var _wk = {
	SORTOPT: {Name:"charname", Exp:"experience", Pts:"points", Rarity:"rarity", Team:"team", Set:"setname"},
	EXPER: ["Rookie", "Experienced", "Veteran", "Unique", "LE","Bystander","Alter Ego"],
	RARITY: ["Common", "Uncommon", "Rare", "Super Rare", "Brick", "LE", "Chase"],
	MOVEMENT: ["Boot", "Wing", "Dolphin", "Boot Transporter", "Wing Transporter", "Dolphin Transporter"],
	ATTACK: ["Fist", "Duo", "Crosshairs"],
	DEFENSE: ["Shield", "Striped Shield"],
	DAMAGE: ["Explosion", "Giant", "Colossal"],
	TYPES:["Figure","Bystander","Giant","Colossal","Feat","Condition","Event","Object"],
	
	TEAMS:["2000 A.D.","Arachnos","Avengers","Batman Ally","Batman Enemy","B.P.R.D.","Brotherhood of Mutants","Calculator","Crime Syndicate","Crossgen","Crusade","Danger Girl","Defenders","Fantastic Four","Freedom Phalanx","Global Guardians","Green Lantern Corps","Hydra","Hypertime","Injustice League","Justice League","Justice Society","Kabuki","Kingdom Come","Legion of Superheroes","Masters of Evil","Minions of Doom","Morlocks","Mystics","Outsiders","Police","Power Cosmic","Quintessence","S.H.I.E.L.D.","Serpent Society","Sinister Syndicate","Skrulls","Spider-Man","Suicide Squad","Superman Ally","Superman Enemy","Titans","Top Cow","Ultimate X-Men","Ultimates","X-Men"],
	
	POWERS: { 

		"KO":{
		color:'ko'
		},	
		
		// SPEED POWERS
		
		"Flurry":{
		color:'red',
		txt:"Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent targets. Resolve the first attack before making the second. If this character loses Flurry before it makes the second attack, it can't make the second attack."
		},
		"Leap/Climb":{
		color:'orange',
		txt:"When you give this character a move action, it automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and outdoor blocking terrain on movement (but it can't end its movement on blocking terrain). When you give this character a close combat action, it can target a character regardless of the target's elevation."
		},
		"Phasing/Teleport":{
		color:'yellow',
		txt:"Give this character a power action and move it up to its speed value. It automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and blocking terrain on movement (but it can't end its movement on blocking terrain)."
		},
		"Earthbound/Neutralized":{
		color:'ygreen',
		txt:"This character possesses standard speed, attack, defense, and damage combat abilities and symbols instead of its combat abilities and symbols.  This power can't be countered."
		},
		"Charge":{
		color:'green',
		txt:"Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and then give it a close combat action as a free action. A character with this power ignores knock back."
		},
		"Mind Control":{
		color:'cyan',
		txt:"Give this character a power action; it makes a close combat or ranged combat attack as a free action. A successful attack deals no damage; instead, the target becomes friendly to your force and opposing to your opponent's force, and any of the target's canceled powers return until it returns to its owner's force. Each target hit can be assigned one action as a free action. Immediately after resolving this action, the target becomes an opposing character to you and friendly to its owner’s force. This character takes 1 damage for each 100 points of the successfully hit targets' combined point value. If this character has a range value of 0, its range value is 4 for purposes of this power and can't be further modified."
		},
		"Plasticity":{
		color:'blue',
		txt:"This character breaks away on break away results of 2-6. Opposing characters must roll a 6 to break away from this character. Adjacent opposing characters that can use Plasticity ignore the effects of each other's Plasticity."
		},
		"Force Blast":{
		color:'purple',
		txt:"Give this character a power action and roll a d6; a single target adjacent opposing character is knocked back from this character a number of squares equal to the result. The target automatically breaks away, and can move through squares adjacent to opposing characters. The target can be dealt knock back damage."
		},
		"Hypersonic Speed":{
		color:'brown',
		txt:"Give this character a power action. It automatically breaks away and can move through squares adjacent to opposing characters. During its move, this character can as a free action make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. This character can continue to use the rest of its movement (if any) after making the attack."
		},
		"Stealth":{
		color:'black',
		txt:"Any line of fire drawn to this character that crosses hindering terrain, including a square of hindering terrain occupied by this character, is blocked."
		},
		"Running Shot":{
		color:'grey',
		txt:"Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and give it a ranged combat action as a free action. This character must declare a target to which it can draw a clear line of fire from the square where it ends its move in order to use this power."
		},
		// ATTACK POWERS
		
