var i = 0;
var t = 0;


var className = "trader-engineer";
tree[i] = "engineertrader"; i++;
tree[i] = "general"; i++;
tree[i] = "beastmastery"; i++; 


i = 0;



//engineertrader  talents

talent[i] = [t, "Droid Dexterity", 4, 1, 1]; i++;
talent[i] = [t, "Artisan's Dexterity", 4, 4, 1]; i++;
talent[i] = [t, "Weaponsmith Dexterity", 4, 7, 1]; i++;

talent[i] = [t, "Droid Insight", 2, 2, 2]; i++;
talent[i] = [t, "Artisan's Hypothesis", 4, 4, 2,[getTalentID("Artisan's Dexterity"),4]]; i++;
talent[i] = [t, "Weaponsmith Insight", 2, 6, 2]; i++;

talent[i] = [t, "Droid Hypothesis", 4, 1, 3,[getTalentID("Droid Dexterity"),4]]; i++;
talent[i] = [t, "Resource Processing", 2, 3, 3]; i++;
talent[i] = [t, "Weaponsmith Hypothesis", 4, 7, 3,[getTalentID("Weaponsmith Dexterity"),4]]; i++;

talent[i] = [t, "Droid Keen Understanding", 2, 2, 4,[getTalentID("Droid Insight"),2]]; i++;
talent[i] = [t, "Advanced Resource Refinement", 2, 3, 4,[getTalentID("Resource Processing"),2]]; i++;
talent[i] = [t, "Artisan's Advanced Theory", 1, 4, 4,[getTalentID("Artisan's Hypothesis"),4]]; i++;
talent[i] = [t, "Weaponsmith Keen Understanding", 2, 6, 4,[getTalentID("Weaponsmith Insight"),2]]; i++;

talent[i] = [t, "Droid Advanced Theory", 1, 1, 5,[getTalentID("Droid Hypothesis"),4]]; i++;
talent[i] = [t, "Droid Schematics", 1, 2, 5]; i++;
talent[i] = [t, "Module and Chassis Schematics", 1, 3, 5]; i++;
talent[i] = [t, "Weaponsmith Attachment Upgrade", 1, 5, 5]; i++;
talent[i] = [t, "Weaponsmith Socket Bonus", 1, 6, 5]; i++;
talent[i] = [t, "Weaponsmith Advanced Theory", 1, 7, 5,[getTalentID("Weaponsmith Hypothesis"),4]]; i++;

treeStartStop[t] = i -1;
t++;



// treeno,skillname,points,colno,tire,dependency
//general  talents

talent[i] = [t, "Business Accounting", 4, 1, 1]; i++; 
talent[i] = [t, "Extraction Efficiency", 4, 7, 1]; i++;

talent[i] = [t, "Warehousing", 4, 1, 2,[getTalentID("Business Accounting"),4]]; i++;
talent[i] = [t, "Harvester Storage Efficiency", 4, 5, 2]; i++;
talent[i] = [t, "Extraction Techniques", 3, 7, 2,[getTalentID("Extraction Efficiency"),4]]; i++; 

talent[i] = [t, "Advanced Personnel Management", 2, 1, 3,[getTalentID("Warehousing"),4]]; i++;
talent[i] = [t, "Factory Maintenance Efficiency", 4, 3, 3]; i++;
talent[i] = [t, "Harvester Maintenance Efficiency", 4, 5, 3,[getTalentID("Harvester Storage Efficiency"),4]]; i++;

talent[i] = [t, "Factory Energy Efficiency", 4, 3, 4,[getTalentID("Factory Maintenance Efficiency"),4]]; i++;
talent[i] = [t, "Harvester Energy Efficiency", 4, 5, 4,[getTalentID("Harvester Maintenance Efficiency"),4]]; i++;
talent[i] = [t, "Deconstruction Techniques", 2, 7, 4]; i++;


talent[i] = [t, "Advanced Production Technology", 2, 3, 5,[getTalentID("Factory Energy Efficiency"),4]]; i++;
talent[i] = [t, "Advanced Harvesting Technology", 2, 5, 5,[getTalentID("Harvester Energy Efficiency"),4]]; i++;

treeStartStop[t] = i -1;
t++;

