*** New - Was DEFENSENAME.
Tag Name: ACNAME:x
Variables Used (x): Text (What you would like to call your game's Armor Class equivalent).
What it does:
Example:
ACNAME:Armor Class
The Armor Rating is defined as "Armor Class".
ACNAME:Defense
The Armor Rating is defined as "Defense".
*** New - Was DEFENSEABBREV.
Tag Name: ACABBREV:x
Variables Used (x): Text (How you would like your game's AC equivalent abbreviated).
What it does:
Determines name for abbreviation of displayed defensive value.
Example:
ACABBREV:AC
The Armor Rating abbreviation is defined as "AC".
ACABBREV:Def
The Armor Rating abbreviation is defined as "Def".
*** New 5.4
Tag Name: ACTYPE:x
Variables Used (x): Text (Name of the Armor Class Type being defined by the line).
What it does:
ACTYPE begins a new line will which defines which AC will be made available to output sheets, and how to calculate this AC.
A line beginning with ACTYPE will include an ADD tag and may also include a REMOVE tag.
Syntax:
ACTYPE:Name ADD:List Remove:List
Example:
ACTYPE:Total ADD:TOTAL
Defines the ACTYPE Total as the Total AC bonuses
ACTYPE:Touch ADD:TOTAL REMOVE:Armor|NaturalArmor|Shield
Defines the ACTYPE Touch as the Total AC minus Armor, NaturalArmor and Shield bonuses
*** New 5.4
Tag Name: ADD:x
Variables Used (x): Text (Name of a defined Armor Class Type).
Pre defined ACTYPEs:
What it does:
The ADD tag is used in lines beginning with ACTYPE. The ADD tag adds the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The ADD tag can be qualified with PRExxx tags.
Example:
ADD:TOTAL
Adds ACTYPE:TOTAL to the ACTYPE being defined in the ACTYPE line.
ADD:Shield
Adds ACTYPE:SHIELD to the ACTYPE being defined in the ACTYPE line.
Tag Name: ALLOWEDMODES:x
Variables Used (x): Text (A | delimited list of game modes).
What it does:
Lists game modes that are allowed to have their sources included with this source.
Example:
ALLOWEDMODES:DnD_v35e|DnD_Olerra
The 3.5 and Olerra sources can be safely included with this source
Tag Name: ALTHPABBREV:x
Variables Used (x): Text (What you want you games secondary HP equivalent to be abbreviated to).
What it does:
Sets the HP abbreviation for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab).
Example:
ALTHPABBREV:LP
The secondary HP holder abbreviation is defined as "LP".
ALTHPABBREV:Wnd
The secondary HP holder abbreviation is defined as "Wnd".
Tag Name: ALTHPNAME:x
Variables Used (x): Text (What you want you games secondary HP equivalent to be called).
What it does:
Sets the HP name for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab).
Example:
ALTHPNAME:Life Points
The secondary HP holder is defined as "Life Points".
ALTHPNAME:Wounds
The secondary HP holder is defined as "Wounds".
*** New 5.8.0
Tag Name: BABABBREV:x
Variables Used (x): Text (What the characters BAB should be called).
What it does:
Specifies the text to use for the abbreviation for Base Attack Bonus.
Example:
BABABBREV:OB
Displays OB: instead of BAB:.
*** New 5.4
Tag Name: BABATTCYC:x
Variables Used (x): Number (difference between a primary attack and the subsequent attack).
What it does:
Specifies the difference between a primary attack and the subsequent attack. e.g. for each attack after the first, subtract x to determine its bonus to hit.
Example:
BABATTCYC:5
Sets 5 as the difference between each attack in a cycle.
*** New 5.4
Tag Name: BABMAXATT:x
Variables Used (x): Number (maximum number of attacks as the BAB progresses).
What it does:
Specifies the maximum number of attacks as the BAB progresses.
Primary usage - to limit the number of displayed attacks on the OS's (modified by the 2 listed bonus tags - There is already support for additional attacks via the BONUS:COMBAT:ATTACKS and SECONDARYATTACKS tags.).
Example:
BABMAXATT:4
Sets 4 as the maximum number of attacks as the BAB progresses.