		"Blades/Claws/Fangs":{
		color:'red',
		txt:"When this character is given a close combat action, roll a d6 after making a successful attack roll. The result replaces this character's damage value when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on a result of 3-6."
		},
		"Energy Explosion":{
		color:'orange',
		txt:"Give this character a ranged combat action; this attack can target only characters. Compare the result of the attack roll to the defense value of each character adjacent to a target of the attack to determine if the attack also succeeds against it. Each character successfully hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once by this attack). A critical hit with this attack automatically hits the target(s) of the attack and any characters adjacent to the target(s), and deals 1 additional damage to all characters hit. If a character successfully evades, it evades all hits by this attack."
		},
		"Pulse Wave":{
		color:'yellow',
		txt:"Give this character a ranged combat action; halve its range value until the action has been resolved. All powers and team abilities possessed or used by characters within range of this attack as well as feats assigned to them are ignored until the action has been resolved, though wild cards using this power can use the team ability of a friendly character within range of this attack. At least one opposing character must be within range of this attack to activate this power. Draw lines of fire to every character (friendly and opposing) within range in every direction; these lines of fire ignore characters, but are affected normally by terrain. If clear lines of fire can be drawn to two or more characters, this character’s damage value becomes 1 until the action has been resolved. Make a single attack roll and compare the result to the defense value of each character in range; each character hit is dealt damage. Attacks made with this power do not target characters."
		},
		"Quake":{
		color:'ygreen',
		txt:"Give this character a close combat action; until the attack has been resolved, this character's damage value becomes 2 if it is greater than 2. Make a single attack roll and compare the result to the defense values of all opposing adjacent characters. Each character that takes damage from this attack is knocked back."
		},
		"Super Strength":{
		color:'green',
		txt:"When this character moves as part of a move action, power action, or free action, it can pick up an object as a free action and carry it. The object must be either in a square the character occupies or in an adjacent square. This character can use an object it picks up as a weapon. If this power is lost or countered while this character is holding an object, immediately put the object in the square this character occupies. This power can't be canceled while this character is carrying an object. When this character makes a close combat attack targeting blocking terrain, a wall, or an object, modify its damage value by +2 for the attack; if the character is carrying an object when it makes the attack, remove the object from the game after the attack is resolved."
		},
		"Incapacitate":{
		color:'cyan',
		txt:"Give this character a close combat or ranged combat action; its damage value becomes 0 until the action has been resolved. If the attack succeeds against a target that has zero or one action token, give the target an action token."
		},
		"Psychic Blast":{
		color:'blue',
		txt:"Give this character a ranged combat action. Damage from the attack is penetrating damage."
		},
		"Smoke Cloud":{
		color:'purple',
		txt:"Give this character a power action; put up to four hindering terrain markers on the battlefield within this character's range. Each hindering terrain marker must be put adjacent to another hindering terrain marker created by this character. If this character has a range of 0, it can put the markers only in the square it occupies and/or in adjacent squares. This character must have a clear line of fire to at least one of the hindering terrain markers. These markers can't be put on blocking terrain but can be put in hindering terrain or in squares occupied by characters. These terrain markers remain until the beginning of your next turn or until this power is countered or lost."
		},
		"Poison":{
		color:'brown',
		txt:"Once at the beginning of your turn, as a free action this character deals 1 damage to each opposing adjacent character."
		},
		"Steal Energy":{
		color:'black',
		txt:"(NON-OPTIONAL) Each time an opposing character takes damage from a close combat attack made by this character, heal this character of 1 damage."
		},
		"Telekinesis":{
		color:'grey',
		txt:"Give this character a power action and choose one of the following options. (For all options, this character must have a clear line of fire to the target and is treated as if it has a range value of 8. For options 1 and 2, the target ignores the effects of elevated and hindering terrain on movement.) (1) Move an Opposing Character: This character makes one close combat or ranged combat attack that deals no damage. If the attack succeeds and the target has or possesses the	explosion damage symbol (but is not a double-base figure), move the target up to 8 squares so long as it ends its movement 8 or fewer squares from this character. (2) Move an Object or a Friendly Character: This character targets an object or a friendly character that is 8 or fewer squares away and moves it up to 8 squares so long as it ends its movement 8 or fewer squares from this character in a square to which this character has a clear line of fire. (3) Attack with an Object: This character makes a ranged combat attack targeting a single opposing character as if it occupies the square occupied by a non-held standard object; this character must be 8 or fewer squares away from both the object and the target of the attack. The target of a successful attack using a light object is dealt 2 damage; a heavy object, 3 damage."
		},
		// DEFENSE POWERS
		"Super Senses":{
		color:'red',
		txt:"When this character is hit by an attack, roll a d6 before damage is dealt. On a result of 5 or 6, this character evades the attack."
		},
		"Toughness":{
		color:'orange',
		txt:"(NON-OPTIONAL) Damage dealt to this character is reduced by 1."
		},
		"Defend":{
		color:'yellow',
		txt:"Before any attack roll, any friendly adjacent character can replace its defense value with this character's unmodified defense value (including a replacement defense value) for the duration of the attack."
		},
		"Combat Reflexes":{
		color:'ygreen',
		txt:"Modify this character's defense value by +2 against close combat attacks. This character can choose to be knocked back by any attack from which it takes damage. Knock back damage dealt to this character is reduced to 0."
		},
		"Energy Shield/Deflection":{
		color:'green',
		txt:"(NON-OPTIONAL) Modify this character's defense value by +2 against ranged combat attacks."
		},
		"Barrier":{
		color:'cyan',
		txt:"Give this character a power action; put up to four blocking terrain markers on the battlefield in any square of clear terrain that is not occupied by a character and is within this character's range. Each blocking terrain marker must be put adjacent to another blocking terrain marker created by this character. If this character has a range of 0, it can put the markers only in adjacent squares. This character must have a clear line of fire to at least one of the blocking terrain markers. These blocking terrain markers remain until the beginning of your next turn or until this power is countered or lost."
		},
		"Mastermind":{
		color:'blue',
		txt:"Each time this character would be dealt damage, you can instead choose to have all the damage be dealt to a single adjacent friendly character with a point value less than this character's. If the damage resulted from an attack with knock back, the character that takes the damage is knocked back. If a character is defeated by damage dealt using this power, it is considered to have been defeated by the character that originally dealt the damage. Damage dealt by this power is not an attack."
		},
		"Willpower":{
		color:'purple',
		txt:"This character does not take pushing damage."
		},
		"Impervious":{
		color:'brown',
		txt:"(NON-OPTIONAL) When this character is dealt damage, roll a d6. On a result of 5 or 6, the damage dealt is reduced to 0. On a result of 1-4, the damage dealt is reduced by 2."
		},
		"Regeneration":{
		color:'black',
		txt:"Give this character a power action. Roll a d6 and subtract 2 from the result, minimum result 0. Heal this character of damage equal to the result."
		},
		"Invulnerability":{
		color:'grey',
		txt:"(NON-OPTIONAL) Damage dealt to this character is reduced by 2."
		},
		// DAMAGE POWERS
		
