From: <tak...@us...> - 2007-08-04 18:30:05
|
Revision: 3631 http://pcgen.svn.sourceforge.net/pcgen/?rev=3631&view=rev Author: takeyabue Date: 2007-08-04 11:30:08 -0700 (Sat, 04 Aug 2007) Log Message: ----------- Modified Paths: -------------- Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html Modified: Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html =================================================================== --- Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html 2007-08-04 12:05:12 UTC (rev 3630) +++ Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html 2007-08-04 18:30:08 UTC (rev 3631) @@ -4,7 +4,6 @@ <!-- PCGen Documentation Project - $Header: /cvsroot/pcgendocs/pcgendocs/docs/listfilepages/globalfilestagpages/globalfilesother.html,v 1.25 2006/02/19 15:24:13 zaister Exp $ $Author$ $Date$ $Revision$ @@ -18,22 +17,24 @@ Description: Provides information on the use of PCGen Other Global Tags. --> - <head> - <title>Other Tags</title> - <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> - <link rel="stylesheet" type="text/css" href="../../pcgen.css" /> - </head> +<head> + <title>Other Tags</title> + <link rel="stylesheet" type="text/css" href="../../pcgen.css" > + <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> +</head> - <body> - <h1>Other Global Tags</h1> +<body> - <p>There are a number of tags which are available in all data-files (excluding + <h1>Other Global Tags</h1> + + <p>There are a number of tags which are available in all data-files (excluding the pcc and specialist files). There are: </p> + <p></p> - <p></p> - <a name="ABILITY2"></a><hr> - <p class="new">*** New 5.11.1</p> - <p class="indent0"><strong>Tag Name:</strong> ABILITY:x|y|z|z</p> +<hr> + + <p class="new">*** New 5.11.1</p> + <p class="indent0"><strong><a name="ABILITY2">Tag Name:</a></strong> ABILITY:x|y|z|z</p> <p class="indent1"><strong>Variables Used (x):</strong> Ability Category (The Ability Category this ability will be added to).</p> <p class="indent1"><strong>Variables Used (y):</strong> Ability Nature (The nature of the added ability: NORMAL, AUTOMATIC, or VIRTUAL)</p> <p class="indent1"><strong>Variables Used (z):</strong> Ability Key (The Ability to add. Can have choices specified in "()")</p> @@ -54,12 +55,12 @@ <p class="indent3">Adds the empower spell feat as an Auto feat.</p> <p class="indent2"><code>ABILITY:CLASSFEATURE|VIRTUAL|Stunning Fist</code></p> <p class="indent3">Adds the Stunning Fist ability as a virtual class feature.</p> + <p></p> +<hr> - <p></p> - <a name="AUTOEQUIP"></a><hr> - <p class="new">*** New 5.4</p> - <p class="indent0"><strong>Tag Name:</strong> AUTO:EQUIP|x|x</p> + <p class="new">*** New 5.4</p> + <p class="indent0"><strong><a name="AUTOEQUIP">Tag Name:</a></strong> AUTO:EQUIP|x|x</p> <p class="indent1"><strong>Variables Used (x):</strong> Text (<Equipment Name>)</p> <p class="indent1"><strong>What it does:</strong></p> <ul class="indent2"> @@ -79,11 +80,12 @@ <p class="indent2"><code>AUTO:EQUIP|Flurry of Blows[PREMULT:2,[PRESTAT:1,DEX=15],[PRECLASS:1,Monk=1]]</code></p> <p class="indent3">The item "Flurry of Blows" is granted as a free equipment item if the character has a level of Monk and a DEX score of 15 or better.</p> + <p></p> +<hr> - <p></p><a name="AUTOARMORPROF"></a><hr> <p class="new">*** Updated 5.7.7</p> - <p class="indent0"><strong>Tag Name:</strong> AUTO:ARMORPROF|x|x</p> + <p class="indent0"><strong><a name="AUTOARMORPROF">Tag Name:</a></strong> AUTO:ARMORPROF|x|x</p> <p class="indent1"><strong>Variables Used (x):</strong> Text (<Armor Name>)</p> <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Armor Type>)</p> <p class="indent1"><strong>What it does:</strong></p> @@ -106,87 +108,92 @@ <p class="indent3">Leather Armor is given as a free armor proficiency.</p> <p class="indent2"><code>AUTO:ARMORPROF|TYPE=Light|TYPE=Medium</code></p> <p class="indent3">Light and Medium Armor is given as a free armor proficiency.</p> + <p></p> - <p></p><a name="AUTOSHIELDPROF"></a><hr> - <p class="new">*** Updated 5.7.7</p> - <p class="indent0"><strong>Tag Name:</strong> AUTO:SHIELDPROF|x|x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (<Shield Name>)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Shield Type>)</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> - <li>This is a | (pipe) delimited list of shields that are granted as free shield proficiencies.</li> - <li>You can specify individual shields or all shields of a shield proficiency type.</li> - <li>You may have one TYPE with multiple "." period delimited shield types. This will grant +<hr> + + <p class="new">*** Updated 5.7.7</p> + <p class="indent0"><strong><a name="AUTOSHIELDPROF">Tag Name:</a></strong> AUTO:SHIELDPROF|x|x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (<Shield Name>)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Shield Type>)</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent2"> + <li>This is a | (pipe) delimited list of shields that are granted as free shield proficiencies.</li> + <li>You can specify individual shields or all shields of a shield proficiency type.</li> + <li>You may have one TYPE with multiple "." period delimited shield types. This will grant the character proficiency with only shields that meet all off the listed choices.</li> - <li>If multiple shield or types, etc, are listed type will ALL be given as free proficiencies.</li> - <li>You can now have multiple AUTO: tags (before you could only have 1).</li> - <li>AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must + <li>If multiple shield or types, etc, are listed type will ALL be given as free proficiencies.</li> + <li>You can now have multiple AUTO: tags (before you could only have 1).</li> + <li>AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].</li> - <li>Only one PRE is allowed, but it can be a PREMULT statement.</li> - <li>TYPE.xxx for reference, TYPE=xxx for assignment.</li> - </ul> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>AUTO:SHIELDPROF|TYPE.Buckler|TYPE.Light|TYPE.Heavy</code></p> - <p class="indent3">All Light, Heavy and Buckler shields are given as free shield proficiencies.</p> - <p class="indent2"><code>AUTO:SHIELDPROF|TYPE.Tower</code></p> - <p class="indent3">Tower Shields are given as a free armor proficiency.</p> - <p class="indent2"><code>AUTO:SHIELDPROF|TYPE=Buckler|TYPE=Light|TYPE=Heavy</code></p> - <p class="indent3">Light, Heavy and Buckler Shields are given as a free armor proficiency.</p> + <li>Only one PRE is allowed, but it can be a PREMULT statement.</li> + <li>TYPE.xxx for reference, TYPE=xxx for assignment.</li> + </ul> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>AUTO:SHIELDPROF|TYPE.Buckler|TYPE.Light|TYPE.Heavy</code></p> + <p class="indent3">All Light, Heavy and Buckler shields are given as free shield proficiencies.</p> + <p class="indent2"><code>AUTO:SHIELDPROF|TYPE.Tower</code></p> + <p class="indent3">Tower Shields are given as a free armor proficiency.