//BEAST  talents
talent[i] = [2, "Enhanced Skill Acquisition", 4, 1, 1,[33,1]]; i++;
talent[i] = [2, "Creature Knowledge", 1, 2, 1,[34,1]]; i++;
talent[i] = [2, "Attack!", 1, 3, 1,[35,1]]; i++;
talent[i] = [2, "Incubation", 1, 4, 1]; i++;
talent[i] = [2, "Beast Empathy", 3, 5, 1,[getTalentID("Incubation"),1]]; i++;
talent[i] = [2, "Stupid Pet Tricks", 1, 6, 1,[getTalentID("Beast Empathy"),3]]; i++;
talent[i] = [2, "Create Mount", 1, 7, 1,[getTalentID("Stupid Pet Tricks"),1]]; i++;
talent[i] = [2, "Soothing Comfort", 1, 1, 2,[getTalentID("Enhanced Skill Acquisition"),4]]; i++;
talent[i] = [2, "Swift Recovery", 1, 2, 2,[getTalentID("Soothing Comfort"),1]]; i++;
talent[i] = [2, "Mending", 1, 3, 2,[getTalentID("Swift Recovery"),1]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 4, 2,[getTalentID("Mending"),1]]; i++;
talent[i] = [2, "Incubation Quality", 3, 5, 2,[getTalentID("Beast Empathy"),3]]; i++;
talent[i] = [2, "Incubation Processing Time", 3, 7, 2,[getTalentID("Create Mount"),1]]; i++;
talent[i] = [2, "Exceptional Nutrition", 2, 1, 3,[getTalentID("Soothing Comfort"),1]]; i++;
talent[i] = [2, "Improved Pet Recovery", 1, 2, 3,[getTalentID("Exceptional Nutrition"),2]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 3, 3,[getTalentID("Improved Pet Recovery"),1]]; i++;
talent[i] = [2, "Genetic Engineering", 3, 5, 3,[getTalentID("Incubation Quality"),3]]; i++;
talent[i] = [2, "DNA Harvesting", 3,6, 3,[getTalentID("Stupid Pet Tricks"),1]]; i++;
talent[i] = [2, "Dexterity Training", 2, 1, 4,[getTalentID("Exceptional Nutrition"),2]]; i++;
talent[i] = [2, "Specialized Supplements", 1, 2, 4,[getTalentID("Dexterity Training"),2]]; i++;
talent[i] = [2, "Additional Combat Command", 1, 3, 4,[getTalentID("Specialized Supplements"),1]]; i++;
talent[i] = [2, "Fortitude", 3, 1, 5,[getTalentID("Dexterity Training"),2]]; i++;
talent[i] = [2, "Savagery", 3, 2, 5,[getTalentID("Fortitude"),3]]; i++;
talent[i] = [2, "Harmonious Understanding", 3, 3, 5,[getTalentID("Savagery"),3]]; i++;


treeStartStop[t] = i -1;
t++;









i = 0;

//engineertrader Begin

//Droid Dexterity - engineertrader
rank[i] = [
"Increases the assembly skill mod for Droids by +5 per point spent."
		];
i++;

//Artisan's Dexterity - engineertrader
rank[i] = [
"Increases the general assembly skill modifier +5 per point spent."
		];
i++;


//Weaponsmith Dexterity - engineertrader
rank[i] = [
"Increases the assembly skill mod for Weaponsmiths by +5 per point spent."
		];
i++;



//Droid Insight - engineertrader
rank[i] = [
"Reduces complexity of items for Droids by -1 per point spent."
		];
i++;


//Artisan's Hypothesis - engineertrader
rank[i] = [
"Gives a bonus to the experimentation roll for artisan items by 3% per point spent."
		];
i++;


//Weaponsmith Insight - engineertrader
rank[i] = [
"Reduces complexity of items for Weaponsmiths by -1 per point spent."
		];
i++;

//Droid Hypothesis - engineertrader
rank[i] = [
"Gives a bonus to the experimentation roll for Droids by 3% per point spent."
		];
i++;