		"Ranged Combat Expert":{
		color:'red',
		txt:"Give this character a power action. It makes a ranged combat attack against a single target character; modify its damage value by +2 for the attack. This power can't be used when using an object as a weapon."
		},
		"Battle Fury":{
		color:'orange',
		txt:"(NON-OPTIONAL) This character can't make ranged combat attacks, can't be targeted by Mind Control or Possession, and can't be carried."
		},
		"Support":{
		color:'yellow',
		txt:"Give this character a power action and make an attack roll against an adjacent target friendly character as though making a close combat attack. When using this power, neither this character nor the target can be adjacent to an opposing character; ignore all combat value modifiers for this attack. If the attack roll succeeds, roll a d6 and subtract 2 from the result, minimum result 1. The target is healed of damage equal to the result."
		},
		"Exploit Weakness":{
		color:'ygreen',
		txt:"Give this character a close combat action. Damage from the attack is penetrating damage."
		},
		"Enhancement":{
		color:'green',
		txt:"When an adjacent friendly character makes a ranged combat attack, this character modifies the adjacent friendly character's damage value by +1 once for the attack. More than one character with Enhancement can modify the same attack. This character can use this power more than once per turn."
		},
		"Probability Control":{
		color:'cyan',
		txt:"Once during your turn, this character allows you to reroll one of your dice (or die) rolls and to ignore the result of the original roll. All dice used in the original roll must be rerolled. A character using this power must be within 10 squares of the character for which the original roll was made, and have a clear line of fire to that character. A character can use this power on itself. Using the same rules, once per round during an opponent's turn, this character allows you to force that opponent to reroll one of his or her dice (or die) rolls and to ignore the result of the original roll."
		},
		"Shape Change":{
		color:'blue',
		txt:"(NON-OPTIONAL) When this character is chosen as the target of an attack, roll a d6. On a result of 5 or 6, the attack can't be made. The attacker must choose another target or be given a different non-free action."
		},
		"Close Combat Expert":{
		color:'purple',
		txt:"Give this character a power action. It makes a close combat attack against a single opposing target character; modify this character's damage value by +2 for the attack. This power can't be used when using an object as a weapon."
		},
		"Perplex":{
		color:'brown',
		txt:"Once during your turn (but not during another action), as a free action this character modifies by +1 or –1 any combat value (including range) of a target character until the beginning of your next turn (it can target itself). A character using this power must be within 10 squares of the target and have a clear line of fire to the target. This effect ends immediately if this character loses Perplex or is defeated, or when the target is damaged or healed."
		},
		"Outwit":{
		color:'black',
		txt:"Once during your turn (but not during another action), as a free action this character counters a power or an ability (other than a team ability) possessed by a single target opposing character. Treat the target as if it does not have the countered power or ability, which remains countered until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. If this character loses Outwit or is defeated, the countered power or ability returns immediately."
		},
		"Leadership":{
		color:'grey',
		txt:"Once at the beginning of your turn, as a free action roll a d6. On a result of 4-6, add one action to your action total for that turn. A player can gain only one action each turn with this power, even if the player has more than one character with Leadership."
		}
	},
	SYMBOLS: {
		// SPEED SYMBOLS
		"Boot":
		"A character with the boot speed symbol follows all rules of movement normally.",
		
		"Wing":
		"A character with the wing speed symbol is a flier, and has the Flight ability and the Carry ability",
		
		"Dolphin":
		"A character with the dolphin speed symbol is a swimmer, and has the Swim ability.",
		
		"Boot Transporter":
		"A character with a boot symbol printed in reverse is a transporter, and has the Carry ability and the Move and Attack ability.",
		
		"Wing Transporter":
		"A character with a wing symbol printed in reverse is a transporter, and has the Flight ability, Carry ability, and the Move and Attack ability.",
		
		"Dolphin Transporter":
		"A character with a dolphin symbol printed in reverse is a transporter, and has the Swim ability, Carry ability and Move and Attack ability.",
		
		// ATTACK SYMBOLS
		
		"Fist":
		"A character with the fist attack symbol follows all rules for combat normally.",
		
		"Duo":
		"A character with the duo attack symbol is a duo character, and has the Duo Attack ability",
		
		"Crosshairs":
		"A character with the crosshairs attack symbol has the Sharpshooter ability.",
		
		// DEFENSE SYMBOLS
		
		"Shield":
		"A character with the shield defense symbol follows all rules for combat normally.",
		
		"Striped Shield":
		"A character with the striped shield defense symbol has the Indomitable ability.",
		
		// DAMAGE SYMBOLS
		
		"Explosion":
		"A character with the explosion damage symbol is a standard character and follows all rules for combat normally.",
		
		"Giant":
		"A character with the giant damage symbol is a giant character, and has the Giant Size ability and the Giant Stride ability.",
		
		"Colossal":
		"A character with the colossal damage symbol is a colossal character and has the Colossal Size ability. Colossal characters might have special rules that are provided on the character's character card or a separate rules sheet."
	},
	ABILITIES: {

		// SPEED ABILITIES
		
		"Flight":
		"This character ignores the effects of hindering terrain on movement, and can move onto and off of elevated terrain and over outdoor blocking terrain. A character with this ability can move through squares adjacent to and occupied by opposing characters. A flying character is at the same elevation as the square its base occupies.  A flying character on elevated terrain is not dealt knock back damage if its knock back path crosses the boundary of elevated terrain.",
		
		"Swim":
		"This character treats water terrain as clear terrain for movement purposes.",
		
		"Move and Attack":
		"Give this character a move action when it is not adjacent to an opposing character. The character can move through squares adjacent to opposing characters. During its movement, the character can make one close combat or ranged combat attack as a free action. The character must be in a square where it can legally end its movement in order to make the attack. Modify its attack value by -2 (to a minimum attack value of 1) for the duration of the attack. The character can use the rest of its movement after making the attack.",
		
		// ATTACK ABILITIES
		
		"Duo Attack":
		"Give this character a power action to make a duo attack. It makes two separate attacks against opposing characters as free actions (making two separate attack rolls). These attacks can be close combat attacks or ranged combat attacks (ranged combat attacks can have only a single target). Resolve the first attack before making the second; this character's damage value is modified by -1 for the second attack, to a minimum damage value of 1. If this character is defeated as a result of the first attack in a duo attack, the second attack is not made.",
		
		"Sharpshooter":
		"This character can make ranged combat attacks against adjacent opposing characters. When this character makes a ranged combat attack, it can ignore the effect of opposing charcters on line of fire.",
		
		// DEFENSE ABILITIES
		
		"Indomitable":
		"This character does not take pushing damage.",
		
		// DAMAGE ABILITIES
		
		"Giant Size":
		"This character can't be knocked back and ignores other characters' Force Blast and Plasticity powers. This ability can't be countered or canceled. This character can make close combat attacks against elevated characters, even when this character is grounded. This character can also make close combat attacks against target opposing characters up to two squares away, even if a character (friendly or opposing) or an object occupies a square between this character and the target; the attack can't be made if blocking terrain, elevated terrain, or a wall would block an otherwise clear line of fire between this character and the target.",
		
		"Giant Stride":
		"This character ignores the effects of characters and hindering, elevated, and outdoor blocking terrain on movement. This character fails to break away only on a result of 1 or 2. If this character has zero action tokens when it is given a move action, it can use the Carry ability until the end of the action.",
		