</p> + <p class="indent2"><code>AUTO:SHIELDPROF|TYPE=Buckler|TYPE=Light|TYPE=Heavy</code></p> + <p class="indent3">Light, Heavy and Buckler Shields are given as a free armor proficiency.</p> + <p></p> - <p></p><a name="AUTOWEAPONPROF"><hr> - </a><p class="new">*** Updated 5.11.1</p> - <p class="indent0"><strong>Tag Name:</strong> AUTO:WEAPONPROF|x|x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (<Weapon Name>)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Weapon - Type>)</p> - <p class="indent1"><strong>Variables Used (x):</strong> DEITYWEAPONS</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> - <li>This is a | (pipe) delimited list of weapons that are granted as free weapon proficiencies.</li> - <li>You can specify individual weapons or all weapons of a weapon proficiency type.</li> - <li>You may have one TYPE with multiple "." period delimited weapon types. This will grant +<hr> + + <p class="new">*** Updated 5.11.1</p> + <p class="indent0"><strong><a name="AUTOWEAPONPROF">Tag Name:</a></strong> AUTO:WEAPONPROF|x|x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (<Weapon Name>)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<WeaponType>)</p> + <p class="indent1"><strong>Variables Used (x):</strong> DEITYWEAPONS</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent2"> + <li>This is a | (pipe) delimited list of weapons that are granted as free weapon proficiencies.</li> + <li>You can specify individual weapons or all weapons of a weapon proficiency type.</li> + <li>You may have one TYPE with multiple "." period delimited weapon types. This will grant the character proficiency with only those weapons that meet all off the listed choices.</li> - <li>If multiple weapons or types, etc, are listed type will ALL be given as free proficiencies.</li> - <li>You can now have multiple AUTO: tags (before you could only have 1).</li> - <li>AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must + <li>If multiple weapons or types, etc, are listed type will ALL be given as free proficiencies.</li> + <li>You can now have multiple AUTO: tags (before you could only have 1).</li> + <li>AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].</li> - <li>Only one PRE is allowed, but it can be a PREMULT statement.</li> - <li>TYPE.xxx for reference, TYPE=xxx for assignment.</li> - </ul> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>AUTO:WEAPONPROF|Sword (Long)|Shortbow (Composite)</code></p> - <p class="indent3">The "Sword (Long)" and "Shortbow (Composite)" are given as free + <li>Only one PRE is allowed, but it can be a PREMULT statement.</li> + <li>TYPE.xxx for reference, TYPE=xxx for assignment.</li> + </ul> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>AUTO:WEAPONPROF|Sword (Long)|Shortbow (Composite)</code></p> + <p class="indent3">The "Sword (Long)" and "Shortbow (Composite)" are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Simple</code></p> - <p class="indent3">All "Simple" weapons are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Simple|TYPE.Martial</code></p> - <p class="indent3">All "Simple" and "Martial" weapons are given as free weapon + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Simple</code></p> + <p class="indent3">All "Simple" weapons are given as free weapon proficiencies.</p> + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Simple|TYPE.Martial</code></p> + <p class="indent3">All "Simple" and "Martial" weapons are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Ranged|TYPE.Piercing|TYPE.Simple</code></p> - <p class="indent3">All "Ranged", "Piercing" and "Simple" weapons are given + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Ranged|TYPE.Piercing|TYPE.Simple</code></p> + <p class="indent3">All "Ranged", "Piercing" and "Simple" weapons are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Martial.Slashing</code></p> - <p class="indent3">All "Martial" weapons that are "Slashing" type are given as free + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Martial.Slashing</code></p> + <p class="indent3">All "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Martial.Slashing.Melee</code></p> - <p class="indent3">All "Melee" type "Martial" weapons that are "Slashing" + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE.Martial.Slashing.Melee</code></p> + <p class="indent3">All "Melee" type "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|DEITYWEAPONS</code></p> - <p class="indent3">All favored weapons of the character's deity are given as free weapon proficiencies.</p> - <p class="indent2"><code>AUTO:WEAPONPROF|TYPE=NoProfReq|Longspear|Javelin</code></p> - <p class="indent3">All "NoProfReq" and "Longspear" and "Javelin" weapons are given as free weapon - proficiencies.</p> - <p class="indent2"><code>CLASS:Rogue.MOD <tab> AUTO:WEAPONPROF|Gladius</code></p> - <p class="indent3">Modified the Rogue Class to include the Gladius weapon.</p> + <p class="indent2"><code>AUTO:WEAPONPROF|DEITYWEAPONS</code></p> + <p class="indent3">All favored weapons of the character's deity are given as free weapon proficiencies.</p> + <p class="indent2"><code>AUTO:WEAPONPROF|TYPE=NoProfReq|Longspear|Javelin</code></p> + <p class="indent3">All "NoProfReq" and "Longspear" and "Javelin" weapons + are given as free weapon proficiencies.</p> + <p class="indent2"><code>CLASS:Rogue.MOD <tab> AUTO:WEAPONPROF|Gladius</code></p> + <p class="indent3">Modified the Rogue Class to include the Gladius weapon.</p> + <p></p> - <p></p><a name="CSKILL"></a><hr> - <p class="new">*** Updated 5.9.5</p> - <p class="indent0"><strong>Tag Name:</strong> CSKILL:x|x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (<Skill Name>)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Type=<Skill Type>)</p> - <p class="indent1"><strong>Variables Used (x):</strong> ALL</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Grants the listed skills as class skills. When used in a classes.lst, +<hr> + + <p class="new">*** Updated 5.9.5</p> + <p class="indent0"><strong><a name="CSKILL">Tag Name:</a></strong> CSKILL:x|x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (<Skill Name>)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Type=<Skill Type>)</p> + <p class="indent1"><strong>Variables Used (x):</strong> ALL</p> + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">Grants the listed skills as class skills. When used in a classes.lst, it grants the class skills only to the class it is actually in. When used in a domains.lst, it grants the class skills only to the classes that grant the domain. When used anywhere else it grants the class skills to all classes the character possesses.</p> @@ -201,10 +208,11 @@ <p class="indent3">Modifies the Class Sorcerer, droping the class skill Scry and adding Drive, Perform and all TYPE.Knowledge skills.