From: <mar...@us...> - 2013-10-16 20:13:18
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Revision: 21746 http://sourceforge.net/p/pcgen/code/21746 Author: maredudd800 Date: 2013-10-16 20:13:15 +0000 (Wed, 16 Oct 2013) Log Message: ----------- Updated docs Issue#: DOCS-84 Modified Paths: -------------- Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilesskills.html Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilestemplates.html Modified: Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilesskills.html =================================================================== --- Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilesskills.html 2013-10-16 18:58:12 UTC (rev 21745) +++ Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilesskills.html 2013-10-16 20:13:15 UTC (rev 21746) @@ -67,10 +67,17 @@ <li>PROFICIENT - Armor check penalty applies if the character is not proficient in it.</li> <li>DOUBLE - Armor check penalty of double normal applies to this skill.</li> <li>WEIGHT - Weight carried penalty applies to the skill check.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>ACHECK</code> + tag, the data included in a new <code>ACHECK</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>ACHECK:YES</code></p> <p class="indent3">Armor check penalty applies to this skill.</p> + <p class="indent1"><strong>.MOD Example (Overwriting):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> ACHECK:YES</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> ACHECK:DOUBLE</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> ACHECK:DOUBLE</code></p> + <p class="indent3">The skill "Brachiation" receives a double penalty from equipped armor.</p> <p></p> <hr> @@ -80,7 +87,11 @@ <p class="indent1"><strong>Variables Used (x):</strong> Text (Class Name)</p> <p class="indent1"><strong>Variables Used (x):</strong> ALL</p> <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Makes the given skill a class skill for the listed classes.</p> + <ul class="indent2"> + <li>Makes the given skill a class skill for the listed classes.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>CLASSES</code> + tag, the data included in a new <code>CLASSES</code> tag will be appended to the existing tag data.</li> + </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>CLASSES:Cleric|Paladin</code></p> <p class="indent3">The listed skill is class skill for "Cleric" or "Paladin" characters.</p> @@ -88,6 +99,11 @@ <p class="indent3">The listed skill is class skill for all classes.</p> <p class="indent2"><code>CLASSES:ALL|!Wizard</code></p> <p class="indent3">The listed skill is a class skill for all classes except for "Wizard" characters.</p> + <p class="indent1"><strong>.MOD Example (Appending):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> CLASSES:Acrobat</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> CLASSES:Ranger</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> CLASSES:Acrobat|Ranger</code>.</p> + <p class="indent3">The skill "Brachiation" is a class skill for both the "Acrobat" and the "Ranger" classes.</p> <p></p> <hr> @@ -99,10 +115,17 @@ <li>This tells PCGen whether a skill is an exclusive skill or not.</li> <li>If this is set to YES then ONLY classes that have this listed as a class skill can take it.</li> <li>The Default is NO.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>EXCLUSIVE</code> + tag, the data included in a new <code>EXCLUSIVE</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>EXCLUSIVE:YES</code></p> <p class="indent3">This skill may only be taken if it is a class skill.</p> + <p class="indent1"><strong>.MOD Example (Overwriting):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> EXCLUSIVE:YES</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> EXCLUSIVE:NO</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> EXCLUSIVE:NO</code></p> + <p class="indent3">The exclusive skill "Brachiation" is no longer exclusive.</p> <p></p> <hr> @@ -113,26 +136,38 @@ <p class="indent1"><strong>What it does:</strong></p> <ul class="indent2"> <li>This is to set what stat (as defined by the Game Mode List File) the skill draws bonuses from.</li> - <li>If the tag is left off, no Stat bonus will be automatically applied.</li> - <li>The Default is NO.</li> + <li>If the tag is not included no Stat bonus will be applied.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>KEYSTAT</code> + tag, the data included in a new <code>KEYSTAT</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>KEYSTAT:INT</code></p> <p class="indent3">Sets the Key stat for the skill to Intelligence.</p> + <p class="indent1"><strong>.MOD Example (Overwriting):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> KEYSTAT:DEX</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> KEYSTAT:STR</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> KEYSTAT:STR</code></p> + <p class="indent3">The keystat for the skill "Brachiation" is no "Strength".