Equipment Modification Files

The first field in the equipmods.lst files must be the name of the modifier, after that, the tags do not need to be in any special order.


Tag Name: ADDPROF:x.x

Variables Used (x): Text (proficiency name)

What it does:

This will take the base items required proficiency and assign it the type specified.

Example:

ADDPROF:Exotic.Heavy

Item requires the "Exotic" and "Heavy" proficiencies.


Tag Name: ARMORTYPE:x|y

Variables Used (x): Text (what the armor proficiency currently is)

Variables Used (y): Text (type is what it will become)

What it does:

This will change the armor type and is | (pipe) delimited.

Example:

ARMORTYPE:Medium|Heavy

Changes the armor type from "Medium" to "Heavy".


Tag Name: ASSIGNTOALL:x

Variables Used (x): Boolean (YES)

What it does:

This is for double weapons only. If this tag is present then the modifiers will be applied to both heads.

Example:

ASSIGNTOALL:YES

Assigns modifiers to both heads.


Tag Name: CHARGES:x|y

Variables Used (x): Number (Minumum number of charges)

Variables Used (y): Number (Maximum number of charges)

What it does:

Sets the charges for a magic item.

Example:

CHARGES:1|50

Sets the charges for a magic item at a minumum of 1 and maximum of 50.


Tag Name: COST:x

Variables Used (x): Number (Cost or Formula)

What it does:

Example:

COST:300

Adds 300 gold to the equipments cost.

COST:BASECOST/2

Adds half the base cost of the equipment to the cost.

COST:500*WT

Adds 500 gold per lb. to the equipments cost.

COST:((BASECOST/50)*%CHARGES)-BASECOST

Assuming this modifier adds 50 charges to the item, this formula makes the value of a charge one fiftieth of the basecost making the cost of the equipment proportional to the number of charges left in it.

COST:(25*((%SPELLLEVEL)MAX(1/2))*%CASTERLEVEL)+%SPELLCOST+(5*%SPELLXPCOST)

This is the cost formula from a scroll EQMOD.


Tag Name: COSTPRE:x

Variables Used (x): Number (Cost before resizing)

What it does:

The cost applied to the equipment before resizing an item occurs.

Example:

COSTPRE:100

Item cost is 100 gold before resizing.


*** New

Tag Name: EQBUILDER.SPELL|u|v|w|x|y|z

Variables Used (u): :Text (spell type: Arcane, Divine, Psionic, ANY)

Variables Used (v): :Text (SCHOOL)

Variables Used (w): :Text (SUBSCHOOL)

Variables Used (x): :Text (DESCRIPTOR)

Variables Used (y): :Number (Minimum Level)

Variables Used (z): :Number (Maximum Level)

What it does:

Used in conjunction with CHOOSE: it allows magic/psionic items with a specific TYPE/SCHOOL/SUBSCHOOL/DESCRIPTOR filtering. Minimum and maximum level of spell may be set by using the y|z options, but are optional. If there is no numbers then y = 0 and z = MAX_LEVEL. If there is one number present, y = number and z = MAX_LEVEL. if there are two numbers, y = number1 and z = number2.

Example:

CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment;SUBSCHOOL.Compulsion

Show all spells that are Evocation AND Compulsion.

CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment|SCHOOL.Abjuration

Show all spells that are Evocation OR Abjuration.

CHOOSE:EQBUILDER.SPELL|Arcane,Divine|0|3

Allows the user to quickly generate a minor scroll

CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Evocation|0|3

Allows the user to quickly generate a minor wand with only evocation spells

CHOOSE:EQBUILDER.SPELL|Psionics|0|3

Allows a minor powerstone


*** New 5.7.15

Tag Name: FUMBLERANGE:x

Variables Used (x): Text (Equipment fumble range)

What it does:

This is text which indicates the equipments fumble or error range. This tag may also be used in Equipment lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supercedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).

Example:

FUMBLERANGE:1-3

Indicates and error range of 1-3.

FUMBLERANGE:Natural 1

Indicates and error range of a natural 1.


Tag Name: IGNORES:x,x

Variables Used (x): Text (List of Keys)

What it does:

This is a , (comma) delimited list of Keys that the modifier will ignore when making custom items.

Example:

IGNORES:ARMRMW,WEAPWM

The "ARMRMW" & "WEAPWM" keys are ignored.


Tag Name: ITYPE:x.x

Variables Used (x): Text (Type Name)

What it does:

This is a . (period) delimited list of types that will be granted, in addition to any existing types, to the item being created.

Example:

ITYPE:Magic.Ranged.Thrown

The item gains the types "Magic", "Ranged" & "Thrown".


Tag Name: KEY:x

Variables Used (x): Text (Key Name)

What it does:

This is a unique descriptor for the modifier. It allows several modifiers to have the same name, which is usefull if several are needed for different equipment types. KEY's must be universally unique. Make sure you don't use anything that's is used in any other source you load. And don't just take out the KEY and use the name. Equipment modifier's will work without a KEY but work much better using the KEY than the name.

Examples:

The following list of keys covers all those used in the SRD(including psionics)/RSRD/MSRD files.

Creates the key.


Tag Name: NAMEOPT:x

Variables Used (x): NOLIST

Variables Used (x): NONAME

Variables Used (x): NORMAL

What it does:

This is used to determine the naming convention when offering a choice of skills to apply this modifier to.

Example:

Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]

selecting "Craft (Armorsmithing)" in the chooser with:


Tag Name: PLUS:x

Variables Used (x): Number (Key Name)

What it does:

The numeric value supplied is the plus of the item.

Example:

PLUS:1

Item is treated as +1.


Tag Name: REPLACES:x,x

Variables Used (x): Number (Key Name)

What it does:

This is the list of keys that are replaced in the existing item by the specified keys in this tag.

Example:

REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5

Replaces keys "WEAP+1", "WEAP+2", "WEAP+3", "WEAP+4" or "WEAP+5" with the keys specified in this tag.


*** Updated 5.7.7

Tag Name: SPROP:x

Variables Used (x): Text (Special property)

What it does:

Examples:

SPROP:Shines with an inner light

Output sheet reads "Shines with an inner light" under the item.

SPROP:Squash code bugs % times per day|TL

For a 5th level character the output sheet would read "Squash code bugs 5 times per day" under the item.

SPROP:+2 against undead|PRECLASS:Paladin=1

Outputs the text if the character has at least 1 level of Paladin.

SPROP:+% vs. code bugs|ColaIntake|PRESKILL:1,Programming=10

If the character has the Programming skill of at least 10 and the variable "ColaIntake" is defined as equal to 4 then the output sheet reads "+4 vs. code bugs".

SPROP:+2 against %CHOICE

If one of the choices offered by the EQMOD were "Dragons" the SPROP might read "+2 against Dragons".


*** Updated 4.3.8

Tag Name: TYPE:x.x

Variables Used (x): Number (Type Name)

What it does:

Example:

TYPE:Armor.Shield

Item is of the "Armor" & "Shield" types.


Tag Name: VISIBLE:x

Variables Used (x): Text (Yes, No, or Qualify)

What it does:

Example:

VISIBLE:Yes

This will always show the modifier in the customizer window.