</p> <p class="indent2"><code>CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride</code></p> <p class="indent3">Modified Class that changes all of these Tags from their starting values.</p> + <p></p> +<hr> - <p></p><a name="CCSKILL"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> CCSKILL:x|x</p> + <p class="indent0"><strong><a name="CCSKILL">Tag Name:</a></strong> CCSKILL:x|x</p> <p class="indent1"><strong>Variables Used (x):</strong> Text (<Skill Name>)</p> <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Skill Type>)</p> <p class="indent1"><strong>What it does:</strong></p> @@ -216,27 +224,31 @@ <p class="indent3">The "Search" and "Knowledge" type skills are made cross class skills.</p> <p class="indent2"><code>CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride</code></p> <p class="indent3">Modified Class that changes all of these Tags from their starting values..</p> + <p></p> +<hr> - <p></p><a name="CHANGEPROF"></a><hr> - <p class="new">*** New 5.3.13</p> - <p class="indent0"><strong>Tag Name:</strong> CHANGEPROF:x,x=y|x,x=y</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Name of weapon)</p> - <p class="indent1"><strong>Variables Used (x):</strong> TYPE.Text (weapon type)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Text (Category of Proficiency to change to)</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> + <p class="new">*** New 5.3.13</p> + <p class="indent0"><strong> +<a name="CHANGEPROF">Tag Name:</a></strong> CHANGEPROF:x,x=y|x,x=y</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Name of weapon)</p> + <p class="indent1"><strong>Variables Used (x):</strong> TYPE.Text (weapon type)</p> + <p class="indent1"><strong>Variables Used (y):</strong> Text (Category of Proficiency to change to)</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent2"> <li>Changes named or types of weapons to new Proficiency category.</li> - <li>Valid everywhere.</li></ul> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>CHANGEPROF:Urgrosh (Dwarven),Waraxe (Dwarven)=Martial</code></p> - <p class="indent3">Changes the above weapons to be Martial weapons for proficiency purposes.</p> - <p class="indent2"><code>CHANGEPROF:TYPE.Hammer=Simple</code></p> - <p class="indent3">Changes all weapons of TYPE Hammer to be Simple weapons for proficiency purposes.</p> + <li>Valid everywhere.</li> + </ul> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>CHANGEPROF:Urgrosh (Dwarven),Waraxe (Dwarven)=Martial</code></p> + <p class="indent3">Changes the above weapons to be Martial weapons for proficiency purposes.</p> + <p class="indent2"><code>CHANGEPROF:TYPE.Hammer=Simple</code></p> + <p class="indent3">Changes all weapons of TYPE Hammer to be Simple weapons for proficiency purposes.</p> + <p></p> +<hr> - <p><a name="COMPANIONLIST"></a><hr> - <p class="new">*** New 5.10.1+</p> - <p class="indent0"><strong>Tag Name:</strong> COMPANIONLIST:x|y,y|z</p> + <p class="new">*** New 5.10.1+</p> + <p class="indent0"><strong><a name="COMPANIONLIST">Tag Name:</a></strong> COMPANIONLIST:x|y,y|z</p> <p class="indent1"><strong class="indent0">Variables used (x): </strong>Text (The type of companion list to add to).</p> <p class="indent1"><strong class="indent0">Variables used (y): </strong>Text (A race of companion to @@ -245,7 +257,7 @@ the specified RACETYPE are available as this type of companion).</p> <p class="indent1"><strong class="indent0">Variables used (y): </strong>ANY (Any race can be a companion of this type).</p> - <p class="indent1"><strong class="indent0">Variables used (z): </strong> FOLLOWERADJUSTMENT=<number> + <p class="indent1"><strong class="indent0">Variables used (z): </strong> FOLLOWERADJUSTMENT=(number) (Adjustment to the follower level variable).</p> <p class="indent1"><strong>What it does:</strong> </p> <p class="indent2">? Adds a specific race or races to the list of available companions for the specified @@ -268,71 +280,78 @@ <p class="indent2"><code>COMPANIONLIST:Animal Companion|Ape|FOLLOWERADJUSTMENT:-3</code> </p> <p class="indent3">An Ape companion to a 4th level Druid gains the benefits normally granted to a companion of a 1st level Druid..</p> + <p></p> - <p></p><a name="DEFINELOCK"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> DEFINE:LOCK.x|y</p> - <p class="indent1"><strong>Variables Used (x):</strong> Ability Score (STR, DEX, CON, INT, CHA, WIS or +<hr> + + <p class="indent0"><strong><a name="DEFINELOCK">Tag Name:</a></strong> DEFINE:LOCK.x|y</p> + <p class="indent1"><strong>Variables Used (x):</strong> Ability Score (STR, DEX, CON, INT, CHA, WIS or other stat defined in the gameMode)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Number (Value stat is to be locked to)</p> - <p class="indent1"><strong>What it does:</strong> </p> - <p class="indent2">Locks the specified ability score to a specific value regardless of any other bonuses + <p class="indent1"><strong>Variables Used (y):</strong> Number (Value stat is to be locked to)</p> + <p class="indent1"><strong>What it does:</strong> </p> + <p class="indent2">Locks the specified ability score to a specific value regardless of any other bonuses to that ability. If the locked value is 10 the OS will output an asterisk (*) instead of the number. This is commonly used when a creature has a non-ability such as the undeads lack of a constitution score.</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>DEFINE:LOCK.CON|10</code></p> - <p class="indent3">Constitution is set to 10 and an asterisk is output.</p> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>DEFINE:LOCK.CON|10</code></p> + <p class="indent3">Constitution is set to 10 and an asterisk is output.</p> + <p></p> +<hr> - <p></p><a name="DESC"></a><hr> - <p class="new">*** Updated 5.11.1</p> - <p class="indent0"><strong>Tag Name:</strong> DESC:x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (ability description)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (deity description)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (domain description)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (equipment description)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (feat description)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (spell description)</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> - <li><strong>Ability File:</strong> Provides the flavor text of the ability from the source material.</li> - <li><strong>Deity File:</strong> Provides a quick description of the deity.</li> - <li><strong>Domain File:</strong> Provides a simple explanation of the domains granted powers.</li> - <li><strong>Equipment File:</strong> Provides a brief description of the item.</li> - <li><strong>Feat File:</strong> Provides the flavor text of the feat from the source material.</li> - <li><strong>Spell File:</strong> Provides a one line description of what the spell does.</li> - <li>Multiple DESC tags are now supported.</li> - <li>DESC tags now take PRExxx tags.