		"Colossal Size":
		"(NON-OPTIONAL) This character blocks lines of fire to other colossal characters. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can't be knocked back and can make ranged combat attacks when adjacent to opposing characters. This ability can't be countered or canceled.",
		
		// SPECIAL ABILITIES
		
		"Carry":
		"When moving as a result of being given an action, this character can carry one friendly character. If this character carries a character during an action, modify this character's speed value by -2 until the end of the action. Only characters with the boot or dolphin speed symbols can be carried. A character holding an object cannot be carried but if this character's powers and abilities allow it to do so it can hold an object and carry a character. To be carried, the friendly character must be adjacent to this character at the beginning of this character's action. When this character ends its movement for the action, the carried character must be placed in a square adjacent to this character that the carried character can occupy and at the same elevation. While being carried, a carried character is not adjacent to any character nor can it draw a line of fire until placed at the end of this character's movement for the action. A carried character can have its team ability copied by a wild card team ability. A carried character is not given an action token for being carried unless specified by an effect, and it can't be given an action (other than a free action) until the beginning of the next turn.",
		
		"Capture":
		"Give this character a power action and make a close combat attack against a single target opposing standard character; targets with Phasing or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, it deals no damage. The target character is captured instead, and is called a captive. (See the Office Rulebook for further details on capture and rescue of a character)",
		
		"Multiattack":
		"Give this character a power action. It can use two free actions against up to two targets per action. These free actions can be power actions that include an attack, close combat actions, or ranged combat actions, though free actions gained from this power can't be used to activate this power. Make an attack roll for each attack, if any. Any damage dealt by one of these attacks is reduced by 1, minimum 1 damage. This character can't use feats when using this power. This ability can't be countered."
	},
	TEAMPOWERS: {

		// MARVEL
		
		"Avengers":
		"When you give a character using the Avengers team ability a move action, it does not count toward your available actions for the turn.",
		
		"Batman Ally":
		"Characters using the Batman Ally team ability can use Stealth.",
		
		"Batman Enemy":
		"Characters using the Batman Enemy team ability can replace their attack value with the unmodified attack value of an adjacent friendly character using the Batman Enemy team ability.",
		
		"Brotherhood of Mutants":
		"When you give a character using the Brotherhood of Mutants team ability a move action, it does not count toward your available actions for the turn.",
		
		"Calculator":
		"Calculator team members are wild cards.",
		
		"Crime Syndicate":
		"Characters using the Crime Syndicate team ability may use Probability Control. When a roll is ignored because of this team ability an action token must be placed on a friendly character on the battlefield or the roll is not ignored. This team ability can’t be used by wild cards.",
		
		"Defenders":
		"Before any attack roll, a character using the Defenders team ability can for the attack replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly character possessing the Defenders team ability.",
		
		"Fantastic Four":
		"When a character possessing the Fantastic Four team ability is defeated, each friendly character using the Fantastic Four team ability can be healed of 1 damage. If all remaining characters using the team ability are defeated as part of the resolution of the same action, this team ability can't be used.",
		
		"Green Lantern Corps":
		"When using the Carry ability, characters using the Green Lantern Corps team ability can carry up to 8 friendly characters.",
		
		"Hydra":
		"For each character using the Hydra team ability that is adjacent to a friendly character making a ranged combat attack, the friendly character's attack value can be modified by +1. All characters using the team ability to modify a friendly character's attack value must have a clear line of fire to the target, though the target needs to be within range of only the character making the attack.",
		
		"Hypertime":
		"Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Hypertime team ability, it must roll a d6. On a result of 1-2, the opposing character cannot move to any square adjacent to the character using this team ability that turn. Characters using this team ability ignore it on opposing characters.",
		
		"Injustice League":
		"Whenever a character using the Injustice League team ability attacks an opposing character that was attacked by another character using the Injustice League team ability this turn, the action does not count toward your available actions for the turn.",
		
		"Justice League":
		"When you give a character using the Justice League team ability a move action, it does not count toward your available actions for you turn.",
		
		"Justice Society":
		"Characters using the Justice Society team ability can replace their defense value with the unmodified defense value of an adjacent friendly character using the Justice Society team ability.",
		
		"Legion of Super-Heroes":
		"Legion of Super-heroes team members are wild cards.",
		
		"Masters of Evil":
		"A character using the Masters of Evil team ability can be given an action when it has two action tokens on it. If it does, do not give an action token to the character after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a character that has been given a non-free action and used this team ability during that turn.",
		
		"Minions of Doom":
		"Characters that possess the Minions of Doom team ability are wild cards.",

		"Mystics":
		"When a character using the Mystics team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage. This damage is not an attack.",
		
		"Outsiders":
		"Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability can’t be used by wild cards.",
		
		"Police":
		"When a friendly character making a ranged combat attack is adjacent to one or more characters using the Police team ability, each opposing character targeted by the attacker modifies its defense value by -1 for each character using the Police team ability if the characters using the Police team ability also have a clear line of fire to the target.",
		
		"Power Cosmic":
		"Characters using the Power Cosmic team ability do not take pushing damage and their powers can't be countered. This team ability can't be used by wild cards or be countered.",
		
		"Quintessence":
		"Characters using the Quintessence team ability do not take pushing damage and their powers cannot be countered. This team ability can’t be used by wild cards.",
		
		"S.H.I.E.L.D.":
		"When a friendly character makes a ranged combat attack, you can give any number of friendly characters adjacent to the attacker and using the S.H.I.E.L.D. team ability either a free action or a power action (but not both) before making the attack roll: For each character given a free action, modify the attacker's range by +1; for each character given a power action, modify the attacker's damage value by +1.",
		
		"Sinister Syndicate":
		"Before the attack roll of any attack made by a character using the Sinister Syndicate team ability, the character can replace its attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly character possessing the Sinister Syndicate team ability.",
		
		"Skrulls":
		"When a character using the Skrulls team ability is chosen as the target of an attack, roll a d6. On a result of 6, the attack can't be made. The attacker must choose another target or be given a different action.",
		
		"Spider-Man":
		"Characters possessing the Spider-Man team ability are wild cards.",
		
		"Suicide Squad":
		"When a friendly character adjacent to a character using the Suicide Squad team ability is KO’d, roll a d6 and subtract 2 from the result, minimum result 1. After the action is resolved, if this character is not KO’d, it is healed of damage equal to the result.",
		