//Resource Processing - engineertrader
rank[i] = [
"Increases resource quality during crafting process by +1% per point spent."
		];
i++;

//Weaponsmith Hypothesis - engineertrader
rank[i] = [
"Gives a bonus to the experimentation roll for Weaponsmiths by 3% per point spent."
		];
i++;


//Droid Keen Understanding - engineertrader
rank[i] = [
"Further reduces complexity of items for Droids by -2 per point spent."
		];
i++;

//Advanced Resource Refinement - engineertrader
rank[i] = [
"Further increases resource quality during the crafting process by +1% per point spent."
		];
i++;


//Artisan's Advanced Theory - engineertrader
rank[i] = [
"Grants 1 extra experimentation point for artisan items (+10% to experimentation skill equals one point during crafting)."
		];
i++;

//Weaponsmith Keen Understanding - engineertrader
rank[i] = [
"Further reduces complexity of items for Weaponsmiths by -2 per point spent."
		];
i++;

//Droid Advanced Theory - engineertrader
rank[i] = [
"Grants 1 extra experimentation point for Droids (+10% to experimentation skill equals one point during crafting)."
		];
i++;

//Droid Schematics - engineertrader
rank[i] = [
"Grants three new Droid schematics."
		];
i++;

//Module and Chassis Schematics - engineertrader
rank[i] = [
"Grants two modules and three droid chassis schematics."
		];
i++;

//Weaponsmith Attachment Upgrade - engineertrader
rank[i] = [
"Allows the creation of Skill Enhancing Attachments with multiple modifiers."
		];
i++;

//Weaponsmith Socket Bonus - engineertrader
rank[i] = [
"Grants the schematic to create the Socket Retrofitting Tool"
		];
i++;

//Weaponsmith Advanced Theory - engineertrader
rank[i] = [
"Grants 1 extra experimentation point for Weaponsmiths (+10% to experimentation skill equals one point during crafting)."
		];
i++;



//general Talents Begin

//Business Accounting  - general
rank[i] = [
			"Decreases the maintenance cost of vendors by 1 credit per point spent."
		  ];
i++;		
		
//Extraction Efficiency  - general
rank[i] = [
"Increases the amount of resources acquired through manual sampling by 25% per point spent."
		];
i++;		

//Warehousing  - general
rank[i] = [
"Increases the vendor item limit by 50 items per point spent."
		];
i++;		
		
//Harvester Storage Efficiency  - general
rank[i] = [
"Harvester hopper size increased by 3% per point spent. Harvesters must be replaced to get bonus."
		];
i++;		

//Extraction Techniques - general
rank[i] = [
"Decreases the amount of time between sampling loops by 5 seconds per point spent."
		];
i++;		


//Advanced Personnel Management - general
rank[i] = [
"Increases the number of vendors a merchant can place by +1 per point spent."
		];
i++;		


//Factory Maintenance  Efficiency- general
rank[i] = [
"Decreases factory maintenance cost by a percentage. Factories must be replaced to get bonuses."
		];
i++;	


//Harvester Maintenance Efficiency- general
rank[i] = [
"Decreases harvester maintenance cost by a percentage. Harvesters must be replaced to get bonuses."
		];
i++;	


//Factory Energy Efficiency - general
rank[i] = [
"Decreases factory energy use by 5% per point spent. Factories must be replaced to get bonuses."
		];
i++;	

//Harvester Energy Efficiency - general
rank[i] = [
"Decreases harvester energy use by 5% per point spent. Harvesters must be replaced to get bonuses."
		];
i++;	




//Deconstruction Techniques - general
rank[i] = [
"Gives a bonus to reverse engineering of 5% per point spent."
		];
i++;

//Advanced Production  Technology - general
rank[i] = [
"Increases factory production rate by 5% per point spent. Factories must be replaced to get bonuses."
		];
i++;

//Advanced Harvesting  Technology - general
rank[i] = [
"Increases the Harvester collection rates up to 30%. Harvesters must be replaced to get bonuses."
		];
i++;


