Encounter Creator has an ini based data system that allows you to modify existing character models or create your own.

Each character model is devided into 9 parts.Part names are put inside "[]" symbols.Each part has its own data format, because it serves diffirent purposes in character generation.They are all explained below:

Attributes
The main stats of a character.In order for an attribute to be generated, 2 dice are rolled, summed up, and then a modifier is added.the format is the following:
(attribute ID)=(attribute name) |(first die)|(second die)|(modifier)
example: 1=STR |3|2|3
this character will have a maximum strength of 8 and a minimum of 5.

Derived
Each derived stat is based on an attribute.The attribute's value is either multiplied or devided by a number, and then a modifier is added.The format is the following:
(derived ID)=(derived name) |(attribute ID)|("/" or "*")|(number)|(modifier)
example: 5=MD |1|/|2|0
In order to generate Melee Damage, the program will devide strenth (ID 1) by 2 and then add 0.

Skills
Skills are also based on attributes, but there is a random modifier as well.Also, the skill(s) whose attribute is the highest recieves a higher bonus (it's tagged).The format is the following:
(skill ID)=(skill name) |(attribute ID)|(multiplier)|(tagged bonus)|(non-tagged bonus)|(random modifier)
example: 2=Melee |1|3|50|25|20
The program will multiply STR with 3, add 25 (or 50 if STR is the highest score) and then a number from 1 to 20.
You must also specify the total number of skills in the "total" field.

Weapons
The weapons a character can choose from.In the "attacks" field you specify the total number of weapons he can carry (which means not nessesery 2 for human NPCs).Each entry contains all weapons from a specific skill.The format is the following:
(skill ID)=(weapon1)|(weapon2)|(weapon3) ect.
example: 2=Combat knife, Dmg 1d8+MD, APs 4|Sledgehammer, Dmg 1d10+MD, APs 5

Armor
This is simple.There is only one entry ("armor"), in which you add the possible types of armor a character can have, separated by a "|" character.Example:
armor=Leather Jacket, AC 8, N 0/20, L 0/20, F 0/10, P 0/10, E 0/20|Leather Armor, AC 15, N 2/25, L 0/20, F 0/20, P 0/10, E 0/20

Equipment
In this part the program will check whether some conditions are true, and if true it will add some items to the characters inventory.For example, if a character has at least 60% lockpick skill the program will give him a lockpick kit.Or you can give him binoculars if his perception is 8.But the most common item will be ammunition, if a weapon exists in his inventory.
For giving items depending on an attribute, the format is the following:
(item ID)=(item name) |(random modifier)|(base number)|(item "weight")|a|(attribute ID)|(attribute score)
For giving items depending on a skill, the format is the following:
(item ID)=(item name) |(random modifier)|(base number)|(item "weight")|s|(skill ID)|(skill score)
For giving ammunition for a particular weapon a character has, the format is the following:
(item ID)=(item name) |(random modifier)|(base number)|(item "weight")|w|(weapon skill)|(weapon number)
"Weapon number" is the number of the weapon in the weapon's entry in the "weapons" part.Note that the first weapon's number is 0, the seccond's 1 and so on.
The base number is the lower number of items that of that type that will be added.The random modifier is the additional number of items the character may have.Note that the random number could also result in 0
The "weight" of an item is not realy its true weight.It's a rough number used to determine size, weight and value, all in one.
Last note:You must fill the total number of items in the "total" field.

Inventory
Items added to a character from this part are not depented on skills or attributes, are just randomly chosen and added.The "max" field determines the maximum total "weight" of items a character can have.The format for adding items is the following:
(item ID)=(item name) |(random modifier)|(base number)|(item "weight")
The same notes for equipment apply here.

Lock
This applies only to containers.The number in the "chance" field is the percentage chance for the  container to be locked (100-always locked, 0-never locked).In the "locks" field you specify the types of locks the program can choose from, separated by a "|" character.

Traps
This also applies only to containers.The number in the "chance" field is the percantage chance for the container to be traped.In the "traps" field you specify the types of traps the container may have, separated by a "|" character

Modifying Existing Character Models
In order to modify an existing character model, go to the \data folder and open the .ini file with the character's name.You can then change the data in the fields according to the instructions above.I advise you to keep a backup of the original file somewhere, so that you can restore the original values if you messed up with the file.

Creating You Own Character Models
If you want to create a unique character model, open the "list.ini" file in the \data folder and add the name of the model in the appropriate part.Be sure to give the model a unique ID number, and be sure that there are no gaps in the number queue.Then you can create a new .ini file with the model's name and a separator (example: "Raider .ini") and then wrtite in the data according to the instructions.It would be easier if you loaded an existing model that looks like the one you want to make, modify it, and save it as a new file.

Sharing Models
When you finish your model you can send it to other people who have the "Encounter Creator", or you can download models made by other people to your computer.As in madifying or creating, you must also keep copies of the original files and modify the "list.ini"

Adding Names
In the "names.ini" file there are the three fields with male names, female names and surnames the program uses for human (or human-like) characters.You can add new names the same way you add model names in the "list.ini", but remember to add the total number of names of each part in the "total" field