		"Superman Ally":
		"Characters using the Superman Ally team ability treat hindering terrain as clear terrain for movement and line of fire purposes.",
		
		"Superman Enemy":
		"When two friendly characters that can use the Superman Enemy team ability are adjacent to each other, once per turn, the character with the higher point value may be given a free action. If you do, that character can use Outwit until the beginning of your next turn, if it cannot use Outwit already. If the two characters have the same point value, their controller chooses which is treated as the higher point character this turn.",
		
		"Titans":
		"When two character that can use the Titans team ability are adjacent to each other, give one of them a power action and roll a d6. Heal the second character of 1 damage. If the result was 1-4, deal the character given the power action 1 unavoidable damage.",
		
		"Ultimates":
		"A character using the Ultimates team ability ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats.",
		
		"Ultimate X-Men":
		"At any time during the game, a character using the Ultimate X-Men team ability can choose an opposing character or a team; this choice can be made only once per game even if the character has used another team ability. When this character attacks the chosen character or an opposing character using the team ability of the chosen team, modify this character's attack value by +1.",
		
		"X-Men":
		"At the beginning of an action during which two friendly characters using the X-Men team ability are adjacent to each other, you can choose one of the characters, give it a power action, and roll a d6. Heal the other adjacent, friendly character of 1 damage, and on a result of 1-4, deal the character given the power action 1 unavoidable damage."
		
		// DC
		
		// INDY
	},
	SETOWNER:{
		"m":"Marvel",
		"i":"Indy",
		"d":"DC"
	},
	SETS: {
		"all":{name:"All"},
		/* "cla":{name:"Marvel Classics",			 rel:0, seq:435, c:"m"}, */
		"bn":{name:"Blackest Night",			 rel:0, seq:460, c:"d"},
		"bb":{name:"Brave and the Bold",		 rel:0, seq:450, c:"d"},
		"th":{name:"Hammer of Thor",			 rel:0, seq:440, c:"m"},
		"aa":{name:"Arkham Asylum",				 rel:0, seq:430, c:"d"},
		"si":{name:"Secret Invasion",			 rel:0, seq:420, c:"m"},
		"cr":{name:"Crisis",					 rel:0, seq:410, c:"d"},
		"ma":{name:"Mutations and Monsters",	 rel:0, seq:400, c:"m"},
		"jl":{name:"Justice League",			 rel:0, seq:390, c:"d"},
		"ls":{name:"Legion of Super Heroes",	 rel:1, seq:380, c:"d"},
		"av":{name:"Avengers",					 rel:0, seq:370, c:"m"},
		"c6":{name:"Days of Future Past",		 rel:1, seq:365, c:"m"},
		"c4":{name:"B.P.R.D.",					 rel:1, seq:360, c:"i"},
		"or":{name:"Origin",					 rel:0, seq:350, c:"d"},
		"c5":{name:"2099",						 rel:1, seq:340, c:"m"},
		"sv":{name:"Supernova",					 rel:0, seq:330, c:"m"},
		"c3":{name:"Green Lantern Corps",		 rel:1, seq:320, c:"d"},
		"c2":{name:"Invincibles",				 rel:1, seq:310, c:"i"},
		"sn":{name:"Sinister",					 rel:0, seq:300, c:"m"},
		"dr":{name:"Danger Room",				 rel:1, seq:290, c:"m"},
		"cd":{name:"Collateral Damage",			 rel:0, seq:280, c:"d"},
		"c1":{name:"DC Giants",					 rel:1, seq:280, c:"d"},
		"aw":{name:"Armor Wars",				 rel:0, seq:270, c:"m"},
		"cv":{name:"City of Villains",			 rel:1, seq:260, c:"i"},
		"dc":{name:"Icons",						 rel:0, seq:250, c:"m"},
		"ff":{name:"Fantastic Forces",			 rel:0, seq:240, c:"m"},
		"lg":{name:"Legacy",					 rel:0, seq:230, c:"d"},
		"ch":{name:"City of Heroes",			 rel:1, seq:220, c:"i"},
		"mm":{name:"Mutant Mayhem",				 rel:0, seq:210, c:"m"},
		"ul":{name:"Ultimates",					 rel:0, seq:200, c:"m"},
		"mr":{name:"Universe",					 rel:0, seq:190, c:"m"},
		"un":{name:"Unleashed",					 rel:0, seq:180, c:"d"},
		"m3":{name:"Galactus",					 rel:1, seq:170, c:"m"},
		"cm":{name:"Critical Mass",				 rel:0, seq:160, c:"m"},
		"in":{name:"Indy",						 rel:0, seq:150, c:"i"},
		"d2":{name:"Sinestro",					 rel:1, seq:145, c:"d"},
		"cj":{name:"Cosmic Justice",			 rel:0, seq:140, c:"d"},
		"xp":{name:"Xplosion",					 rel:0, seq:130, c:"m"},
		"ct":{name:"Clobberin Time",			 rel:0, seq:120, c:"m"},
		//"by":{name:"Bystanders", 			 	 rel:1, seq:115, c:"m"},
		"m2":{name:"Sentinel", 					 rel:1, seq:113, c:"d"},
		"ht":{name:"Hypertime", 				 rel:0, seq:110, c:"m"},
		"ic":{name:"Infinity Challenge",		 rel:0, seq:100, c:"d"}
	}
};

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								'<div class="popup-footer" style="margin-top:0;"><span>Gallery returned no results for: '+setname+'-'+stype+'-'+fignum+'. &copy; Wizkids, <a href="http://www.heroclix.com">www.heroclix.com</a></span></div>'+
							'</div>';
							
							$("body *").replaceText(txt, dhtml);
				    		return false;
				    	};
						*/
						
						if(typeof dbstore[$i]!=="undefined" && typeof dbstore[$i].type!=="undefined" && dbstore[$i].type < 4){
							
							var ident = setname + "-"+dbstore[$i].type+"-" + Number(fignum);
							var sident = setname +"-"+ fignum;	
							var imgs_targets ='';
							var iloc = dbstore[$i].imgloc;
							if(iloc=="c"){
								var imgloc = "center";
							}else if(iloc=="l"){
								var imgloc = "left";
							}else{
								var imgloc = "right";
							};
							