/* updated for beastmastery */
//beastmaster Talents Begin

//Enhanced Skill Acquisition - beastmaster
rank[i] = [
"This skill improves your chance to learn abilities that you may use to train your pet."
		];
i++;

//Creature Knowledge- beastmaster
rank[i] = [
"Enables you to gather detailed knowledge about a creature."
		];
i++;

//Attack! - beastmaster
rank[i] = [
"You may command a beast under your control to attack anything you are able to attack yourself."
		];
i++;		

//Incubation - beastmaster
rank[i] = [
"Allows you to use an Incubator to bio-engineer new beasts. You will also receive the \"Revive Beast\" command."
		];
i++;		

//Beast Empathy - beastmaster 
rank[i] = [
"Improves your ability to keep your beasts happy."
		];		
i++;		

//Stupid Pet Tricks - beastmaster
rank[i] = [
"Beasts under your control will do tricks at your command."
		];
i++;		

//Create Mount - beastmaster 
rank[i] = [
"Allows you to make an incubated egg into a mount."
		];
i++;		

//Soothing Comfort - beastmaster  
rank[i] = [
"Removes a harmful effect, state or damage over time effect from your beast."
		];
i++;		

//Swift Recovery - beastmaster 
rank[i] = [
"Reduces the amount of time it takes to revive your beast from incapacitation."
		];
i++;		

//Mending - beastmaster  
rank[i] = [
"Restores health to your injured beast."
		];
i++;				

//Additional Combat Command - beastmaster 
rank[i] = [
"You may teach your beast an additional combat command."
		];
i++;		
		
//Incubation Quality - beastmaster 
rank[i] = [
"Can provide up to 20% bonus to your enzyme qualities during incubation."
		];
i++;		

//Incubation Processing Time - beastmaster 
rank[i] = [
		"Reduces the time required to incubate and hatch a beast. Will reduce the time by 2,5 and 8 hours for every point spent."
		];
i++;		
		
//Exceptional Nutrition - beastmaster 

rank[i] = [
"Increases the Health of all beasts under your control by up to 100%."
		];
i++;
	
//Improved Pet Recovery - beastmaster
rank[i]=[
"Increases the amount of health your beast receives when you revive it from incapacitation."
		];
i++;		
		
//Additional Combat Command - beastmaster
rank[i]=[
"You may teach your beast an additional combat command."
		];
i++;		
		
//Genetic Engineering - beastmaster
rank[i]=[
"Grants a bonus to Genetic Engineering."
		];
i++;		
		

//DNA Harvesting - beastmaster
rank[i]=[
"A bonus to DNA Harvesting. Every 10 points gives you a 5% bonus to minimum quality from DNA extraction."
	];
i++;		
		
//Dexterity Training - beastmaster 
rank[i]=[
"Increase the attack speed of beasts under your control by up to 100%."
		];
i++;		
	
//Specialized Supplements - beastmaster
rank[i]=[
"Increase the Health and Action regeneration rate of your beast by up to 100%."
		];
i++;	

//Additional Combat Command - beastmaster
rank[i]=[
"You may teach your beast an additional combat command."
	];
i++;		
		
//Fortitude - beastmaster 
rank[i]=[
"Increase the armor of beasts under your control by 100%."
		];
i++;		
	
//Savagery  - beastmaster
rank[i]=[
"Increase the damage caused by beasts under your control by 100%."
		];
i++;	


//Harmonious Understanding  - beastmaster
rank[i]=[
"You and your beast are able to anticipate each other's needs. Reduces your penalty when controlling a beast."
		];
i++;	

//beastmaster Talents End^^

/* updated for beastmastery */






		



i=0;
for(i=0;i<56;i++)
  StateArray[i]=[0];

/*
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;
StateArray[i]=[0];i++;

*/

i = 0;
t = 0;

var nlclass = "trader-engineer";
nltree[i] = "engineertrader"; i++;
nltree[i] = "general"; i++;
nltree[i] = "Beast Mastery"; i++;


i = 0;