</li> - <li>All qualifying DESC tags will be concatonated for output separated by commas (,).</li> - <li><code>DESC:.CLEAR</code> will clear all DESC tags.</li> - <li><code>DESC:.CLEAR.<regular expression match></code> will clear specific instances.</li> - <li>DESC tags now take variable substitution.</li> - <ul> - <li>Within the text a % followed by a number will substitute the #th variable from the variable list associated with the DESC. For example, %1 will substitute the first variable into that position in the DESC</li> - <li>Variables are specified after the descriptive text and are pipe (|) separated.</li> - <li>The special parameter %% will insert an actual % character into the text.</li> - <li>If the parameter needs to be next to a number the parameter number should be surrounded in curly brackets { }. For example, %{1000}gp.</li> - </ul> - <li>The following special variables are allowed within the variable list:</li> - <ul> - <li><code>%NAME</code> - The name of the object this DESC tag is in.</li> - <li><code>%CHOICE</code> - Will replace the first associated choice in the object.</li> - <li><code>%LIST</code> - Will substitute all choices comma separated into that parameter.</li> - </ul> - <li>Formulas can be parsed and the results replaced in the output by enclosing the variables and formulas within parentheses.</li> - <ul> - <li><a href="#CASTERLEVEL">CASTERLEVEL</a>, a variable specifically designed for - this purpose, is commonly used though other variables can be used as well.</li> - <li>Because anything within parentheses is assumed to be a formula to be parsed, - text containing parentheses must substitute brackets [ ] in place of parentheses.</li> - <li>Java has a Regular Expression library built in that is very similar to Perl + <p class="new">*** Updated 5.11.1</p> + <p class="indent0"><strong><a name="DESC">Tag Name:</a></strong> DESC:x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (ability description)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (deity description)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (domain description)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (equipment description)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (feat description)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (spell description)</p> + <p class="indent1"><strong>What it does:</strong></p> + <blockquote> + <p><strong>Ability File:</strong> Provides the flavor text of the ability from the source material.<br> + <strong>Deity File:</strong> Provides a quick description of the deity.<br> + <strong>Domain File:</strong> Provides a simple explanation of the domains granted powers.<br> + <strong>Equipment File:</strong> Provides a brief description of the item.<br> + <strong>Feat File:</strong> Provides the flavor text of the feat from the source material.<br> + <strong>Spell File:</strong> Provides a one line description of what the spell does.<br> + Multiple DESC tags are now supported.<br> + DESC tags now take PRExxx tags.<br> + All qualifying DESC tags will be concatonated for output separated by commas (,).<br> + <code>DESC:.CLEAR</code> will clear all DESC tags.<br><br> + <code>DESC:.CLEAR.(regular expression match)</code> will clear specific instances.<br> + DESC tags now take variable substitution.<br></p> + <blockquote> + <p>Within the text a % followed by a number will substitute the #th variable from the + variable list associated with the DESC. For example, %1 will substitute the first + variable into that position in the DESC<br> + Variables are specified after the descriptive text and are pipe (|) separated.<br> + The special parameter %% will insert an actual % character into the text.<br> + If the parameter needs to be next to a number the parameter number should be surrounded + in curly brackets { }. For example, %{1000}gp.</p> + </blockquote> + <p>The following special variables are allowed within the variable list:</p> + <blockquote> + <p><code>%NAME</code> - The name of the object this DESC tag is in.<br> + <code>%CHOICE</code> - Will replace the first associated choice in the object.<br> + <code>%LIST</code> - Will substitute all choices comma separated into that parameter.</p> + </blockquote> + <p>Formulas can be parsed and the results replaced in the output by enclosing the variables and + formulas within parentheses.</p> + <blockquote> + <p><a href="#CASTERLEVEL">CASTERLEVEL</a>, a variable specifically designed for + this purpose, is commonly used though other variables can be used as well.<br> + Because anything within parentheses is assumed to be a formula to be parsed, + text containing parentheses must substitute brackets [ ] in place of parentheses.<br> + Java has a Regular Expression library built in that is very similar to Perl regular expressions. Basically it allows for pattern matching in strings. You can create fairly powerful match structures using things like character groups "[a-zA-Z]" match any alphabetic character or groupings "(bat|super)man" match batman or superman and many many more. So, for example, you could do a CLEARALL by doing DESC:.CLEAR..*, or clear all exceptional abilities by doing DESC:.CLEAR.\(Ex\), or clear everything - that's non-numeric with <code>DESC:.CLEAR.[A-Za-z]</code>.</li> - </ul> - </ul> + that's non-numeric with <code>DESC:.CLEAR.[A-Za-z]</code>.<br> + </blockquote> + </blockquote> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>DESC:This domain grants the turn code monkey speech into english</code></p> <p class="indent3">The domain description.</p> @@ -359,12 +378,11 @@ <p class="indent3">If the value of CASTERLEVEL is equal to 3 then this would output: "Target is prone for 3 rounds.".</p> <p class="indent2"><code>Maximize Power.MOD <tab> DESC:.CLEAR <tab> DESC:You can manifest powers to maximum effect.</code></p> <p class="indent3">Replaces the standard spell DESC with the attached.".</p> + <p></p> +<hr> - - - <p></p><a name="DESCISPI"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> DESCISPI:x</p> + <p class="indent0"><strong><a name="DESCISPI">Tag Name:</a></strong> DESCISPI:x</p> <p class="indent1"><strong>Variables Used (x):</strong> BOOLEAN (YES or NO)</p> <p class="indent1"><strong>What it does:</strong> </p> <p class="indent2">YES means it will bold and italicize the description of an item in the info boxes in @@ -374,874 +392,924 @@ <p class="indent2"><code>DESCISPI:YES</code></p> <p class="indent3">It will bold and italicize the description of an item in the info boxes in PCGen, to indicate that the name of the item is Product Identity.</p> + <p></p> +<hr> - <p></p><a name="DR"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> DR:x/y</p> - <p class="indent1"><strong> Variables Used (x):</strong> Number or Formula (Amount of Damage Reduction)</p> - <p class="indent1"><strong> Variables Used (y):</strong> Text (Damage Type that bypasses this Reduction)</p> - <p class="indent1"><strong> Prerequisites Allowed:</strong> Yes</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> - <li>This defines the damage reduction this feat/class/template/etc. bestows.