*** New 5.4
Tag Name: BABMAXLVL:x
Variables Used (x): Number (maximum level a characters BAB may progress to).
What it does:
Specifies the maximum level a characters BAB may progress to.
Example:
BABMAXLVL:20
Limits a characters BAB progression to a maximum of 20.
*** New 5.4
Tag Name: BABMINVAL:x
Variables Used (x): Number (minimum starting value for the BAB progressions).
What it does:
Specifies the starting minimum value for the BAB progressions to start from. (i.e. each subsequent attack must be at least +x before being reported)
Example:
BABMINVAL:1
Sets the starting minimum value for the BAB progressions to 1.
Tag Name: BONUSFEATLEVELSTARTINTERVAL:x|y
Variables Used (x): Number (Level where bonus feats would begin (first bonus feat awarded at this level).
Variables Used (y): Number (Level increment to get more feats - e.g. 3 for every third level).
What it does:
Example:
BONUSFEATLEVELSTARTINTERVAL:1|0
Character would get one bonus feat at creation and never again after that.
BONUSFEATLEVELSTARTINTERVAL:3|3
Character would get a bonus feat every three levels, starting at level 3.
BONUSFEATLEVELSTARTINTERVAL:2|3
Character would get a bonus feat every three levels, starting at level 2.
*** New 5.9.5
Tag Name: BONUSSTACKS:x.x
Variables Used (x): Text (Bonus Type)
What it does:
This is a list of all bonuses which stack. Tags which do not have a TYPE=label parameter are assumed to stack, tags which do have a TYPE=label parameter do not normally stack. Some games have exceptions to this rule and list specific types which always do stack. In the fantasy gameModes Dodge and Circumstance always stack. This tag lists those exceptions. The Types can be listed all in one tag or multiple tags can be used.
Example:
BONUSSTACKS:Defense.Dodge.Circumstance.NotRanged.NotFlatFooted
The listed Types will stack.
BONUSSTACKS:Defense
BONUSSTACKS:Dodge
BONUSSTACKS:Circumstance
BONUSSTACKS:NotRanged
BONUSSTACKS:NotFlatFooted
The listed Types will stack.
Tag Name: BONUSSTATLEVELSTARTINTERVAL:x|y
Variables Used (x): Number (Level where stat bonuses would begin - first stat bonus awarded at this level)
Variables Used (y): Number (Level increment to get more feats - e.g. 3 for every third level)
What it does:
Example:
BONUSSTATLEVELSTARTINTERVAL:1|0
Character would get one bonus stat point at creation and never again after that.
BONUSSTATLEVELSTARTINTERVAL:4|4
Character would get a bonus stat point every four levels, starting at level 4.
BONUSSTATLEVELSTARTINTERVAL:2|3
Character would get a bonus stat point every three levels, starting at level 2.
*** New 5.4
Tag Name: CHECKSMAXLEVEL:x
Variables Used (x): Number (maximum level a characters base-saves may progress to).
What it does:
Specifies the maximum level a characters base-saves may progress to.
Example:
CHECKSMAXLVL:20
Sets the maximum level a characters base-saves may progress to at 20.
Tag Name: CLASSTYPE:x
Variables Used (x): Text (Contains the Class Type.)
Pre defined CLASSTYPEs:
What it does:
Indicates which type of Class will have some default rules changed around the areas of CR Formula, Monster Classification and XP Penalties.
Example:
CLASSTYPE:PC
Indicates that classes of type PC will be affected by some additional rules for this game mode.
Tag Name: CONTEXT:x
Variables Used (x): Text (Contains the file path and filename of the context help file for the TAB at the beginning of the line).
What it does:
Indicates which help file will be displayed for context help for the associated TAB.
Example:
CONTEXT:sectionheadingpages\walkthroughpages\Main\maintabability.html
Indicates which help file will be displayed for context help for the associated TAB.
Where it is used:
TAB Line.
Tag Name: CRFORMULA:x
Variables Used (x): Formula (a standard PCGen LST formula).
What it does:
Specifies the formula to be used when calculating the CR.
Example:
CRFORMULA:CL
CR's will be calculated by CL (Class Level).
