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 (Current armor TYPE)
Variables Used (y): Text (New armor TYPE)
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 (Minimum 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 minimum of 1 and maximum of 50.
*** New
Tag Name: CHOOSE:EQBUILDER.SPELL|w|x|y|z
Variables Used (w): :Text (Spell Type, i.e. Arcane, Divine, Psionic, ANY)
Variables Used (x): :SCHOOL.Text (School Name, optional)
Variables Used (x): :SUBSCHOOL.Text (Sub-School Name, optional)
Variables Used (x): :DESCRIPTOR.Text (Descriptor Text, optional)
Variables Used (y): :Number (Minimum Level, optional, default 0)
Variables Used (z): :Number (Maximum Level, optional, default MAX_LEVEL)
What it does:
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
CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Illusion,DESCRIPTOR.Fear|SCHOOL.Abjuration
indicates Spells which are: (School Illusion AND Descriptor Fear) OR School Abjuration
*** New 5.10.1 RC3
Tag Name: CHOOSE:EQUIPMENT|x|x
Variables Used (x): TYPE=Text (Type Name)
What it does:
Example:
CHOOSE:EQUIPMENT|TYPE=Goods
A list of all equipement of type 'Goods'.
CHOOSE:EQUIPMENT|TYPE=Martial|TYPE=Finesseable
A list of all equipement of types 'Martial' and 'Finesseable'.
CHOOSE:EQUIPMENT|TYPE=Natural|TYPE=Bludgeoning
A list of all equipement of types 'Natural' and 'Bludgeoning'.
CHOOSE:EQUIPMENT|TYPE=Alchemical|TYPE=Consumable
A list of all equipement of types 'Alchemical' and 'Consumable'.
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: COSTDOUBLE:x
Variables Used (x): Boolian ('YES' or 'NO')
What it does:
Example:
COSTDOUBLE:YES
Cost of item is doubled.
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 5.11.4
Tag Name: (EQUIPNAME).MOD or .COPY or .CLEAR
Variables Used (x): Text (.MOD or .COPY or .CLEAR)
What it does:
Example:
Light-Duty Vest.COPY=Vest (Concealable/w.Outershell)
Copy the Equipment possesses the "Light-Duty Vest" identifyer to "Vest (Concealable/w.Outershell)" in all aspects.
Padded.MOD <tab> TYPE:Padded
Modifies the equiment "Padded".
Autofire.FORGET
Forget the equiment "Autofire".
*** New 5.11.0
Tag Name: FORMATCAT:x
Variables Used (x): FRONT
Variables Used (x): MIDDLE
Variables Used (x): PARENS
What it does:
Defines how the equipment modifier's name will be displayed when an equipment item name is being automatically generated. The valid values and their actions are listed below:
Example:
Masterwork[tab]FORMATCAT:PARENS[tab]NAMEOPT:TEXT=MW
when applied to a battleaxe would give battleaxe (MW)
MAGIC_PLUS_1[tab]FORMATCAT:FRONT[tab]NAMEOPT:TEXT=+1
when applied to a battleaxe would give +1 battleaxe
MAGIC_PLUS_1[tab]FORMATCAT:MIDDLE[tab]NAMEOPT:TEXT=+1
when applied to a battleaxe would give battleaxe +1
*** 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 supersedes 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".
*** Updated 5.9.8
Tag Name: NAMEOPT:x
Variables Used (x): NOLIST
Variables Used (x): NONAME
Variables Used (x): NORMAL
Variables Used (x): NOTHING
Variables Used (x): SPELL
Variables Used (x): TEXT=<text>
What it does:
This is used to set the naming convention used when an EQMOD is added to an equipment item. Without this tag the EQMOD name is added as is to the equipment name in parentheses after the original equipment name and separated from other EQMOD names by slashes. If an EQMOD has a CHOOSE in it normally the choice made will follow the name of the EQMOD in parentheses. Available options work as follows:
Example:
Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]
selecting "Craft (Armorsmithing)" in the chooser with:
Example:
NAMEOPT:SPELL
Customizing boots with an invisibility spell might generate: Boots (Invisibility/Extend Spell/Wizard/5th).
Tag Name: PLUS:x
Variables Used (x): Number
What it does:
The numeric value supplied is the plus of the item.
Example:
PLUS:1
Item is treated as +1.
Tag Name: PRETYPE:x,y,y
Variables Used (x): Number (The number of types that must match the specified requirements).
Variables Used (y): Text (Equipment type).
Variables Used (y): EQMODTYPE=y (Equipment Modifier type).
Variables Used (y): EQMOD=y (Equipment Modifier KEY).
What it does:
Make specific TYPES or Equipment Modifier a prerequisite.
Secondary syntax:
PRETYPE has a second older syntax which is still in use in the release files.
PRETYPE:Heavy,Armor|Shield
translates to: Must have "Heavy" AND "Armor" OR "Shield" types.Examples:
PRETYPE:1,Magic <tab> PRETYPE:1,Piercing,Slashing
Type must be magic and piercing or slashing
PREMULT:2,[PRETYPE:1,Magic],[PRETYPE:1,Piercing,Slashing]
This example, utilizing the PREMULT tag, accomplishes the same thing as the example above it but as it is one statement it can be attached to a BONUS statement.
!PRETYPE:1,Heavy
Type must NOT be Heavy
PRETYPE:1,EQMODTYPE=Mundane
Use to test for any modifier with "Mundane" type.
PRETYPE:1,EQMOD=IRONWOOD
Use to test for the "Ironwood" Equipment Modifier.
Examples of secondary syntax:
PRETYPE:Magic,Piercing,Slashing
Type must be Magic, Piercing and Slashing.
PRETYPE:Magic,Armor|Shield,Piercing,Slashing
Type must be Magic, Piercing, Slashing and (Armor OR Shield).
Tag Name: REPLACES:x,x
Variables Used (x): Number (Key Name)
What it does:
This is the list of eqmod keys that are replaced in the existing item by the specified eqmod 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".
SPROP:Unreliable (%CHOICE) <tab> CHOOSE:5%|10%|15%|20%|25%|30%|35%|40%|45%|50%|55%|60%|65%|70%|75%|80%|85%|90%|95%|100%
Chooser to select the level of unreliablty.
*** Updated 4.3.8
Tag Name: TYPE:x.x
Variables Used (x): Text (Type name)
What it does:
Example:
TYPE:Armor.Shield
Item is of the "Armor" & "Shield" types.
EDF Combat Armor.MOD <tab> TYPE:.CLEAR <tab> TYPE:Armor.Medium.Suit.Tactical.PL6
Modifies the item is of the "Armor" "Medium" "Suit" "Tactical" "PL6" 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.