</li> - <li>Multiple damage types can be specified by separating them with "and" or "or" as appropriate.</li> - <li>Damage Reduction's must be first defined in this manner before a BONUS:DR tag can - be used to add to them.</li> - <li>If a lst file tries to do a BONUS:DR|+1|10 and no DR:xx/+1 has ever - been defined, the bonus will do nothing.</li> - </ul> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>DR:10/+1</code></p> - <p class="indent3">Grants DR of 10/+1 on output.</p> + <p class="indent0"><strong><a name="DR">Tag Name:</a></strong> DR:x/y</p> + <p class="indent1"><strong> Variables Used (x):</strong> Number or Formula (Amount of Damage Reduction)</p> + <p class="indent1"><strong> Variables Used (y):</strong> Text (Damage Type that bypasses this Reduction)</p> + <p class="indent1"><strong> Prerequisites Allowed:</strong> Yes</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent2"> + <li>This defines the damage reduction this feat/class/template/etc. bestows.</li> + <li>Multiple damage types can be specified by separating them with "and" or "or" as appropriate.</li> + <li>Damage Reduction's must be first defined in this manner before a BONUS:DR tag can + be used to add to them.</li> + <li>If a lst file tries to do a BONUS:DR|+1|10 and no DR:xx/+1 has ever + been defined, the bonus will do nothing.</li> + </ul> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>DR:10/+1</code></p> + <p class="indent3">Grants DR of 10/+1 on output.</p> + <p></p> +<hr> - <p></p><a name="FOLLOWERS"></a><hr> - <p class="new">*** New 5.10.1+</p> - <p class="indent0"><strong>Tag Name:</strong> FOLLOWERS:x|y</p> - <p class="indent1"><strong>Variables Used (x): </strong>Text (The type of companion the limit will apply - to).</p> - <p class="indent1"><strong>Variables Used (x): </strong>Number, variable or formula (Number of this type + <p class="new">*** New 5.10.1+</p> + <p class="indent0"><strong><a name="FOLLOWERS">Tag Name:</a></strong> FOLLOWERS:x|y</p> + <p class="indent1"><strong>Variables Used (x): </strong>Text (The type of companion the limit will apply to).</p> + <p class="indent1"><strong>Variables Used (x): </strong>Number, variable or formula (Number of this type of companion the master can have)</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">? Limits the number of the specified type of companion the master can have.</p> - <p class="indent2">? Optional, if this tag is not present no limits are placed on the number of + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">? Limits the number of the specified type of companion the master can have.</p> + <p class="indent2">? Optional, if this tag is not present no limits are placed on the number of companions the character can have. </p> - <p class="indent2">? If more than one tag is encountered the highest value is used. </p> - <p class="indent2">? The value can be adjusted with the BONUS:FOLLOWERS tag.</p> - <p class="indent1"><strong>Where it is used:</strong></p> - <p class="indent2">Global tag, would most often be used in class and feat (ability) files, should also + <p class="indent2">? If more than one tag is encountered the highest value is used. </p> + <p class="indent2">? The value can be adjusted with the BONUS:FOLLOWERS tag.</p> + <p class="indent1"><strong>Where it is used:</strong></p> + <p class="indent2">Global tag, would most often be used in class and feat (ability) files, should also be enabled for templates and Domains.</p> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>FOLLOWERS:Familiar|1</code></p> - <p class="indent3">A character is allowed only 1 companion of type Familiar.</p> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>FOLLOWERS:Familiar|1</code></p> + <p class="indent3">A character is allowed only 1 companion of type Familiar.</p> + <p></p> +<hr> - <p></p><a name="KIT"></a><hr> - <p class="new">*** New 5.10.4</p> - <p class="indent0"><strong>Tag Name:</strong> KIT:x|y|y</p> - <p class="indent1"><strong>Variables Used (x): </strong>Number (number of options user may select).</p> - <p class="indent1"><strong>Variables Used (y): </strong>Text (Name of kit).</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Offers a choice starting kits.</p> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>KIT:1|Wizard1|Illusionist1</code></p> - <p class="indent3">Offers a choice of the Wizard1 or Illusionist1 starting kits.</p> + <p class="new">*** New 5.10.4</p> + <p class="indent0"><strong><a name="KIT">Tag Name:</a></strong> KIT:x|y|y</p> + <p class="indent1"><strong>Variables Used (x): </strong>Number (number of options user may select).</p> + <p class="indent1"><strong>Variables Used (y): </strong>Text (Name of kit).</p> + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">Offers a choice starting kits.</p> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>KIT:1|Wizard1|Illusionist1</code></p> + <p class="indent3">Offers a choice of the Wizard1 or Illusionist1 starting kits.</p> + <p></p> +<hr> - <p></p><a name="LANGAUTO"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> LANGAUTO:x,x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (<Language Name>)</p> - <p class="indent1"><strong>What it does:</strong> </p> - <p class="indent2"> This is a comma delimited list of languages that the character automatically gains.</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>LANGAUTO:Common,Gnome</code></p> - <p class="indent3">Character automatically gains "Common" & "Gnome".</p> - <p class="indent2"><code>Gnome.MOD <tab> LANGAUTO:.CLEAR <tab> LANGAUTO:Low Coryani,Gnome</code></p> - <p class="indent3">Race Gnome is modified, clearing all of the Auto Languages and replaces with "Low Coryani" & "Gnome".</p> - <p class="indent2"><code>Human.MOD <tab> LANGAUTO:Remarian <tab> LANGAUTO:.CLEAR <tab> + <p class="indent0"><strong><a name="LANGAUTO">Tag Name:</a></strong> LANGAUTO:x,x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (<Language Name>)</p> + <p class="indent1"><strong>What it does:</strong> </p> + <p class="indent2"> This is a comma delimited list of languages that the character automatically gains.</p> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>LANGAUTO:Common,Gnome</code></p> + <p class="indent3">Character automatically gains "Common" & "Gnome".</p> + <p class="indent2"><code>Gnome.MOD <tab> LANGAUTO:.CLEAR <tab> LANGAUTO:Low Coryani,Gnome</code></p> + <p class="indent3">Race Gnome is modified, clearing all of the Auto Languages and replaces with "Low Coryani" & "Gnome".