Where it is used:
CLASSTYPE Line.
Tag Name: CURRENCYUNIT:x
Variables Used (x): Text (The name of the standard unit of currency for this game mode).
What it does:
Sets the name for the standard currency.
Example:
CURRENTCYUNIT:Credit
Sets the currency unit to "Credit".
Tag Name: CURRENCYUNITABBREV:x
Variables Used (x): Text (The abbreviation for the name of the standard unit of currency for this game mode).
What it does:
Sets the abbreviation for the name of the standard currency.
Example:
CURRENTCYUNITABBREV:Cr
Sets the abbreviated currency unit to "Cr".
*** New 5.5.2
Tag Name: DAMAGEMULT:x=y,x=y
Variables Used (x): Number (number of hands used to wield this weapon)
Variables Used (y): Number (damage multiplier)
What it does:
Used to compute damage multiplier for wielding with two hands vs one hand, etc.
Example:
DAMAGEMULT:1=1,2=1.5
The damage multiplier becomes 1.5 if wielded two handed.
Where it is used:
After a WIELDCATEGORY tag.
Tag Name: DISPLAYORDER:x
Variables Used (x): Number (Order of priority)
What it does:
Used to determine order of display in summary.
Example:
DISPLAYORDER:1
The file will show this as the first file.
*** New 5.9.1
Tag Name: DEFAULTUNITSET:x
Variables Used (x): Text (Name of the Default unit Set)
What it does:
Sets the Default Unit Set used by the game mode.
Unit sets can be changed on the language tab of the preferences dialog.
If this tag is not present the game mode will default to Imperial.
Example:
DEFAULTUNITSET:Imperial
Set Imperial as the Unit Set used by the game mode.
*** New 5.9.5
Tag Name: DISTANCEFACTOR:x
Variables Used (x): Text (Distance factor).
What it does:
Used in UNITSET lines to define the distance factor of the unit set. Distance is multiplied by the unit sets DISTANCEFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1.
Where it is used:
Used in UNITSET lines.
Example:
DISTANCEFACTOR:0.3
Defines the distance factor as "0.3".
*** New 5.9.5
Tag Name: DISTANCEPATTERN:x
Variables Used (x): Text (Distance unit pattern).
What it does:
Used in UNITSET lines to define the distance unit pattern of the unit set. The 'pattern' string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here.
Where it is used:
Used in UNITSET lines.
Example:
DISTANCEPATTERN:#
Defines the distance unit abbreviation as "#".
*** New 5.9.5
Tag Name: DISTANCEPATTERN:x
Variables Used (x): Text (Distance unit pattern).
What it does:
Used in UNITSET lines to define the distance unit pattern of the unit set. The 'pattern' string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here.
Where it is used:
Used in UNITSET lines.
Example:
DISTANCEPATTERN:#
Defines the distance unit abbreviation as "#".
*** New 5.9.5
Tag Name: DISTANCEUNIT:x
Variables Used (x): Text (Distance unit abbreviation).
What it does:
Used in UNITSET lines to define the distance unit abbreviation of the unit set. The string 'unit' is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with '~'.
Where it is used:
Used in UNITSET lines.
Example:
DISTANCEUNIT:ft.
Defines the distance unit abbreviation as "ft.".
*** New 5.5.2
Tag Name: FINESSEABLE:x
Variables Used (x): Boolean (YES or NO)
What it does:
Defines weather or not weapon finesse can be used with this wield category.
Defaults to 'No'.
Example:
FINESSABLE:Yes
Allows weapon finesse to be used with this wield category.
Where it is used:
After a WIELDCATEGORY tag.
*** New 5.5.2
Tag Name: HANDS:x
Variables Used (x): Number (minimum number of hands)
What it does:
Defines the minimum number of hands needed to wield the weapon for the wield category.
Example:
HANDS:2
Weapon must be wielded with two hands.
Where it is used:
After a WIELDCATEGORY tag.
*** New 5.9.5
Tag Name: HEIGHTFACTOR:x
Variables Used (x): Number (Height Factor).
What it does:
Used in UNITSET lines to define the height factor of the unit set. Height is multiplied by the unit sets HEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1.