//engineertrader

nltalent[i] = ["Droid Dexterity","m","Droid Assembly|","5","10","15","20",1]; i++;
nltalent[i] = ["Artisan's Dexterity","m","Artisan Assembly|","5","10","15","20",1]; i++;
nltalent[i] = ["Weaponsmith Dexterity","m","Weapon Assembly|","5","10","15","20",1]; i++;

nltalent[i] = ["Droid Insight","m","Droid Complexity Decrease|","1","2","--","--",0]; i++;
nltalent[i] = ["Artisan's Hypothesis","m","Artisan Experimentation Roll Increase|","3","6","9","12",0]; i++;
nltalent[i] = ["Weaponsmith Insight","m","Weaponsmith Complexity Decrease|","1","2","--","--",0]; i++;

nltalent[i] = ["Droid Hypothesis","m","Droid Experimentation Roll Increase|","3","6","9","12",0]; i++;
nltalent[i] = ["Resource Processing","m","Resource Quality Increase|","1","2","--","--",0]; i++;
nltalent[i] = ["Weaponsmith Hypothesis","m","Weaponsmith Experimentation Roll|","3","6","9","12",0]; i++;

nltalent[i] = ["Droid Keen Understanding","m","Droid Complexity Decrease|","2","4","--","--",0]; i++;
nltalent[i] = ["Advanced Resource Refinement","m","Resource Quality Increase|","1","2","--","--",0]; i++;
nltalent[i] = ["Artisan's Advanced Theory","m","Artisan Experimentation|","10","--","--","--",0]; i++;
nltalent[i] = ["Weaponsmith Keen Understanding","m","Weaponsmith Complexity Decrease|","2","4","--","--",0]; i++;

nltalent[i] = ["Droid Advanced Theory","m","Droid Experimentation|","10","--","--","--",0]; i++;
nltalent[i] = ["Droid Schematics","x","","--","--","--","--",0]; i++;
nltalent[i] = ["Module and Chassis Schematics","x","","--","--","--","--",0]; i++;
nltalent[i] = ["Weaponsmith Attachment","m","Attachment Upgrade|","1","--","--","--",0]; i++;
nltalent[i] = ["Weaponsmith Socket Bonus","x","","--","--","--","--",0]; i++;
nltalent[i] = ["Weaponsmith Advanced Theory","m","Weapon Experimentation|","10","--","--","--",0]; i++;



treeStartStop[t] = i -1;
t++;

//general
//The last parameter for checking default
nltalent[i] = ["Business Accounting","m","Vendor Cost Decrease|","1","2","3","4",1]; i++;
nltalent[i] = ["Extraction Efficiency","m","Sampling Resource Increase|","25","50","75","100",1]; i++;

nltalent[i] = ["Warehousing","m","Vendor Item Limit|","50","100","150","200",0]; i++;
nltalent[i] = ["Harvester Storage Efficiency","m","Harvester Hopper Increase|","3","6","9","12",0]; i++; 
nltalent[i] = ["Extraction Techniques","m","Sampling Time Decrease|","5","10","15","--",0]; i++;

nltalent[i] = ["Advanced Personnel","m","Vendor|","1","2","--","--",0]; i++;
nltalent[i] = ["Factory Maintenance","m","Factory Cost Decrease|","10","15","20","30",0]; i++;
nltalent[i] = ["Harvester Maintenance","m","Harvester Cost Decrease|","4","8","12","16",0]; i++;

nltalent[i] = ["Factory Energy Efficiency","m","Factory Energy Decrease|","5","10","15","20",0]; i++;
nltalent[i] = ["Harvester Energy Efficiency","m","Harvester Energy Decrease|","5","10","15","20",0]; i++;
nltalent[i] = ["Deconstruction Techniques","m","Reverse Engineering Chance|","5","10","--","--",0]; i++;

nltalent[i] = ["Advanced Production","m","Factory Speed|","5","10","--","--",0]; i++;
nltalent[i] = ["Advanced Harvesting","m","Harvester Collection Increase|","5","10","--","--",0]; i++;



treeStartStop[t] = i -1;
t++;