</p> + <p class="indent2"><code>Human.MOD <tab> LANGAUTO:Remarian <tab> LANGAUTO:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian</code></p> - <p class="indent3">THIS IS AN ERROR... The .CLEAR has cleared all of the LANGAUTO: freebies, if it were + <p class="indent3">THIS IS AN ERROR... The .CLEAR has cleared all of the LANGAUTO: freebies, if it were not for the LANGBONUS: this race could not speak or write.</p> + <p></p> - <p></p><a name="MOVE"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> MOVE:x,y,x,y</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Movement Mode)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Number (Rate per round)</p> - <p class="indent1"><strong>What it does:</strong> </p> - <p class="indent2">Determines the Type and Speed of the different movement types the race has.</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>MOVE:Walk,30,Fly,10</code></p> - <p class="indent3">This would grant a walking speed of 30 ft per round and a flying speed of 10 feet per +<hr> + + <p class="indent0"><strong><a name="MOVE">Tag Name:</a></strong> MOVE:x,y,x,y</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Movement Mode)</p> + <p class="indent1"><strong>Variables Used (y):</strong> Number (Rate per round)</p> + <p class="indent1"><strong>What it does:</strong> </p> + <p class="indent2">Determines the Type and Speed of the different movement types the race has.</p> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>MOVE:Walk,30,Fly,10</code></p> + <p class="indent3">This would grant a walking speed of 30 ft per round and a flying speed of 10 feet per round</p> + <p></p> +<hr> - <p></p><a name="MOVECLONE"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> MOVECLONE:w,x,y,z</p> - <p class="indent1"><strong>Variables Used (w):</strong> Text (Movement Mode)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Number (Correction to 1st Mode Movement Rate per + <p class="indent0"><strong><a name="MOVECLONE">Tag Name:</a></strong> MOVECLONE:w,x,y,z</p> + <p class="indent1"><strong>Variables Used (w):</strong> Text (Movement Mode)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Number (Correction to 1st Mode Movement Rate per round)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Text (2nd Movement Mode)</p> - <p class="indent1"><strong>Variables Used (z):</strong> Mathematical (Calculation for 2nd Mode Movement + <p class="indent1"><strong>Variables Used (y):</strong> Text (2nd Movement Mode)</p> + <p class="indent1"><strong>Variables Used (z):</strong> Mathematical (Calculation for 2nd Mode Movement Rate per round)</p> - <p class="indent1"><strong>What it does:</strong> </p> - <ul class="indent2"> - <li>Creates a new type of movement based on another type.</li> - <li>"z" is applied to the original movement rate, then it is copied to the new movement + <p class="indent1"><strong>What it does:</strong> </p> + <ul class="indent2"> + <li>Creates a new type of movement based on another type.</li> + <li>"z" is applied to the original movement rate, then it is copied to the new movement type and the second modifier is applied. </li> - <li>If no symbol is in the mathematical expression then addition is assumed</li> - </ul> - <p class="indent1"><strong>Examples:</strong></p> - <p class="indent2"><code>MOVECLONE:Walk,0,Fly,*2</code></p> - <p class="indent3">Do nothing to "Walk", create the "Fly" movement type and set it + <li>If no symbol is in the mathematical expression then addition is assumed</li> + </ul> + <p class="indent1"><strong>Examples:</strong></p> + <p class="indent2"><code>MOVECLONE:Walk,0,Fly,*2</code></p> + <p class="indent3">Do nothing to "Walk", create the "Fly" movement type and set it equal to "Walk" multiplied by 2.</p> - <p class="indent2"><code>MOVECLONE:Walk,10,Tunnel,/3</code></p> - <p class="indent3">Add 10 to "Walk", create "Tunnel" movement type and set it equal + <p class="indent2"><code>MOVECLONE:Walk,10,Tunnel,/3</code></p> + <p class="indent3">Add 10 to "Walk", create "Tunnel" movement type and set it equal to 1/3 of the new "Walk" movement rate.</p> + <p></p> +<hr> - <p></p><a name="NAMEISPI"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> NAMEISPI:x</p> - <p class="indent1"><strong>Variables Used (x):</strong> BOOLEAN (YES or NO)</p> - <p class="indent1"><strong>What it does:</strong> </p> - <p class="indent2">"YES" means it will bold the item in the program, to indicate that the name + <p class="indent0"><strong><a name="NAMEISPI"></a>Tag Name:</strong> NAMEISPI:x</p> + <p class="indent1"><strong>Variables Used (x):</strong> BOOLEAN (YES or NO)</p> + <p class="indent1"><strong>What it does:</strong> </p> + <p class="indent2">"YES" means it will bold the item in the program, to indicate that the name of the item is the Product Identity. The Default is "NO".</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>NAMEISPI:YES </code></p> - <p class="indent3">The name is the Product Identity</p> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>NAMEISPI:YES </code></p> + <p class="indent3">The name is the Product Identity</p> + <p></p> +<hr> - <p></p><a name="NATURALATTACKS"></a><hr> - <p class="new">*** New 5.11.13</p> - <p class="indent0"><strong>Tag Name:</strong> NATURALATTACKS:w,x.x,y,z|w,x.x,y,z</p> - <p class="indent1"><strong>Variables Used (w):</strong> Text (Natural weapon name)</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Natural weapon type)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Number (Number of attacks)</p> - <p class="indent1"><strong>Variables Used (z):</strong> Text (Natural weapon damage)</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent1"> - <li>This tag is used to define non-equipment attacks a race may possess.</li> - <li>As a global tag, this rag is used in abilities, feats, races and templates, + <p class="new">*** New 5.11.13</p> + <p class="indent0"><strong><a name="NATURALATTACKS">Tag Name:</a></strong> NATURALATTACKS:w,x.x,y,z|w,x.x,y,z</p> + <p class="indent1"><strong>Variables Used (w):</strong> Text (Natural weapon name)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Natural weapon type)</p> + <p class="indent1"><strong>Variables Used (y):</strong> Number (Number of attacks)</p> + <p class="indent1"><strong>Variables Used (z):</strong> Text (Natural weapon damage)</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent1"> + <li>This tag is used to define non-equipment attacks a race may possess.</li> + <li>As a global tag, this rag is used in abilities, feats, races and templates, adding the natural attacks to the character when the object is assigned to the character.</li> - <li>Though this tag is a global tag, it has no effect when applied in deities, + <li>Though this tag is a global tag, it has no effect when applied in deities, domains, equipment, skills or spells files.</li> - <li>This is a comma (,) and pipe (|) delimited list of the natural attacks a + <li>This is a comma (,) and pipe (|) delimited list of the natural attacks a creature has. If the creature has multiple attacks pipes are used to separate the entries. Commas are used to delimit variables within a single attack listing. All four variables separated by three commas must be present or PCGen will hang when attempting to load the .pcc file.