Where it is used:
Used in UNITSET lines.
Example:
HEIGHTUNIT:2.54
Defines the height factored as "2.54".
*** New 5.9.5
Tag Name: HEIGHTPATTERN:x
Variables Used (x): Text (Distance unit pattern).
What it does:
Used in UNITSET lines to define the distance unit pattern of the unit set. The 'pattern' string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here.
Where it is used:
Used in UNITSET lines.
Example:
HEIGHTPATTERN:#
Defines the distance unit pattern as "#".
*** New 5.9.5
Tag Name: HEIGHTUNIT:x
Variables Used (x): Text (Height abbreviation).
What it does:
Used in UNITSET lines to define the height unit abbreviation of the unit set. The string 'unit' is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with '~'. The string 'ftin' is hard-coded to give results of the format x'y".
Where it is used:
Used in UNITSET lines.
Example:
HEIGHTUNIT:cm
Defines the height unit abbreviation as "cm".
*** Removed. This is now defined by the HEIGHTUNIT tag.
Tag Name: HEIGHTUNITABBREV:x
*** New 5.8.0
Tag Name: HIDDENEQUIPTYPES:x|x
Variables Used (x): Text (Equipment Type to hide in the GUI).
What it does:
Any equipment type specified will not be displayed as a Type in the GUI. The equipment itself will still be visible.
Examples:
HIDDENEQUIPTYPES:Standard|Resizable|Specific|Magic|Thief|Scribe|Wizard|Tools
Hides the listed equipment Types within the GUI.
*** New 5.8.0
Tag Name: HIDDENFEATTYPES:x|x
Variables Used (x): Text (Feat Type to hide in the GUI).
What it does:
Any feat type specified will not be displayed as a Type in the GUI. The feat itself will still be visible.
Examples:
HIDDENEQUIPTYPES:Standard|Resizable|Specific|Magic|Thief|Scribe|Wizard|Tools
Hides the listed equipment Types within the GUI.
*** New 5.8.0
Tag Name: HIDDENSKILLTYPES:x|x
Variables Used (x): Text (Skill Type to hide in the GUI).
What it does:
Any skill type specified will not be displayed as a Type in the GUI. The skill itself will still be visible.
Examples:
HIDDENSKILLTYPES:St|Co|Ag|Qu|Pr|SD|In|Re
Hides the listed skill Types within the GUI.
Tag Name: HPABBREV:x
Variables Used (x): Text (What you would like your games primary HP equivalent to be abbreviated to).
What it does:
Sets the HP abbreviation for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP button on the class tab).
Examples:
HPABBREV:HP
Sets the abbreviated primary hit point unit to "HP".
HPABBREV:EP
Sets the abbreviated primary hit point unit to "EP".
*** New 5.8.0
Tag Name: HPFORMULA:x
Variables Used (x): Formula (How to calculate total HP for a character).
What it does:
Examples:
HPFORMULA:SKILLTOTAL=Endurance
Sets the HP total for a character equal to its skill bonus in the Endurance skill.
Tag Name: HPNAME:x
Variables Used (x): Text (What you want you games primary HP equivalent to be called).
What it does:
Sets the HP name for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP pop-up from classes).
Examples:
HPNAME:Hit Points
Sets the primary hit point unit to "Hit Points".
HPNAME:Energy Points
Sets the primary hit point unit to "Energy Points".
Tag Name: ISMONSTER:x
Variables Used (x): Text (YES or NO).
What it does:
Specifies whether it is a Monster or not.
Example:
MONSTER:YES
This is a Monster.
Where it is used:
CLASSTYPE Line.
Tag Name: LEVELMSG:x
Variables Used (x): Text (Message you would like displayed for level-up).
What it does:
This is the message displayed when experience manually added to character will allow character to advance a level.
Example:
LEVELMSG:You may qualify for a new level
Sets the level up message.
Tag Name: MENUENTRY:x
Variables Used (x): Text (Text you want displayed as a menu item under the settings/campaign menu).
What it does:
Defines menu entries under Settings->Campaign (Use & for mnemonic, && for &).