</p> <p></p> <hr> <p class="indent0"><strong><a name="USEUNTRAINED">Tag Name:</a></strong> USEUNTRAINED:x</p> - <p class="indent1"><strong>Variables Used (x):</strong> Boolean (YES or NO)</p> + <p class="indent1"><strong>Variables Used (x):</strong> Boolean (efault is YES)</p> <p class="indent1"><strong>What it does:</strong></p> <ul class="indent2"> - <li>YES or NO are used to indicate if this skill can be used untrained by the character.</li> - <li>The default is YES.</li> + <li><code>YES</code> or <code>NO</code> are used to indicate if this skill can be used untrained by the character.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>USEUNTRAINED</code> + tag, the data included in a new <code>USEUNTRAINED</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>USEUNTRAINED:NO</code></p> <p class="indent3">This skill may not be used if untrained.</p> + <p class="indent1"><strong>.MOD Example (Overwriting):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> USEUNTRAINED:NO</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> USEUNTRAINED:YES</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> USEUNTRAINED:YES</code></p> + <p class="indent3">The modified "Brachiation" skill can be used untrained.</p> <p></p> <hr> @@ -153,6 +188,8 @@ <li><code>EXPORT</code>, <code>CSHEET</code> - Hides the skill name from PCGen but displays it on the character sheet.</li> <li><code>READONLY</code> - This will block the user from adding Ranks to the skill in the Skill Tab.</li> <li><code>READONLY</code> is not valid when <code>VISIBLE</code> is set to <code>EXPORT</code> or <code>CSHEET</code>.</li> + <li><strong>.MOD Behavior:</strong> When modifying a skill with the <code>.MOD</code> tag, given an existing <code>VISIBLE</code> + tag, the data included in a new <code>VISIBLE</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>VISIBLE:YES</code></p> @@ -167,6 +204,12 @@ <p class="indent3">Shows the skill name on the Output sheet but not in PCGen.</p> <p class="indent2"><code>VISIBLE:ALWAYS|READONLY</code></p> <p class="indent3">Shows the skill name in PCGen and on the Output sheet but prohibits the user from adding ranks to it.</p> + <p class="indent1"><strong>.MOD Example (Overwriting):</strong></p> + <p class="indent2">Initial Skill: <code>Brachiation <tab> VISIBLE:EXPORT</code> + <p class="indent2">Modified By: <code>Brachiation.MOD <tab> VISIBLE:YES</code></p> + <p class="indent2">Is Equivalent To: <code>Brachiation <tab> VISIBLE:YES</code></p> + <p class="indent3">The modified "Brachiation" skill can be seen throughout the PCGen experience.</p> + <p></p> <hr> Modified: Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilestemplates.html =================================================================== --- Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilestemplates.html 2013-10-16 18:58:12 UTC (rev 21745) +++ Trunk/pcgen/docs/listfilepages/datafilestagpages/datafilestemplates.html 2013-10-16 20:13:15 UTC (rev 21746) @@ -66,7 +66,7 @@ <p class="indent2"><code>ADDLEVEL:Animal|6</code></p> <p class="indent3">Adds six levels of the Animal class to the character.</p> - <p class="indent1"><strong>.MOD Example:</strong></p> + <p class="indent1"><strong>.MOD Example (Included Separately):</strong></p> <p class="indent2">Initial Template: <code>Werewolf <tab> ADDLEVEL:Animal|2</code> <p class="indent2">Modified By: <code>Werewolf.MOD <tab> ADDLEVEL:Animal|1</code></p> <p class="indent2">Is Equivalent To: <code>Werewolf <tab> ADDLEVEL:Animal|2 <tab> ADDLEVEL:Animal|1</code>.</p> @@ -162,7 +162,7 @@ <ul class="indent2"> <li>Describes how much space the creature takes up.</li> <li>If only one number is used it is assumed to represent all sides.</li> - <li><strong>.MOD Behavior:</strong> When modifying a template, with the <code>.MOD</code> tag, given an existing <code>FACE</code> + <li><strong>.MOD Behavior:</strong> When modifying a template, with the <code>.MOD</code> tag, given an existing <code>FACE</code> tag, the data included in a new <code>FACE</code> tag will overwrite the existing tag data.</li> </ul> <p class="indent1">NOTE: For the SRD (3e), this tag is used for the Face statistic. For 3.5 rules this tag is used @@ -445,7 +445,7 @@ <p class="indent2"><code>LANGBONUS:TYPE=Spoken,Draconic</code></p> <p class="indent3">Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.</p> - <p class="indent1"><strong>.MOD Example:</strong></p> + <p class="indent1"><strong>.MOD Example (Appending):</strong></p> <p class="indent2">Initial Template: <code>Space Monkey <tab> LANGBONUS:Simian</code> <p class="indent2">Modified By: <code>Space Monkey.MOD <tab> LANGBONUS:Martian</code></p> <p class="indent2">Is Equivalent To: <code>Space Monkey <tab> LANGBONUS:Simian,Martian</code>.</p> This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |