# Character

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Last updated: 2024/3/23
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Here is the list of tables which are related to character category:

<table><thead><tr><th width="79" align="center">ID</th><th width="177">Display Name</th><th width="228">Explanations</th><th align="center">Parameter A</th><th align="center">Parameter B</th></tr></thead><tbody><tr><td align="center">4</td><td>Change the number of hit points of Character 'A' to 'B' percents.</td><td>Change the health of the Character ‘A’ to percentage ‘B’ relative to its maximum hit points.</td><td align="center">Character</td><td align="center">float<br>(0~100)</td></tr><tr><td align="center">10</td><td>Harm the stability with power 'A' of all Characters located at Region with the name 'B'.</td><td>Making the stability of entities unstable by power of ‘A’ in region ‘B’. (when set to 100, character will basically uncontrollable.)</td><td align="center">Float</td><td align="center">Region</td></tr><tr><td align="center">11</td><td>Kill all Characters at Region 'B' which are not allied to Character 'A'</td><td>Kill everyone who is not allied with Character ‘A’ in Region ‘B’ (Kills every characters who is not as same team as the target ‘A’.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">13</td><td>Put Character 'A' into the Vehicle 'B'</td><td>Put Character named 'A' into the Vehicle named 'B'.</td><td align="center">Character</td><td align="center">Vehicle</td></tr><tr><td align="center">14</td><td>Move Character 'A' to the region 'B' (if Character alive)</td><td>Move Character named 'A' to the region 'B' (if Character alive).</td><td align="center">Character<br>(Alive only)</td><td align="center">Region</td></tr><tr><td align="center">23</td><td>Set current hit points of Character 'A' to 'B' hit points (not sets hit points of each limb)</td><td>Set current hit points of Character 'A' to 'B' hit points. It does not set hit points of each limb.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">28</td><td>Clone Character 'A' and spawn it in the centre of Region 'B'</td><td>Clone Character with name 'A' and spawn it at region 'B'. Use Region's -ID to make random spawn based of left and right borders of Region.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">29</td><td>Force all enemies of Character 'A' who located in region 'B' hunt for Character 'A'.</td><td>Make all characters which are not allied with character ‘A’ in region ‘B’ find character ‘A’. (Useful for story building)</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">32</td><td>Set “AI Behavior” parameter of computer-controlled Character 'A' to value 'B'</td><td>Set the job ("AI Behavior" parameter) of computer-controlled Character named 'A' to value 'B'. Table of AI refers to page 34, <a href="../../tools/add-player">AI behavior</a> table.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">33</td><td>Change team of Character 'A' to value 'B'</td><td>Switch the character 'A' team to 'B'.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">48</td><td>Multiply maximal and current hit points of Character 'A' by 'B' percent. Not for multiplayer.</td><td>Multiply the percentage ‘B’ of current max and current health of that character ‘A’.</td><td align="center">Character</td><td align="center">float<br>(0~100)</td></tr><tr><td align="center">52</td><td>Change Character 'A' nickname to 'B'</td><td>Changing the character name.</td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">53</td><td>Clone Character 'A' and spawn it in random place in Region 'B'</td><td>Clone Character with name 'A' and spawn it randomly at region 'B'. Used for ambushes war.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">58</td><td>Change Character 'A' skin to 'B'</td><td>Refer to <a href="../character-data">character table</a>.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">59</td><td>Set Character 'A' current and max hit points to value 'B'</td><td>Set the character 'A' maximum hit points and heal that character to that value 'B'.</td><td align="center">Character</td><td align="center">Int</td></tr><tr><td align="center">60</td><td>Force Character 'A' to drop all weapons</td><td>One usage is for making character dropping weapons, other usage is debugging purposes.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">61</td><td>Multiply Character 'A' speed by value 'B'</td><td>Changing Character ‘A’ inertia Speed ‘B’.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">76</td><td>Allow Gun 'A' only for characters</td><td>Transform the gun to hold-able by characters</td><td align="center">Gun</td><td align="center">-</td></tr><tr><td align="center">88</td><td>Change Character 'A' mobility factor to 'B'</td><td><p>How fast/slow your character has to move? (-1 to make stationary characters.) </p><p><a href="../character-data">Table of most characters mobility</a></p></td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">89</td><td>Change Character 'A' armor type to 'B' (0, 1 or 2)</td><td>0 is blood<br>1 is blood + static<br>2 is static.</td><td align="center">Character</td><td align="center">Int<br>[0~2]</td></tr><tr><td align="center">90</td><td>Change blood color of Character 'A' to HEX color 'B'</td><td>Changing the color “B” of blood from character “A”.</td><td align="center">Character</td><td align="center">Hex</td></tr><tr><td align="center">91</td><td>Set horizontal movement on idle Character 'A' to value 'B' (0, -1 or 1)</td><td>[Ragdolls] making character ‘A’ move forwards(1), stationary(0) or backwards(-1)</td><td align="center">Character</td><td align="center">Int<br>[-1, 1]</td></tr><tr><td align="center">92</td><td>Set vertical movement on idle Character 'A' to value 'B' (0, -1 or 1)</td><td>[Ragdolls] making character ‘A’ jump(1), stationary(0) or crouch(-1)</td><td align="center">Character</td><td align="center">Int<br>[-1, 1]</td></tr><tr><td align="center">93</td><td>Set shoot action on idle Character 'A' to value 'B' (0 or 1)</td><td>[Ragdolls] making character ‘A’ shoot(1) or stationary(0)</td><td align="center">Character</td><td align="center">Int<br>[0, 1]</td></tr><tr><td align="center">94</td><td>Force Character 'A' to look at random point in Region 'B'</td><td>[Ragdolls] making character ‘A’ Look at random point of Region ‘B’. (If region is big)</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">97</td><td>Force Character 'A' to hunt Character 'B'</td><td>Force a character 'A' to target the character 'B', ignoring the previous target.</td><td align="center">Character</td><td align="center">Character</td></tr><tr><td align="center">141</td><td>Damage player 'A' head hitpoints by value 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">142</td><td>Damage player 'A' arms hitpoints by value 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">143</td><td>Damage player 'A' body hitpoints by value 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">144</td><td>Damage player 'A' legs hitpoints by value 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">164</td><td>Change arms model of Character 'A' to model 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">165</td><td>Change head model of Character 'A' to model 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">166</td><td>Change body model of Character 'A' to model 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">167</td><td>Change legs model of Character 'A' to model 'B'</td><td>Self-explanatory.</td><td align="center">Character</td><td align="center">Selector</td></tr><tr><td align="center">168</td><td>Set Character 'A' color pattern (4 small letters for each body sections, each represents first symbol of color in lowercase. - disables color change for specific section)</td><td><a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/character-skin-color">Character Skin Color Table</a></td><td align="center">Character</td><td align="center">String<br>(4 chars only)</td></tr><tr><td align="center"><a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/trigger/var/tutorial-i">178</a></td><td>Save inventory info of Character 'B' to variable 'A'</td><td>Useful to bring the previous weapons players grab to next map. Weapon IDs work like this: <code>[Weapon ID]^[Weapon level]^[Weapon Team]</code>...</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center"><a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/trigger/var/tutorial-i">179</a></td><td>Spawn all weapons stored in variable 'A' at position of Character 'B'</td><td>... which weapon ID refers to <a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/weapons">Weaponry Data</a>, Weapon level has a range of 0~3, Team use value as perspective teams.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">220</td><td>Set Character 'A' scale to value 'B'</td><td>How big are you?<br>Default value: 1</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">221</td><td>Set Character 'A' scale to value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">Character</td><td align="center">Var<br>(Float)</td></tr><tr><td align="center">222</td><td>Set Character 'A' zoom to value 'B'</td><td>Control the camera zoom of that character.<br>Default value: 100</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">247</td><td>Save horizontal movement intention of character 'B' to variable 'A'</td><td>If character ‘B’ is walking forward, value 1 will be saved in variable ‘A’.</td><td align="center">Var<br>[Boolean]</td><td align="center">Character</td></tr><tr><td align="center">248</td><td>Save vertical movement intention of character 'B' to variable 'A'</td><td>If character ‘B’ is jumping, value 1 will be saved in variable ‘A’.</td><td align="center">Var<br>[Boolean]</td><td align="center">Character</td></tr><tr><td align="center">249</td><td>Save shoot intention of character 'B' to variable 'A'</td><td>If character ‘B’ is shooting, value 1 will be saved in variable ‘A’.</td><td align="center">Var<br>[Boolean]</td><td align="center">Character</td></tr><tr><td align="center">254</td><td>Attempt healing of player-initiator by 'A' hit points. Stop trigger execution if player-initiator has maximum hit points or died</td><td>Customize healing player. Stops when player health is full or dead.</td><td align="center">Int</td><td align="center">-</td></tr><tr><td align="center">255</td><td>Heal player 'A' by 'B' hit points</td><td>Basically medkit.</td><td align="center">Character</td><td align="center">Int</td></tr><tr><td align="center">256</td><td>Heal player 'A' by value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">Character</td><td align="center">Var<br>(Int)</td></tr><tr><td align="center">269</td><td>Set intensity scale of entity pushing force for player 'A' (default 0)</td><td>One punch~ (it is possible if you set it a very high value)<br>Default Value: 0</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">270</td><td>Set radius of entity pushing force for player 'A' (default 200)</td><td>It may be possible to make no collision between players who is not alpha team by setting 0.<br>Default Value: 200</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">271</td><td>Set Character 'A' voice preset to 'B'</td><td>Imagine noir lime screams like proxy? Voice preset check here.</td><td align="center">Character</td><td align="center">Selectors</td></tr><tr><td align="center">272</td><td>Add ghost effect to Character 'A'</td><td>CoD: Ghost.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">273</td><td>Remove ghost effect from Character 'A'</td><td>CoD: Modern Warfare.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">280</td><td>Apply damage-over-time effect to player-initiator with power 'A' and duration 'B' (30 duration = 1 second)</td><td>The poison hp effect.</td><td align="center">Float</td><td align="center">Int<br>{/30}</td></tr><tr><td align="center">281</td><td>Remove all effects from player-initiator</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">282</td><td>Spawn damage particles of Character 'A' at the center of Region 'B'</td><td>Particle damage of character ‘A’ appears is region ‘B’.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">289</td><td>Set Character 'A' color pattern to string-value of variable 'B' (4 small letters for each limb, each represents first symbol of color in lowercase</td><td><a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/character-skin-color">Character Skin Color Table</a>, but relies in variable 'B'.</td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">296</td><td>Set jump multiplier for player 'A' to value 'B</td><td>How high do player jump?</td><td align="center">Character</td><td align="center">Float</td></tr><tr><td align="center">311</td><td>Set Character 'A' active weapon slot to 'B'</td><td>You can define the character ‘A’ AI to use weapon slot ‘B’. </td><td align="center">Character</td><td align="center">Int<br>[0~9]?</td></tr><tr><td align="center">312</td><td>Make Character 'A' drop weapon at current slot</td><td>Drop the weapon of that character are holding right now.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">313</td><td>Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case)</td><td>Check if character 'B' is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".</td><td align="center">Var<br>[boolean]</td><td align="center">-</td></tr><tr><td align="center">314</td><td>Set variable 'A' to 1 if Character-initiator is dying (variable 'A' becomes 0 in else case)</td><td>Check if character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".</td><td align="center">Var<br>[boolean]</td><td align="center">-</td></tr><tr><td align="center">315</td><td>Set variable 'A' to 1 if Character-killer is dying (variable 'A' becomes 0 in else case)</td><td>Check if character who kills the character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".</td><td align="center">Var<br>[boolean]</td><td align="center">-</td></tr><tr><td align="center">316</td><td>Set player-initiator team to 'B'</td><td>Set the player who executed this trigger to team ‘B’.</td><td align="center">-</td><td align="center">Selector</td></tr><tr><td align="center">317</td><td>Make Character 'A' unhittable</td><td>Set the character ‘A’ immune to any damage.<br>(Except void damage)</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">318</td><td>Make Character 'A' hittable</td><td>Set the character ‘A’ vulnerable to any damage.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">319</td><td>Switch singleplayer control to Character 'A'. Set parameter 'B' to 1 if sound needs to be played</td><td>Force switching control to character ‘A’. Useful for multi fights.</td><td align="center">Character</td><td align="center">Boolean<br>[0,1]</td></tr><tr><td align="center">320</td><td>Disallow weapon drop for Character 'A'</td><td>So the character won’t drop weapon if he died.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">321</td><td>Allow weapon drop for Character 'A'</td><td>So the character will drop weapon if he died.</td><td align="center">Character</td><td align="center">-</td></tr><tr><td align="center">323</td><td>Call Trigger 'B' when Gun 'A' was fully reloaded while being held by some character</td><td>Execute trigger ‘B’ when the weapon ‘A’ character holding is reloaded</td><td align="center">Gun</td><td align="center">Trigger</td></tr><tr><td align="center">336</td><td>Set variable 'A' to X direction of Character 'B'</td><td><p>Record the var 'A' to value whatever the character'B' looking direction.</p><p></p><p><em>Note: this trigger action is bugged</em></p></td><td align="center">Var<br>[-1 / 1]</td><td align="center">Character</td></tr><tr><td align="center">345</td><td>Enable or Disable Nametag visibility of Character 'A' using parameter 'B'</td><td>This controls the visibility of the name tag of Character 'A'.</td><td align="center">Character</td><td align="center">Boolean</td></tr><tr><td align="center">346</td><td>Change Character skin of slot-value variable 'A' to 'B'</td><td>Get the value from variable 'A', as the slot character, change his skin with selector 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Selector</td></tr><tr><td align="center">350</td><td>Move Character of slot-value variable 'A' to region 'B'</td><td>Get the value from variable 'A', as the slot character, move him to region 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Region</td></tr><tr><td align="center">355</td><td>Change head model of Character slot-value variable 'A' to model 'B'</td><td>Get the value from variable 'A', as the slot character, change his head model to 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Selector</td></tr><tr><td align="center">356</td><td>Change body model