</li> - <li>Natural weapon typesshould be delimited with periods (.). This must always + <li>Natural weapon typesshould be delimited with periods (.). This must always start with "Weapon" and "Natural" and must be followed by either "Melee" or "Ranged". After that the weapons damage types are listed which can be "Bludgeoning", "Piercing" or "Slashing" or any combination of the three.</li> - <li>If the number of attacks (y) has an asterisk in front of the number it + <li>If the number of attacks (y) has an asterisk in front of the number it indicates that the number of attacks is non-iterative, that is it is not based on the creatures attack progression but rather how many of the natural weapons it possesses.</li> - <li>The damage the natural weapon does is entered in the standard dice notation + <li>The damage the natural weapon does is entered in the standard dice notation such as "1d8" and "4d10".</li> - <li>The NATURALATTACKS tag creates a proficiency for the its attacks on the + <li>The NATURALATTACKS tag creates a proficiency for the its attacks on the fly which allows the use of the BONUS:WEAPONPROF tag to effect it. For example, if you used the NATURALATTACKS tag to create a Bite attack you could then use <code>BONUS:WEAPONPROF=Dagger|DAMAGE,TOHIT|2</code> to add 2 to the attack and damage rolls.</li> - </ul> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>NATURALATTACKS:Claw,Weapon.Natural.Melee.Piercing.Slashing,*2, - 1d4|Bite,Weapon.Natural.Melee.Bludgeoning.Piercing.Slashing,*1,1d6</code></p> - <p class="indent3">Race has 2 Claw attacks and a Bite attack.</p> + </ul> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>NATURALATTACKS:Claw,Weapon.Natural.Melee.Piercing.Slashing,*2, + 1d4|Bite,Weapon.Natural.Melee.Bludgeoning.Piercing.Slashing,*1,1d6</code></p> + <p class="indent3">Race has 2 Claw attacks and a Bite attack.</p> + <p></p> +<hr> - <p></p><a name="OUTPUTNAME"></a><hr> - <p class="new">*** Updated 5.9.5</p> - <p class="indent0"><strong>Tag Name:</strong> OUTPUTNAME:x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Name to appear on the output sheet)</p> - <p class="indent1"><strong>Variables Used (x):</strong> [NAME] (This is replaced by anything in + <p class="new">*** Updated 5.9.5</p> + <p class="indent0"><strong><a name="OUTPUTNAME">Tag Name:</a></strong> OUTPUTNAME:x</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Name to appear on the output sheet)</p> + <p class="indent1"><strong>Variables Used (x):</strong> [NAME] (This is replaced by anything in parenthesis on output)</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Alters the name of the object when output.</p> - <p class="indent2">When the [NAME] tag is used it will be replaced by whatever - is in parenthesis in the object's name, or the object name if no parenthetical exists in the object's - name.</p> - <p class="indent2">This is useful when the name you wish to appear on the output sheet would contains + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">Alters the name of the object when output.</p> + <p class="indent2">When the [NAME] tag is used it will be replaced by whatever + is in parenthesis in the object's name, or the object name if no parenthetical exists in the object's + name.</p> + <p class="indent2">This is useful when the name you wish to appear on the output sheet would contains symbols that might interfere with the program. It also helps to keep the list orderly as you can group a series of objects like scrolls and potions together without sacrificing the preferred name of the object.</p> - <p class="indent2">You can use a % to add a variable number to the output in the same way the SA tag + <p class="indent2">You can use a % to add a variable number to the output in the same way the SA tag works. <a href="#SA">See the global tag SA</a> for details</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>OUTPUTNAME:Jason's [NAME]</code></p> - <p class="indent3">LST entry "Magic Spell" will output as "Jason's Magic Spell"</p> - <p class="indent2"><code>OUTPUTNAME:[NAME] Elf</code></p> - <p class="indent3">LST entry "Elf (Gray)" will output as "Gray Elf".</p> - <p class="indent2"><code>OUTPUTNAME:Huge Water Elemental</code></p> - <p class="indent3">LST entry "Elemental (Water/Huge)" will output as "Huge Water + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>OUTPUTNAME:Jason's [NAME]</code></p> + <p class="indent3">LST entry "Magic Spell" will output as "Jason's Magic Spell"</p> + <p class="indent2"><code>OUTPUTNAME:[NAME] Elf</code></p> + <p class="indent3">LST entry "Elf (Gray)" will output as "Gray Elf".</p> + <p class="indent2"><code>OUTPUTNAME:Huge Water Elemental</code></p> + <p class="indent3">LST entry "Elemental (Water/Huge)" will output as "Huge Water Elemental".</p> - <p class="indent2"><code>OUTPUTNAME:Formian [NAME]</code></p> - <p class="indent3">LST entry "Formian (Queen)" will output as "Formian Queen".</p> - <p class="indent2"><code>OUTPUTNAME:Potion of [NAME]</code></p> - <p class="indent3">LST entry "Potion (Glibness)" will output as "Potion of Glibness".</p> - <p class="indent2"><code>OUTPUTNAME:Magic Sword +%|((TL/5)+1)</code></p> - <p class="indent3">If the character is level 10 this would output as "Magic Sword +2".</p> - <p class="indent2"><code>Clenched Fist.MOD <tab> OUTPUTNAME:Big [NAME]</code></p> - <p class="indent3">This spell will output as "Big Clenched Fist".</p> + <p class="indent2"><code>OUTPUTNAME:Formian [NAME]</code></p> + <p class="indent3">LST entry "Formian (Queen)" will output as "Formian Queen".</p> + <p class="indent2"><code>OUTPUTNAME:Potion of [NAME]</code></p> + <p class="indent3">LST entry "Potion (Glibness)" will output as "Potion of Glibness".</p> + <p class="indent2"><code>OUTPUTNAME:Magic Sword +%|((TL/5)+1)</code></p> + <p class="indent3">If the character is level 10 this would output as "Magic Sword +2".</p> + <p class="indent2"><code>Clenched Fist.MOD <tab> OUTPUTNAME:Big [NAME]</code></p> + <p class="indent3">This spell will output as "Big Clenched Fist".</p> + <p></p> - <p></p><a name="QUALIFY"></a><hr> - <p class="new">*** Updated 5.11.7</p> - <p class="indent0"><strong>Tag Name:</strong> QUALIFY:x|y|y</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Object TYPE), Valid types are:</p> - <ul class="indent2"> - <li>CLASS</li> - <li>DEITY</li> - <li>DOMAIN</li> - <li>EQUIPMENT</li> - <li>EQMOD</li> - <li>FEAT</li> - <li>RACE</li> - <li>SPELL</li> - <li>SKILL</li> - <li>TEMPLATE</li> - <li>WEAPONPROF</li> - </ul> - <p class="indent1"><strong>Variables Used (y):</strong> Text (Object KEY)</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Counters PRExxx tags. Any objects listed will ignore all PRE tags and be a valid selection for the character.