Example:
&S&&M
Defines a menu entry that will display as "S&M".
Tag Name: MENUTOOLTIP:x
Variables Used (x): Text (Tooltip to be displayed for the previous MENUENTRY).
What it does:
Defines the tooltip displayed for the previously defined menuentry.
Example:
MENUTOOLTIP:
Defines a menu entry tooltip that will display as "Use 3e character creation settings".
*** New 5.9.3
Tag Name: METHOD:x
Variables Used (x): Formula (Random Stat rolling method formula).
What it does:
Follows a ROLLMETHOD tag and defines the dice formula used.
Where is this used:
In a ROLLMETHOD line.
Example:
ROLLMETHOD:3d6 <tab> METHOD:3d6
Menu displays "3d6" as the label for this method and simulates rolling 3 six sided dice.
ROLLMETHOD:4d6 drop lowest <tab> METHOD:roll(4,6,[2,3,4])
Simulates rolling 4 six sided dice and dropping the lowest.
ROLLMETHOD:5d6 drop 2 lowest <tab> METHOD:roll(5,6,[3,4,5])
Simulates rolling 5 six sided dice and dropping the 2 lowest.
*** Removed. This is now defined in the unitSet.lst file.
Tag Name: MOVEUNIT:x
*** Removed. This is now defined in the unitSet.lst file.
Tag Name: MOVEUNITABBREV:x
Tag Name: NAME:x
Variables Used (x): Text (What you would like displayed as the name of the tab).
What it does:
If this tag is set to in_tabname (ie: in_abilities) it will pull the tab name from the language files (for internationalization).
Examples:
NAME:Domains
Defines tab name as "Domains".
NAME:Overview
Defines tab name as "Overview".
Where it is used:
TAB Line.
Tag Name: POINTPOOLNAME:x
Variables Used (x): Text (Name of the point buy method - MUST have a matching entry in pointbuymethod.lst file).
What it does:
The POINTPOOLNAME tag is used to make a default choice for a GameMode's preferred method of PointPooling for Stat creation, and makes reference to a tag in the pointbuymethods.lst.
Example:
POINTPOOLNAME:Harp
Means that PCGEN will use the Harp Point Pool default for stat creation.
*** New 5.8.0
Tag Name: RANKMODFORMULA:x
Variables Used (x): Formula (Formula to calculate skill bonus)
What it does:
Example:
RANKMODFORMULA:IF($$RANK$$>20,50+$$RANK$$,IF($$RANK$$>10,50+($$RANK$$-10)*2,IF($$RANK$$>0,$$RANK$$*5,-25)))-$$RANK$$
The first 10 ranks of a skill will each give +5 bonus to the skill total. The next 10 give a +2 bonus and any additional ranks give a +1 bonus to skill total. A skill without ranks has a bonus of -25. (This is HARP's skill point system.)
*** New 5.4
Tag Name: REMOVE:x
Variables Used (x): Text (Name of a defined Armor Class Type).
Pre defined ACTYPEs:
What it does:
The REMOVE tag is used in lines beginning with ACTYPE. The REMOVE tag subtracts the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The REMOVE tag can be qualified with PRExxx tags.
Example:
REMOVE:Base
Subtracts ACTYPE:Base to the ACTYPE being defined in the ACTYPE line.
REMOVE:Shield
Subtracts ACTYPE:Shield to the ACTYPE being defined in the ACTYPE line.
*** New 5.9.3
Tag Name: ROLLMETHOD:x
Variables Used (x): Text (Description of random Stat rolling method).
What it does:
Begins a line which adds a random dice rolling method to generate stats. This tag is followed by the METHOD tag which defines the actual dice formula. See the entry for METHOD for syntax usage. When a ROLLMETHOD has been added to a miscinfo.lst file it will appear in it's own menu under the abilities preference pane as an option to generate ability stats. If selected this will cause a button labeled Roll to appear in the Summary window allowing the user to regenerate ability scores using the method selected.
Example:
ROLLMETHOD:3d6 <tab> METHOD:3d6
Menu displays "3d6" as the label for this method and simulates rolling 3 six sided dice.