							( (imgloc=="c")?'center':(imgloc=="l")?'left':'right' )
							
							for(var i=0, j=parseInt(dbstore[$i].targets); i<j; i++){
								imgs_targets+='<img src="http://www.wizkidsgames.com/v3/images/gallery/units-targets.gif" style="float:left;" />';
							};
							var spdval='', spdvals = dbstore[$i].speedvalues.split('~');
							var attkval='', attkvals = dbstore[$i].attackvalues.split('~');
							var dmgval='', dmgvals = dbstore[$i].damagevalues.split('~');
							var defval='', defvals = dbstore[$i].defensevalues.split('~');
							
							var spdpwr=[], spdpwrs = dbstore[$i].speedpowers.split('~');
							var attkpwr=[], attkpwrs = dbstore[$i].attackpowers.split('~');
							var dmgpwr=[], dmgpwrs = dbstore[$i].damagepowers.split('~');
							var defpwr=[], defpwrs = dbstore[$i].defensepowers.split('~');
							
							for(var i=0, j=spdpwrs.length; i<j; i++){
								if(spdpwrs[i]==''){
									spdpwr.push({color:'none'});
								}else{
									if(/\(/.test(spdpwrs[i])){
										var name = spdpwrs[i].match(/([A-Za-z\'\/\-\d ]+)\(+/g)[0]; /*'*/
										name = name.substring(0, name.length-2);
										var realname = spdpwrs[i].match(/\([A-Za-z\'\/\-\d ]+\)/g)[0]; /*'*/
										realname = realname.substring(1, realname.length-1);
										spdpwr.push({name:name, realname:realname, color:(_wk.POWERS[realname].color||'error')});
									}else{
										
										var sparr = [];
										for(var ii=1; ii<7; ii++){
											var tmp = dbstore[$i]['sp'+ii+'name'];
											if(tmp!=''){
												if(tmp==spdpwrs[i]){sparr.push(tmp);};
											};
										}
										if(sparr.length!==0){
											spdpwr.push({name:sparr[0], color:'special'});
										}else{
											spdpwr.push({realname:spdpwrs[i], color:( (_wk.POWERS[spdpwrs[i]])?_wk.POWERS[spdpwrs[i]].color:'error' )});
										};
									}
								};
							};
							for(var i=0, j=attkpwrs.length; i<j; i++){
								if(attkpwrs[i]==''){
									attkpwr.push({color:'none'});
								}else{
									if(/\(/.test(attkpwrs[i])){
										var name = attkpwrs[i].match(/([A-Za-z\'\/\-\d ]+)\(+/g)[0]; /*'*/
										name = name.substring(0, name.length-2);
										var realname = attkpwrs[i].match(/\([A-Za-z\'\/\-\d ]+\)/g)[0]; /*'*/
										realname = realname.substring(1, realname.length-1);
										attkpwr.push({name:name, realname:realname, color:(_wk.POWERS[realname].color||'error')});
									}else{
										var sparr = [];
										for(var ii=1; ii<7; ii++){
											var tmp = dbstore[$i]['sp'+ii+'name'];
											if(tmp!=''){
												if(tmp==attkpwrs[i]){sparr.push(tmp);};
											};
										}
										if(sparr.length!==0){
											attkpwr.push({name:sparr[0], color:'special'});
										}else{
											attkpwr.push({realname:attkpwrs[i], color:( (_wk.POWERS[attkpwrs[i]])?_wk.POWERS[attkpwrs[i]].color:'error' )});
										};
									}
								};
							};
							for(var i=0, j=dmgpwrs.length; i<j; i++){
								if(dmgpwrs[i]==''){
									dmgpwr.push({color:'none'});
								}else{
									if(/\(/.test(dmgpwrs[i])){
										var name = dmgpwrs[i].match(/([A-Za-z\'\/\-\d ]+)\(+/g)[0]; /*'*/
										name = name.substring(0, name.length-2);
										var realname = dmgpwrs[i].match(/\([A-Za-z\'\/\-\d ]+\)/g)[0]; /*'*/
										realname = realname.substring(1, realname.length-1);
										dmgpwr.push({name:name, realname:realname, color:(_wk.POWERS[realname].color||'error')});
									}else{
										var sparr = [];
										for(var ii=1; ii<7; ii++){
											var tmp = dbstore[$i]['sp'+ii+'name'];
											if(tmp!=''){
												if(tmp==dmgpwrs[i]){sparr.push(tmp);};
											};
										}
										if(sparr.length!==0){
											dmgpwr.push({name:sparr[0], color:'special'});
										}else{
											dmgpwr.push({realname:dmgpwrs[i], color:( (_wk.POWERS[dmgpwrs[i]])?_wk.POWERS[dmgpwrs[i]].color:'error' )});
										};
									}
								};
							};
							for(var i=0, j=defpwrs.length; i<j; i++){
								if(defpwrs[i]==''){
									defpwr.push({color:'none'});
								}else{
									if(/\(/.test(defpwrs[i])){
										var name = defpwrs[i].match(/([A-Za-z\'\/\-\d ]+)\(+/g)[0]; /*'*/
										name = name.substring(0, name.length-2);
										var realname = defpwrs[i].match(/\([A-Za-z\'\/\-\d ]+\)/g)[0]; /*'*/
										realname = realname.substring(1, realname.length-1);
										defpwr.push({name:name, realname:realname, color:(_wk.POWERS[realname].color)});
									}else{
										var sparr = [];
										for(var ii=1; ii<7; ii++){
											var tmp = dbstore[$i]['sp'+ii+'name'];
											if(tmp!=''){
												if(tmp==defpwrs[i]){sparr.push(tmp);};
											};
										}
										if(sparr.length!==0){
											defpwr.push({name:sparr[0], color:'special'});
										}else{
											defpwr.push({realname:defpwrs[i], color:( (_wk.POWERS[defpwrs[i]])?_wk.POWERS[defpwrs[i]].color:'error' )});
										};
									}
								};
							};
							
							
							var traits = ['<p>None</p>'];
							for(var i=1; i<4; i++){
								if(dbstore[$i]["trait"+i]!=""){
									traits[i-1]='<p>'+dbstore[$i]["trait"+i]+'</p>';
								};
							};
							
							dbstore[$i].keywords = dbstore[$i].keywords.replace(/\,(\S)/g, ", $1");
							
