of grievous)
;; #define AGEN_KOLAR           1024       (both agens)
;; #define YODA                 2048       (all flavors of yoda)
;; #define MACE_WINDU           4096       (all flavors of mace)
;; #define BOBA_FETT            8192       (young and grownup boba)
;; #define R2D2                 16384      (both R2D2s)
;; #define DARTH_MAUL           32768      (maul on and off his speeder) 
;; #define OBI_WAN_KENOBI       65536      (all flavors of obi wan)
;; #define MARA_JADE            131072     (RS/Skywalker/Smuggler Mara Jade)
;; #define QUI_GON_JINN         262144     (Clone Strike/CotF) 
;; #define PADME_AMIDALA        524288     (Clone Strike/CotF)
;;
;; Note that I've converted these number to decimal for you. They're used as
;; bitmapped variables in the application. Take a look at the Mara Jades
;; below to see an example of how this works.
;;
;; Ok here's the tricky part. To be able to build and use a query to filter or
;; sort characters based upon special abilities or attributes, I need a way
;; to distinguish between them. The AbilitiesMask is for that purpose. It's
;; a bitmapped 64-bit value that you'll need to build for each custom mini.
;; Below are the values for each separate ability but to use them correctly
;; you'll need to combine them into 1 value. I'll use the customs below as
;; examples. Here's the values for each ability:
;;
;; #define BASIC_ABILITIES      0x0000000000000001
;; #define UNIQUE               0x0000000000000002
;; #define NON_UNIQUE           0x0000000000000004
;; #define MELEE_ATTACK         0x0000000000000008
;; #define COMMANDER_EFFECT     0x0000000000000010
;; #define DROID                0x0000000000000020
;; #define FLIGHT               0x0000000000000040
;; #define ACCURATE_SHOT        0x0000000000000080
;; #define FORCE_POWERS         0x0000000000000100
;; #define BOUNTY_HUNTER        0x0000000000000200
;; #define MULTIPLE_ATTACK      0x0000000000000400
;; #define LONER                0x0000000000000800
;; #define CUNNING_ATTACK       0x0000000000001000
;; #define HEALER               0x0000000000002000
;; #define SNIPER               0x0000000000004000
;; #define ORDER_66             0x0000000000008000
;; #define FORCE_STORM          0x0000000000010000
;; #define BODYGUARD            0x0000000000020000
;; #define SAVAGE               0x0000000000040000
;; #define GRENADES             0x0000000000080000
;; #define MOMENTUM             0x0000000000100000
;; #define MOBILE_ATTACK        0x0000000000200000
;; #define CAREFUL_SHOT         0x0000000000400000
;; #define JEDI_HUNTER          0x0000000000800000
;; #define MOUNTED_WEAPON       0x0000000001000000
;; #define FORCE_RENEWAL        0x0000000002000000
;; #define SPOTTER              0x0000000004000000
;; #define WOOKIEE              0x0000000008000000
;; #define EVADE                0x0000000010000000
;; #define STEALTH              0x0000000020000000
;; #define SITH_RAGE            0x0000000040000000
;; #define LIGHTSABER_SWEEP     0x0000000080000000
;; #define FORCE_LEAP           0x0000000100000000
;; #define FORCE_GRIP           0x0000000200000000
;; #define FORCE_LIGHTNING      0x0000000400000000
;; #define LIGHTSABER_DEFLECT   0x0000000800000000
;; #define LIGHTSABER_RIPOSTE   0x0000001000000000
;; #define LIGHTSABER_PRECISION 0x0000002000000000
;; #define LIGHTSABER_BLOCK     0x0000004000000000
;; #define LIGHTSABER_REFLECT   0x0000008000000000
;; #define REINFORCEMENTS       0x0000010000000000
;; #define RESERVES             0x0000020000000000
;; #define DAMAGE_REDUCTION     0x0000040000000000
;; #define RIGID                0x0000080000000000
;; #define LIGHTSABER_ASSAULT   0x0000100000000000
;; #define SITH_LIGHTNING       0x0000200000000000
;; #define SITH_GRIP            0x0000400000000000
;; #define ACCELERATE           0x0000800000000000
;; #define FORCE_IMMUNITY       0x0001000000000000
;; #define RECON                0x0002000000000000
;; #define FORCE_BURST          0x0004000000000000
;; #define FORCE_DEFENSE        0x0008000000000000
;; #define WHEELED              0x0010000000000000
;; #define CLEAVE               0x0020000000000000
;; #define OVERRIDE             0x0040000000000000
;; #define GUNNER               0x0080000000000000
;; #define MISSILES             0x0100000000000000
;; #define CHARGING_FIRE        0x0200000000000000
;; #define SYNCHRONIZED_FIRE    0x0400000000000000
;; #define STRAFE_ATTACK        0x0800000000000000
;; #define OPPORTUNIST          0x1000000000000000
;; #define FORCE_WHIRLWIND      0x2000000000000000
;; #define MIGHTY_SWING         0x4000000000000000
;; #define DEADEYE              0x8000000000000000
;;
;; That seems confusing but it's really not. Just take each ability that
;; applies to your custom and logically OR them together to create the 
;; appropriate value. An example, Mara Jade Skywalker's abilities/attributes 
;; are Unique, Melee Attack, Double Attack, Force Powers, Lightsaber Precision,
;; Lightsaber Block, Lightsaber Assault. Also, and this is important, the 
;; BASIC_ABILITIES ability MUST BE INCLUDED IN EVERY CUSTOM. So the 
;; AbilitiesMask would be:
;;
;; #define BASIC_ABILITIES      0x0000000000000001
;; #define UNIQUE               0x0000000000000002
;; #define MELEE_ATTACK         0x0000000000000008
;; #define FORCE_POWERS         0x0000000000000100
;; #define MULTIPLE_ATTACK      0x0000000000000400
;; #define LIGHTSABER_PRECISION 0x0000002000000000
;; #define LIGHTSABER_BLOCK     0x0000004000000000
;; #define LIGHTSABER_ASSAULT   0x0000100000000000
;;
;; All these logically ORed is 18004502906123 decimal. This seems difficult but
;; it isn't. I used Windows calc to do it in less than a minute. I ORed them 
;; using the HEX values then converted the final value to DECIMAL. IF YOU DO NOT
;; CARE ABOUT BEING ABLE TO SORT OR FILTER YOUR CUSTOMS, THEN MAKE THIS VALUE A 1
;;


[Mara Jade Skywalker]
Faction = New Republic
UniqueIdentifier = 131072
AbilitiesMask = 18004502906123
;;ReinforcementsAvailable = 30 not necessary for Mara it's here as an example
Type = VR
Base = MEDIUM
PlayCost = 39
HitPoints = 120
Defense = 20
Attack = 14
Damage = 20
ForcePoints = 4
CharacterJPGImage = MaraJadeSkywalker.jpg
FlavorText = 
SpecialAbilities = <FONT SIZE=5><B>Special Abilities</B></FONT><BR><FONT SIZE=4><B>Unique</B></FONT><BR><FONT SIZE=4><B>Melee Attack</B></FONT> (Can attack only adjacent enemies)<BR><FONT SIZE=4><B>Double Attack</B></FONT> (On his turn, this character can make 1 extra attack instead of moving)<BR><BR><FONT SIZE=4><B>Force Powers</B></FONT><BR><FONT SIZE=4><B>Force 4</B></FONT><BR><FONT SIZE=4><B>Lightsaber Precision</B></FONT> (Force 1: This character gets +10 damage on her next attack)<BR><FONT SIZE=4><B>Lightsaber Block</B></FONT> (Force 1: When hit by a melee attack, this character takes no damage on a save of 11)<BR><FONT SIZE=4><B>Lightsaber Assault</B></FONT> (Force 1, replaces attacks: Make two attacks)
SquadSuggestions = <FONT SIZE=5><B>Squad Suggestions</B></FONT><BR>Mara Jade's statistics, both offensive and defensive, are quite good for her cost. Her <B>Lightsaber Precision</B> and <B>Lightsaber Assault</B> Force abilities make her a formidable attacker. With <B>Lightsaber Block</B> at her disposal and a healthy number of Force points, she's no slouch defensively.<BR>The New Republic only has a handful of members, so there isn't a great deal of faction synergy. Jedi Master Luke Skywalker's <B>Commander Effect</B> grants +1 Force points to allies with a Force rating. Additionally, Luke is one of the more powerful characters in any faction, so he's always a good choice. Kyle Katarn has no <B>Commander Effect</B> but has a powerful combination of special abilities that'll make him an excellent ally. Your best bet is to team Mara with Jedi Master Luke and/or Kyle Katarn, a few Jedi Knights, and give them some New Republic Troopers for protection from the high-powered ranged attackers.