of Character slot-value variable 'A' to model 'B'</td><td>Get the value from variable 'A', as the slot character, change his body model to 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Selector</td></tr><tr><td align="center">357</td><td>Change arms model of Character slot-value variable 'A' to model 'B'</td><td>Get the value from variable 'A', as the slot character, change his arms model to 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Selector</td></tr><tr><td align="center">358</td><td>Set Character slot-value variable 'A' color pattern (4 small letters for each body section, each represents the first symbol of color in lowercase. - disables color change for a specific section)</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">359</td><td>Change legs model of Character slot-value variable 'A' to model 'B'</td><td>Get the value from variable 'A', as the slot character, change his legs model to 'B'.</td><td align="center">Var<br>(Int)</td><td align="center">Selector</td></tr><tr><td align="center">367</td><td>Set Character 'A' zoom to variable 'B'</td><td>Same as 222, but handled by Variables.</td><td align="center">Character</td><td align="center">Var<br>(Float)</td></tr><tr><td align="center">369</td><td>Set Character slot-value variable 'A' zoom to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">370</td><td>Move Character 'A' to a random place in region 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">371</td><td>Remove beginning 'A' characters from variable 'B' (-/+)</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">373</td><td>Set Character 'A' stability to value 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">374</td><td>Set Character 'A' stability to the value of variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">375</td><td>Set variable 'A' to stability of Character 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">399</td><td>Add ghost effect to Character slot-value variable 'A'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">400</td><td>Remove ghost effect from Character slot-value variable 'A'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">401</td><td>Move Character slot-value variable 'A' to start position</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">403</td><td>Set Character slot-value variable 'A' properties to properties of Character slot-value variable 'B' (hitpoints, max hitpoints, mobility, voice, model)</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">405</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">406</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">409</td><td>Set variable 'A' to active gun model of Character 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">410</td><td>Make Character 'A' drop Gun 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">429</td><td>Set X speed of Character 'A' to value of variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">430</td><td>Set Y speed of Character 'A' to value of variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">446</td><td>Set Character 'A' Health bar GUI visibility to value 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">447</td><td>Set Character 'A' Health bar GUI visibility to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">451</td><td>Change Character 'A' sword life to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">455</td><td>Change Character 'A' nickname to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">456</td><td>Change Character 'A' nametag text to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">457</td><td>Change Character 'A' nametag HEX multiplier to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">458</td><td>Set disabling of Character 'A' psi swords to parameter 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">459</td><td>Set disabling of Character slot-value variable 'A' psi swords to parameter 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">464</td><td>Set Character 'A' current and max hit points to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">475</td><td>Change Character 'A' health bar HEX multiplier to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">495</td><td>Save shoot intention of Character slot-value variable 'B' to variable 'A'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">496</td><td>Save horizontal movement intention of Character slot-value variable 'B' to variable 'A'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">497</td><td>Save vertical movement intention of Character slot-value variable 'B' to variable 'A'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">498</td><td>Set Character slot-value variable 'A' current and max hit points to value 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">501</td><td>Set Character 'A' Health bar GUI visibility to parameter 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">502</td><td>Set Character 'A' Health bar GUI visibility to parameter variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">503</td><td>Set Character slot-value variable 'A' Health bar GUI visibility to parameter 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">504</td><td>Set Character slot-value variable 'A' Health bar GUI visibility to parameter variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">506</td><td>Change team of Character slot-value variable 'A' to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">507</td><td>Change team of Character slot-value variable 'A' to value 'B'</td><td></td><td align="center"></td><td align="center"></td></tr></tbody></table>