ROLLMETHOD:4d6 drop lowest <tab> METHOD:roll(4,6,[2,3,4])
Menu displays "4d6 drop lowest" as the label for this method.
ROLLMETHOD:5d6 drop 2 lowest <tab> METHOD:roll(5,6,[3,4,5])
Menu displays "5d6 drop 2 lowest" as the label for this method.
Tag Name: SHOWCLASSDEFENSE:x
Variables Used (x): Boolean (YES or NO).
What it does:
Example:
SHOWCLASSDEFENSE:YES
Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed.
*** Deprecated - Use TAB instead.
Tag Name: SHOWTAB:x|y
*** New 5.5.2
Tag Name: SIZEDIFF:x
Variables Used (x): Number (effective object size difference)
What it does:
Defines the effective object size difference from the base Weapon size.
This is used for the Object Size computations within the java code.
Example:
SIZEDIFF:-1
If this weapon was Medium sized, then this weapon would have a Small object size.
Where it is used:
After a WIELDCATEGORY tag.
*** New 5.8.0
Tag Name: SKILLCOST_CLASS:x
Variables Used (x): Number (The cost of one skill rank for a class skill)
What it does:
Specifies the cost of one rank of a class skill.
Example:
SKILLCOST_CLASS:1
Sets the cost of one rank of a class skill to one skill point.
*** New 5.8.0
Tag Name: SKILLCOST_CROSSCLASS:x
Variables Used (x): Number (The cost of one skill rank for a cross class skill)
What it does:
Specifies the cost of one rank of a cross class skill.
Example:
SKILLCOST_CROSSCLASS:2
Sets the cost of one rank of a cross class skill to two skill points.
*** New 5.8.0
Tag Name: SKILLCOST_EXCLUSIVE:x
Variables Used (x): Number (The cost of one skill rank for an exclusive skill)
What it does:
Specifies the cost of one rank of an exclusive skill.
Example:
SKILLCOST_EXCLUSIVE:1
Sets the cost of one rank of an exclusive skill to one skill point.
Tag Name: SKILLMULTIPLIER:x|x
Variables Used (x): Number (The skill multiplier for the level - level is based on position).
What it does:
Examples:
SKILLMULTIPLIER:4
Character gets 4x the normal amount of skills, at 1st level.
SKILLMULTIPLIER:2|2|2
Character gets 2x the normal amount of skills, at 1st, 2nd, and 3rd level.
SKILLMULTIPLIER:10|4
Character get 10x the normal amount of skills at 1st level and 4x the normal amount of skills at 2nd level.
Tag Name: SPELLBASEDC:x
Variables Used (x): Formula (used to determine a spells base DC)
What it does:
This formula is used to determine the starting BASE DC for a spell.
Example:
SPELLBASEDC:10+SPELLLEVEL+BASESPELLSTAT
Takes the number 10 as the starting point, then it adds the spells level and finally the primary stat bonus of the caster to come to the total.
Tag Name: SPELLRANGE:x
Variables Used (x)|(y): Text Name|Formula
What it does:
Takes the defined name and uses the formula to replace the name in the Spells.lst under the range.
Each value is a seperate TAG
Example:
SPELLRANGE:CLOSE|floor(CASTERLEVEL/2)*5+25
Range value would be the caster's level divided by 2 with then times by 5 and add 25 to come to the final value entered
Example: Caster level 2 would return a value of 30
SPELLRANGE:MEDIUM|(CASTERLEVEL*10)+100
Formula would determine medium to be the caster's level times 10 + 100
SPELLRANGE:LONG|(CASTERLEVEL*40)+400
Formula returns a long value based upon the caster level times 40 plus 400
Where it is used:
Miscinfo file .
*** New 5.9
Tag Name: SQUARESIZE:x
Variables Used (x): Number (in feet).
What it does:
Specifies the size of a battlemap square in feet
Example:
SQUARESIZE:5
Sets the size of a battlemap square to 5 feet.
*** New 5.5.2
Tag Name: SWITCH:x
Variables Used (x): Text (new name)
What it does:
The new name is one of the defined WIELDCATEGORY names.