Description = <FONT SIZE=5><B>Description</B></FONT><BR>After witnessing Luke Skywalker's Jedi abilities, Mara developed a begrudging respect for him. Though she openly and brusquely questioned many of his philosophies, the two were often paired together during the Thrawn crisis, and their talents complemented each other perfectly time and again. During the infiltration of the Hand of Thrawn outpost, they realized how perfect a match they were. Despite a decade of tension between the two, and a relationship that started with near-violent acrimony, the two had fallen in love. 

[Mara Jade, Smuggler]
Faction = Fringe
UniqueIdentifier = 131072
AbilitiesMask = 6403
Type = VR
Base = MEDIUM
PlayCost = 26
HitPoints = 80
Defense = 18
Attack = 9
Damage = 10
ForcePoints = 2
CharacterJPGImage = MaraJadeSmuggler.jpg
FlavorText = 
SpecialAbilities = <FONT SIZE=5><B>Special Abilities</B></FONT><BR><FONT SIZE=4><B>Unique</B></FONT><BR><FONT SIZE=4><B>Cunning Attack</B></FONT> (This character gets +4 attack and +10 damage against an enemy who has not activated this round)<BR><FONT SIZE=4><B>Loner</B></FONT> (+4 Attack if no allies are within 6 squares)<BR><FONT SIZE=4><B>Lightsaber</B></FONT> (+10 damage against adjacent enemies)<BR><BR><FONT SIZE=4><B>Force Powers</B></FONT><BR><FONT SIZE=4><B>Force 2</B></FONT>
SquadSuggestions = <FONT SIZE=5><B>Squad Suggestions</B></FONT><BR><FONT SIZE=4><B>None</B></FONT>
Description = <FONT SIZE=5><B>Description</B></FONT><BR><FONT SIZE=4><B>None</B></FONT>

[Ailyn Vel]
Faction = Fringe
UniqueIdentifier = 1
AbilitiesMask = 4803
Type = VR
Base = MEDIUM
PlayCost = 37
HitPoints = 130
Defense = 21
Attack = 11
Damage = 20
CharacterJPGImage = AilynVel.jpg
FlavorText = The daughter of Boba Fett, Ailyn enjoys bounty hunting and standing behind AT-AT feet.
SpecialAbilities = <FONT SIZE=5><B>Special Abilities</B></FONT><BR><FONT SIZE=4><B>Unique</B></FONT><BR><FONT SIZE=4><B>Flight</B></FONT> (Ignores enemy characters, low obstacles, and pits when moving)<BR><FONT SIZE=4><B>Accurate Shot</B></FONT> (This character can attack an enemy with cover even if it's not the nearest enemy)<BR><FONT SIZE=4><B>Bounty Hunter +4</B></FONT> (+4 Attack against Unique enemies)<BR><FONT SIZE=4><B>Cunning Attack</B></FONT> (This character gets +4 attack and +10 damage against an enemy who has not activated this round)
SquadSuggestions = <FONT SIZE=5><B>Squad Suggestions</B></FONT><BR><FONT SIZE=4><B>None</B></FONT>
Description = <FONT SIZE=5><B>Description</B></FONT><BR><FONT SIZE=4><B>None</B></FONT>
