Game Mode: Misc Info List File


*** 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 "Defence".


*** 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.


*** New

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".


*** New

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 5.4

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.


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.


*** New

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: 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.


*** New 5.5.2

Tag Name: FINESSEABLE:x

Variables Used (x): Bolean (YES or NO)

What it does:

Defines weather or not weapon finesse can be used with this wield catagory.

Defaults to 'No'.

Example:

FINESSABLE:Yes

Allows weapon finesse to be used with this wield catagory.

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 catagory.

Example:

HANDS:2

Weapon must be wielded with two hands.

Where it is used:

After a WIELDCATEGORY tag.


Tag Name: HEIGHTUNITABBREV:x

Variables Used (x): Text (The abbreviation for the unit of measurement used for character height).

What it does:

Sets the abbreviation for the unit of measure used for character height.

Example:

HEIGHTUNITABBREV:cm

Sets the abbreviated height unit to "cm".


*** New

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

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: 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 (Tootip 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".


Tag Name: MOVEUNIT:x

Variables Used (x): Text (The name of the unit of measure used for movement).

What it does:

Defines the name of the unit of measure used to indicate movement.

Example:

MOVEUNIT:Metres

Defines movement unit of measure as "Metres".


Tag Name: MOVEUNITABBREV:x

Variables Used (x): Text (The abbreviation of the name of the unit of measure used for movement).

What it does:

Defines the abbreviations for the name of the unit of measure used to indicate movement.

Example:

MOVEUNITABBREV:m

Defines abbreviated movement unit of measure as "m".


*** New

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.


*** 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.


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.


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.


*** New 5.5.2

Tag Name: SWITCH:x

Variables Used (x): Text (new name)

What it does:

Thw 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.


*** New

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.

Where it is used:

TAB Line.


*** New

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.


Tag Name: WEIGHTUNITABBREV:x

Variables Used (x): Text (The abbreviation for the unit of measurement used for character weight).

What it does:

Sets the abbreviation for the unit of measure used for character weight.

Example:

HEIGHTUNITABBREV:Kg

Defines abbreviated weight unit of measure as "Kg".


*** 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', 'ToLarge' and 'ToSmall' 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 atributes of the weapon category: HANDS, FINESSEABLE, SIZEDIFF, DAMAGEMULT, PREVARxxx and SWITCH.

Example:

WIELDCATEGORY:Light

Defines 'Light' weapon category.