</p> - <p class="indent1"><strong>Where it is used:</strong></p> - <p class="indent2">Valid in most objects except .pcc files and class level lines.</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>QUALIFY:FEAT|Mounted Combat|Ride-By Attack</code></p> - <p class="indent3">The character would be able to take the above feats whether they meet the prereqs or not.</p> - <p class="indent2"><code>QUALIFY:CLASS|Monk</code></p> - <p class="indent3">The character would be able to take the Monk class whether they meet the prereqs or not.</p> - <p class="indent2"><code>QUALIFY:CLASS|Battle Mind|Telepath</code></p> - <p class="indent3">The character would be able to take either the Battle Mind or Telepath class whether they meet the prereqs or not.</p> +<hr> - <p></p><a name="REGION"></a><hr> - <p class="indent0"><strong>Tag Name:</strong> REGION:x|y|y</p> - <p><strong> Variables Used (x):</strong> Number (Number of selections to allow)</p> - <p><strong> Variables Used (y):</strong> Text (Region name)</p> - <p class="indent1"><strong>What it does:</strong></p> - <ul class="indent2"> - <li>Allows a choice of the character's region.</li> - <li>The first parameter is the number of selections to allow. This should always be + <p class="new">*** Updated 5.11.7</p> + <p class="indent0"><strong><a name="QUALIFY">Tag Name:</a></strong> QUALIFY:x|y|y</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Object TYPE), Valid types are:</p> + <ul class="indent2"> + <li>CLASS</li> + <li>DEITY</li> + <li>DOMAIN</li> + <li>EQUIPMENT</li> + <li>EQMOD</li> + <li>FEAT</li> + <li>RACE</li> + <li>SPELL</li> + <li>SKILL</li> + <li>TEMPLATE</li> + <li>WEAPONPROF</li> + </ul> + <p class="indent1"><strong>Variables Used (y):</strong> Text (Object KEY)</p> + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">Counters PRExxx tags. Any objects listed will ignore all PRE tags and be a valid + selection for the character.</p> + <p class="indent1"><strong>Where it is used:</strong></p> + <p class="indent2">Valid in most objects except .pcc files and class level lines.</p> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>QUALIFY:FEAT|Mounted Combat|Ride-By Attack</code></p> + <p class="indent3">The character would be able to take the above feats whether they meet the prereqs or not.</p> + <p class="indent2"><code>QUALIFY:CLASS|Monk</code></p> + <p class="indent3">The character would be able to take the Monk class whether they meet the prereqs or not.</p> + <p class="indent2"><code>QUALIFY:CLASS|Battle Mind|Telepath</code></p> + <p class="indent3">The character would be able to take either the Battle Mind or Telepath class whether + they meet the prereqs or not.</p> + <p></p> + +<hr> + + <p class="indent0"><strong><a name="REGION">Tag Name:</a></strong> REGION:x|y|y</p> + <p><strong> Variables Used (x):</strong> Number (Number of selections to allow)</p> + <p><strong> Variables Used (y):</strong> Text (Region name)</p> + <p class="indent1"><strong>What it does:</strong></p> + <ul class="indent2"> + <li>Allows a choice of the character's region.</li> + <li>The first parameter is the number of selections to allow. This should always be one.</li> - </ul> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>REGION:1|Region1|Region2|Region3</code></p> - <p class="indent3">Will allow the choice of Region1, Region2, or Region3 as the character's region.</p> - <p class="indent2"><code>REGION:1|Timbuktu</code></p> - <p class="indent3">The PC is from the "Timbuktu" region.</p> + </ul> + <p class="indent1"><strong>Example:</strong></p> + <p class="indent2"><code>REGION:1|Region1|Region2|Region3</code></p> + <p class="indent3">Will allow the choice of Region1, Region2, or Region3 as the character's region.</p> + <p class="indent2"><code>REGION:1|Timbuktu</code></p> + <p class="indent3">The PC is from the "Timbuktu" region.</p> + <p></p> +<hr> - <p></p><a name="REMOVE"></a><hr> - <p class="new">*** New 5.11.13</p> - <p class="indent0"><strong>Tag Name:</strong> REMOVE:FEAT(x,x)y</p> - <p class="indent1"><strong>Variables Used (x):</strong> Text (Name of feat)</p> - <p class="indent1"><strong>Variables Used (x):</strong> TYPE.Text (Name of feat type)</p> - <p class="indent1"><strong>Variables Used (x):</strong> CLASS.Text (Name of feat type)</p> - <p class="indent1"><strong>Variables Used (x):</strong> CHOICE (pops a chooser box)</p> - <p class="indent1"><strong>Variables Used (y):</strong> Number (Number of feats to remove, Optional)</p> - <p class="indent1"><strong>Variables Used (y):</strong> ALL (Removes all indicated feats without prompting)</p> - <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Provides options for removing feats, this works with hidden feats as well as standard feats - but not on those applied with the VFEAT or MFEAT tags. The (y) variable is optional, - if not present the tag simply removes whatever feats are specified in variable (x).</p> - <p class="indent1"><strong>Where it can be used:</strong></p> - <p class="indent2">Works in class and template files.</p> - <p class="indent1"><strong>Example:</strong></p> - <p class="indent2"><code>REMOVE:FEAT(Alertness)</code></p> - <p class="indent3">Removes the Alertness feat, no choice is presented, the feat is simply removed.</p> - <p class="indent2"><code>REMOVE:FEAT(TYPE.Fighter)3</code></p> - <p class="indent3">Presents a list of Fighter type feats and allows the removal of up to 3.</p> - <p class="indent2"><code>REMOVE:FEAT(CHOICE)2</code></p> - <p class="indent3">Presents a list of all feats the character has and allow removal of 2 of them. - If a feat has a COST:# associated with it, it returns that # back to the feat pool.</p> - <p class="indent2"><code>REMOVE:FEAT(CLASS.Paladin)ALL</code></p> - <p class="indent3">Removes all feats that have been granted/taken by the Paladin Class.</p> + <p class="new">*** New 5.11.13</p> + <p class="indent0"><strong><a name="REMOVE">Tag Name:</a></strong> REMOVE:FEAT(x,x)y</p> + <p class="indent1"><strong>Variables Used (x):</strong> Text (Name of feat)</p> + <p class="indent1"><strong>Variables Used (x):</strong> TYPE.Text (Name of feat type)</p> + <p class="indent1"><strong>Variables Used (x):</strong> CLASS.Text (Name of feat type)</p> + <p class="indent1"><strong>Variables Used (x):</strong> CHOICE (pops a chooser box)</p> + <p class="indent1"><strong>Variables Used (y):</strong> Number (Number of feats to remove, Optional)</p> + <p class="indent1"><strong>Variables Used (y):</strong> ALL (Removes all indicated feats without prompting)</p> + <p class="indent1"><strong>What it does:</strong></p> + <p class="indent2">Provides options for removing feats, this works with hidden feats as well as standard feats + but not on those applied with the VFEAT or MFEAT tags. The (y) variable is optional, + if not present the tag simply removes whatever feats are specified in variable (x).</p> + <p class="i... [truncated message content] |