/* updated for beastmastery */
//Beastmaster

nltalent[i] = ["Enhanced Skill Acquisition","m","Ability Acquisition Bonus|Increase you chance to learn abilities through creature knowledge.",3,7,11,15,0]; i++;
nltalent[i] = ["Creature Knowledge|Creature knowledge","s","Creature knowledge: Enables you to gather detailed knowledge about a creature. This ability is used to attempt to learn an ability a creature is using against you as well as to observe an ability the creature is using on themselves that you may later teach to your Beast Master pets.","--","--","--","--",0]; i++;
nltalent[i] = ["Attack|Attack!","s","Attack: Order your beast to attack any target you are able to attack yourself.","--","--","--","--",0]; i++;
nltalent[i] = ["Incubation|Extract DNA","s","Extract DNA: Ability used by Beast Masters to extract DNA of creatures. The DNA is stored in containers to keep the sample viable.","--","--","--","--",1]; i++;
nltalent[i] = ["Beast Empathy","m","Beast Happiness|Improves Beast Happiness.",5,10,15,"--",0]; i++;
nltalent[i] = ["Stupid Pet Tricks|Trick 1","s","Trick 1: Asks your beast to perform a trick.","--","--","--","--",0]; i++;
nltalent[i] = ["Create Mount","m","Create Mount|Turn a creature egg into a mount",100,"--","--","--",0]; i++;
nltalent[i] = ["Soothing Comfort|Soothing Comfort","s","Soothing Comfort: Removes a harmful state, effect or damage over time effect from your beast.","--","--","--","--",0]; i++;
nltalent[i] = ["Swift Recovery","m","Beast Revive Speed|Decrease the time it takes to revive your pet.",10,"--","--","--",0]; i++;
nltalent[i] = ["Mending|Heal Beast (Mark 1)","s","Heal Beast (Mark 1): Restores some of your beast's health.","--","--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Incubation Quality","m","Incubation Quality|Increases enzyme quality during incubation.",5,10,20,"--",0]; i++;
nltalent[i] = ["Incubation Processing Time","m","Incubation Processing Time|Incubation processing time reduction",2,5,8,"--",0]; i++;
nltalent[i] = ["Exceptional Nutrition","m","Beast Hitpoint Percent|Increase the hitpoints of your beast.",50,100,"--","--",0]; i++;
nltalent[i] = ["Improved Pet Recovery","m","Beast Recovery Percent|Increase the amount of health you pet will have when revived.",50,"--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Genetic Engineering","m","Genetic Engineering|Genetic Engineering.",30,60,100,"--",0]; i++;
nltalent[i] = ["DNA Harvesting","m","DNA Quality|Increases the minimum quality from extraction.",30,60,100,"--",0]; i++;
nltalent[i] = ["Dexterity Training","m","Beast Attack Speed Percent|Increase the attack speed of your beast.",50,100,"--","--",0]; i++;
nltalent[i] = ["Specialized Supplements","m","Beast Regeneration Rate|Increase the regeneration rate of your beast",100,"--","--","--",0]; i++;
nltalent[i] = ["Additional Combat Command","m","Additional Combat Command|You beast can learn one additional combat command.",1,"--","--","--",0]; i++;
nltalent[i] = ["Fortitude","m","Beast Armor Percent|Increase the armor value of your beast.",30,60,100,"--",0]; i++;
nltalent[i] = ["Savagery","m","Beast Damage Percent|Increase the damage value of your beast.",30,60,100,"--",0]; i++;
nltalent[i] = ["Harmonious Understanding","m","Attention Penalty Reduction|Reduces your penalty when controlling a beast.",5,15,25,"--",0]; i++;

/* updated for beastmastery */


treeStartStop[t] = i -1;
t++;



var textLevelRequired = "Level Required";
var textPointsLeft = "Points Left";
var textPointsSpent = "Points Spent";
var textPoint = "point";
var textPoints = "points";

var textToSave = "Direct Link URL - Right-click and copy the URL to share your build with friends:";

var theURLtoCopy = "http://starwarsgalaxies.station.sony.com/expertisecalculators/main/"+ className +"/index.vm?section=";
//var theURLtoCopy = "http://devnet.etisbew.net/soe2/"+ className +"/index.html";