This is coupled with a PREVARxx:formula to figure the effective wield category of a weapon based on PC size. Standard PRExxx formulas used to compute size difference between weapon and PC. If the PREVARxxx formula is true, then the SWITCH type is applied. This allows changes in effective wield category based on weapon and PC size.
Example:
SWITCH:Light
Wield category is switched to 'Light'.
Where it is used:
After a WIELDCATEGORY tag with a PREVARxx statement in it.
Tag Name: TAB:x
Variables Used (x): Text (Tab Name).
What it does:
Example:
TAB:SUMMARY
Indicates that the line will effect the "Summary" tab.
Note:
If the game mode doesn't support the TAB, you must use the Tag VISIBLE:NO.
Where it is used:
TAB Line.
*** New 5.9.5
Tag Name: UNITSET:x
Variables Used (x): Text (Name of the Unit Set).
What it does:
UNITSET begins a line which defines a system of measurements such as Imperial or Metric. Unit sets can be selected on the language tab of the preferences dialog, by name. The Unit set in which the data is native should always have a factor of 1. The Default Unit Set is set in the miscinfo.lst file with the DEFAULTUNITSET tag and will default to Imperial if not present.
Tags used in UNITSET lines:
Example:
UNITSET:Imperial
Defines a Unit Set named Imperial.
Tag Name: VISIBLE:x
Variables Used (x): Text (What you would like displayed as the name of the tab).
What it does:
Example:
VISIBLE:NO
Used to keep the tab from displaying in the GUI.
Where it is used:
TAB Line.
*** New 5.8.0
Tag Name: WEAPONNONPROFPENALTY:x
Variables Used (x): Number (The penalty to be applied)
What it does:
Defines the penalty to attack for not being proficient.
Example:
WEAPONNONPROFPENALTY:-4
Defines a -4 penalty to attack for not being proficient in a weapon.
*** New 5.9.5
Tag Name: WEIGHTFACTOR:x
Variables Used (x): Text (Weight factor).
What it does:
Used in UNITSET lines to define the weight factor of the unit set. Weight is multiplied by the unit sets WEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1.
Where it is used:
Used in UNITSET lines.
Example:
WEIGHTFACTOR:0.5
Defines the weight factor as "0.5".
*** New 5.9.5
Tag Name: WEIGHTPATTERN:x
Variables Used (x): Text (Weight unit pattern).
What it does:
Used in UNITSET lines to define the weight unit pattern. The 'pattern' string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here.
Where it is used:
Used in UNITSET lines.
Example:
WEIGHTPATTERN:#.##
Will display a numerical value using fractions after the decimal point.
*** New 5.9.5
Tag Name: WEIGHTUNIT:x
Variables Used (x): Text (Weight unit abbreviation).
What it does:
Used in UNITSET lines to define the weight unit abbreviation of the unit set. The string 'unit' is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with '~'.
Where it is used:
Used in UNITSET lines.
Example:
WEIGHTUNIT:lbs.
Defines the weight unit abbreviation as "lbs.".
*** Removed. This is now defined by the WEIGHTUNIT tag.
Tag Name: WEIGHTUNITABBREV:x
*** New 5.5.2
Tag Name: WIELDCATEGORY:x
Variables Used (x): Text (Name of wield category)
What it does:
Defines how PCGen handles differences between PC size and Weapon size based on the weapons WIELD tag.
Name is the target of the weapons WIELD tag such as 'Light', 'OneHanded' or 'TwoHanded'.
There are three computation categories defined, 'Unusable', 'TooLarge' and 'TooSmall' which are used for oversized or undersized weapons.
WIELDCATEGORY defines the name of the weapon category and is the first tag in the line, the following tags can be used after WIELDCATEGORY to define other attributes of the weapon category: HANDS, FINESSEABLE, SIZEDIFF, DAMAGEMULT, PREVARxxx and SWITCH.
Example:
WIELDCATEGORY:Light
Defines 'Light' weapon category.
Tag Name: XPPENALTY:x
Variables Used (x): Text (YES or NO).
What it does:
Specifies whether a XP Penalty should be applied.
Example:
XPPENALTY:YES
A Penalty to XP will be applied.
Where it is used:
CLASSTYPE Line.