							for(var i=0, j=attkvals.length; i<j; i++){
								try{
									attkval+='<td><span class="'+ attkpwr[i].color + (attkvals[i]==="KO"?' ko':'') +'" cname="'+attkpwr[i].name+'" crealname="'+attkpwr[i].realname+'">'+attkvals[i]+'</span></td>';
								}catch(err){
									attkval+='<td><span class="none" cname="Error" crealname="Error">E</span></td>';
								};
							};
							for(var i=0, j=spdvals.length; i<j; i++){
								try{
									spdval+='<td><span class="'+ spdpwr[i].color + (spdvals[i]==="KO"?' ko':'') +'" cname="'+spdpwr[i].name+'" crealname="'+spdpwr[i].realname+'">'+spdvals[i]+'</span></td>';
								}catch(err){
									attkval+='<td><span class="none" cname="Error" crealname="Error">E</span></td>';
								};
							};
							for(var i=0, j=dmgvals.length; i<j; i++){
								try{
									dmgval+='<td><span class="'+ dmgpwr[i].color + (dmgvals[i]==="KO"?' ko':'') +'" cname="'+dmgpwr[i].name+'" crealname="'+dmgpwr[i].realname+'">'+dmgvals[i]+'</span></td>';
								}catch(err){
									attkval+='<td><span class="none" cname="Error" crealname="Error">E</span></td>';
								};
							};
							for(var i=0, j=defvals.length; i<j; i++){
								try{
									defval+='<td><span class="'+ defpwr[i].color + (defvals[i]==="KO"?' ko':'') +'" cname="'+defpwr[i].name+'" crealname="'+defpwr[i].realname+'">'+defvals[i]+'</span></td>';
								}catch(err){
									attkval+='<td><span class="none" cname="Error" crealname="Error">E</span></td>';
								};
							};
							
					
							var dhtml=
							'<div class="remotepopup" id="'+ident+'-'+$i+'">'+
								'<h3 class="popup-head"><span class="floatleft">'+dbstore[$i].charname+'</span><span class="figureident">'+sident+'</span><div class="clear"></div></h3>'+
								'<div class="popup-image popup-border" style="background:url(http://www.wizkidsgames.com/v3/images/common/ajax-loader-blue.gif) no-repeat center center white"></div>'+
								'<div class="popup-wrap">'+
									'<div class="popup-header1 popup-border">'+
										'<span class="right">'+dbstore[$i].points+' pts.</span><span class="figureteam"'+(dbstore[$i].team!=""?(' alt="'+dbstore[$i].team+'"'):'')+'>'+((dbstore[$i].team!="")?dbstore[$i].team:'No Affiliation')+'</span>'+
									'</div>'+
									'<div class="popup-header2 popup-border">'+
										'<span class="right">'+imgs_targets+dbstore[$i].attackrange+'</span><span>'+_wk.RARITY[dbstore[$i].rarity]+'</span><span>'+_wk.EXPER[dbstore[$i].experience]+'</span>'+
									'</div>'+
									'<div class="popup-content popup-border">'+
										'<table cellspacing="0" cellpadding="0" rel="'+$i+'">'+
											'<tr><td class="spdval" alt="'+_wk.MOVEMENT[dbstore[$i].speedsym]+'" style="background-image:url(http://www.wizkidsgames.com/v3/images/gallery/clixicons/'+_wk.MOVEMENT[dbstore[$i].speedsym].toLowerCase().replace(' ','')+'.gif)"><span style="width:15px; visibility:hidden;"></span></td>'+spdval+'</tr>'+
											'<tr><td class="attkval" alt="'+_wk.ATTACK[dbstore[$i].attsym]+'" style="background-image:url(http://www.wizkidsgames.com/v3/images/gallery/clixicons/'+_wk.ATTACK[dbstore[$i].attsym].toLowerCase().replace(' ','')+'.gif)"><span style="width:15px; visibility:hidden;"></span></td>'+attkval+'</tr>'+
											'<tr><td class="defval" alt="'+_wk.DEFENSE[dbstore[$i].defsym]+'" style="background-image:url(http://www.wizkidsgames.com/v3/images/gallery/clixicons/'+_wk.DEFENSE[dbstore[$i].defsym].toLowerCase().replace(' ','')+'.gif)"><span style="width:15px; visibility:hidden;"></span></td>'+defval+'</tr>'+
											'<tr><td class="dmgval" alt="'+_wk.DAMAGE[dbstore[$i].damsym]+'" style="background-image:url(http://www.wizkidsgames.com/v3/images/gallery/clixicons/'+_wk.DAMAGE[dbstore[$i].damsym].toLowerCase().replace(' ','')+'.gif)"><span style="width:15px; visibility:hidden;"></span></td>'+dmgval+'</tr>'+
										'</table>'+
									'</div><div class="clear"></div>'+
									'<fieldset class="galleryfieldset">'+
										'<legend class="gallerylegend">Traits</legend>'+
										traits+
									'</fieldset>'+
									'<fieldset class="galleryfieldset">'+
										'<legend class="gallerylegend">Keywords</legend>'+
										'<p>'+dbstore[$i].keywords+'</p>'+
									'</fieldset>'+
								'</div><div class="clear"></div>'+
								'<div class="popup-footer"><span>Heroclix dial content provided by &copy; Wizkids, <a href="http://www.heroclix.com">www.heroclix.com</a></span></div>'+
							'</div>';
							
							/* _html.innerHTML = _html.innerHTML.replace(txt, dhtml); */

							$("body *").replaceText(txt, dhtml);
							
							$('<img src="http://www.wizkidsgames.com/v3/images/sets/heroclix/'+dbstore[$i].setname.toLowerCase()+'/'+ident+'.jpg" />').load(function(){
								$('#'+ident+'-'+$i).find('.popup-image').css({background:'url(http://www.wizkidsgames.com/v3/images/sets/heroclix/'+dbstore[$i].setname.toLowerCase()+'/'+ident+'.jpg) no-repeat white', backgroundPosition:'center '+imgloc+''}).data('state', 'm')
								.qtip({
									show:'mouseover',
									hide:'mouseout',
									position:{
										target:'mouse',
										adjust:{
											x:20, y:-60,
											screen:true
										}
									},
									style:{
										width:320,
										height:320
									},
									content:'<img src="http://www.wizkidsgames.com/v3/images/sets/heroclix/'+dbstore[$i].setname.toLowerCase()+'/'+ident+'.jpg" />'
								});
							}).error(function(){
								if(dbstore[$i].setname.toLowerCase()=="bn"){
									$('#'+ident+'-'+$i).find('.popup-image').css({background:'url(http://wizkidsgames.com/v3/images/gallery/gallery-noimage-bn.jpg) no-repeat white', backgroundPosition:'center center'}).data('state', 'm');
								}else{
									$('#'+ident+'-'+$i).find('.popup-image').css({background:'url(http://wizkidsgames.com/v3/images/gallery/gallery-noimage.jpg) no-repeat white', backgroundPosition:'center center'}).data('state', 'm');
								};
							});
														
							if(Number(dbstore[$i].secondline)!==0){
								$('#'+ident+'-'+$i+' .popup-content td:nth-child('+(Number(dbstore[$i].secondline)+1)+')').css({
								    borderLeft:"2px solid orange",
								    paddingLeft:1
								}).prev().css({
								    paddingRight:1
								});
							};							
						
						}else if(typeof dbstore[$i]!=="undefined" && typeof dbstore[$i].type!=="undefined"){
							
							var ident = setname + "-"+dbstore[$i].type+"-" + Number(fignum);
							
							var dhtml=
							'<div class="remotecardpopup" id="'+ident+'-'+$i+'">'+
								'<h3 class="popup-head">'+dbstore[$i].charname+'</h3>'+
								'<div class="card-holder" style="background:url(http://www.wizkidsgames.com/v3/images/common/ajax-loader-blue.gif) no-repeat center center white;"></div>'+
								'<div class="clear"></div>'+
								'<div class="popup-footer"><span>Heroclix content by &copy; Wizkids, <a href="http://www.heroclix.com">www.heroclix.com</a></span></div>'+
							'</div>';
							
							$("body *").replaceText(txt, dhtml);

							$('<img src="http://www.wizkidsgames.com/v3/images/sets/heroclix/'+dbstore[$i].setname.toLowerCase()+'/'+ident+'.jpg" />').load(function(){
								$('#'+ident+'-'+$i).find('.card-holder').css({background:'url(http://www.wizkidsgames.com/v3/images/sets/heroclix/'+dbstore[$i].setname.toLowerCase()+'/'+ident+'.jpg) no-repeat white center center'}).data('state', 'm');
							}).error(function(){
								$('#'+ident+'-'+$i).find('.card-holder').css({background:'url(http://wizkidsgames.com/v3/images/gallery/gallery-noimage.jpg) no-repeat white', backgroundPosition:'center center'}).data('state', 'm');
							});
						
						}else{
							var dhtml=''+
							'<div class="remotepopup">'+
								'<div class="popup-footer" style="margin-top:0;"><span>Gallery returned no results for: '+setname+'-'+stype+'-'+fignum+'. &copy; Wizkids, <a href="http://www.heroclix.com">www.heroclix.com</a></span></div>'+
							'</div>';
							
							$("body *").replaceText(txt, dhtml);
						};
	
						makedial();
				    }
				});
				}else{
					setTimeout(makedial,15);
				};
			}else{
				var $tiptarg, $pwrtips, $teamtips;
						
				$tiptarg = $('td span[crealname][crealname!=undefined]');
				$tiptarg = $('td span[cname][cname!=undefined]').add($tiptarg);
				
				$pwrtips = $('.spdval, .attkval, .defval, .dmgval');
				$pwrtips.each(function(){
					var $that = $(this);
					
					var pwrtxt = _wk.SYMBOLS[$that.attr('alt')];
					for(var key in _wk.ABILITIES){
						if(pwrtxt.match(key)){
							pwrtxt+="<br /><br />"+_wk.ABILITIES[key];
						};
					};
					
					$that.qtip({
						show:{when:{event:'mouseover'},effect:{length:0}},
						hide:{fixed:true,delay:200,when:{event:'mouseout'},effect:{length:0}},
						content:{
							text:pwrtxt,
							title:{text:$that.attr('alt')}
						},
						position:{adjust:{screen:true}},
						style:{
							width:{
								min:300,
								max:380
							},
							title:{
								background:'white',
								color:"#222",
								"font-size":"13px"
							},
							background:"#565656",
							color:"white",
							"line-height":"128%",
							tip:{padding:"8px"}
						}
					});
				});
				
				$teamtips = $('.popup-header1 span[alt]');
				$teamtips.each(function(){
					var $that = $(this);
					$that.qtip({
						show:{when:{event:'mouseover'},effect:{length:0}},
						hide:{fixed:true,delay:200,when:{event:'mouseout'},effect:{length:0}},
						content:{
							text:_wk.TEAMPOWERS[$that.attr('alt')],
							title:{text:$that.attr('alt')}
						},
						position:{adjust:{screen:true}},
						style:{
							width:{
								min:300,
								max:380
							},
							title:{
								background:'white',
								color:"#222",
								"font-size":"13px"
							},
							background:"#565656",
							color:"white",
							"line-height":"128%",
							tip:{padding:"8px"}
						}
					});
				});

				
				$tiptarg.each(function(){
					var that = this;
					var col = $(that).css('background-color');
					$(this).qtip({
						show:{when:{event:'mouseover'},effect:{length:0}},
						hide:{fixed:true,delay:200,when:{event:'mouseout'},effect:{length:0}},
						content:{
							text: tipContent(that, $(that).closest('table').attr('rel')),
							title:{text:tipTitle(that, $(that).closest('table').attr('rel'))}
						},
						position:{adjust:{screen:true}},
						style:{
							width:{
								min:300,
								max:300
							},
							title:{
								background:col,
								color:(col==="rgb(255, 255, 255)" || col==="rgb(255, 245, 21)" || col==="rgb(255, 238, 238)" || col==="#ffffff" || col==="#fff515" || col==="#ff7a21" || col==="#b0c238" || col==="#ffeeee")?"#222":"white",
								"font-size":"13px"
							},
							background:"#565656",
							color:"white",
							"line-height":"128%",
							tip:{padding:"8px"}
						},
						api:{
							onHide:function(e){
								
							}
						}
					});
				});
			};
		})($i);
	}; /* end makedial */
	makedial();
});
})(jQuery);
