# 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.

`SCP_STD.MOD`

The item named "SCP_STD" is to be modified.

`Autofire.FORGET`

The item named "Autofire" is to be forgotten.

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.

Default Value:

`NO`

Tag Name: BONUS:EQM|HANDS|x|y

Variables Used (x): Number, variable or formula (Number of hands)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the number of hands required for the item.
- See Global Bonus for more information on bonus types.

Examples:

`BONUS:EQM|HANDS|1`

Sets the number of hands required by the item to one.

`BONUS:EQM|HANDS|-EQHANDS`

Sets the number of hands required by the item to zero.

Tag Name: BONUS:EQM|WEIGHTADD|x|y

Variables Used (x): Number, variable or formula (Weight added)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the weight of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQM|WEIGHTADD|0.5`

Adds half a weight unit to the item's weight.

`BONUS:EQM|WEIGHTADD|-10|TYPE=Enhancement`

Subtracts 10 from the item's weight due to enhancement.

Tag Name: BONUS:EQM|WEIGHTDIV|x|y

Variables Used (x): Number, variable or formula (Weight divisor)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the weight of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQM|WEIGHTDIV|2`

Divides the weight of the item in half.

`BONUS:EQM|WEIGHTDIV|2|TYPE=Enhancement.REPLACE`

Divides the weight of the item in half, replaces the original amount by enhancement.

Tag Name: BONUS:EQM|WEIGHTMULT|x|y

Variables Used (x): Number, variable or formula (Weight multiplier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the weight of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQM|WEIGHTMULT|2`

Doubles the weight of the item.

`BONUS:EQM|WEIGHTMULT|1.2|TYPE=Enhancement`

Multiples the weight of the item by 1.2 by enhancement.

Tag Name: BONUS:EQMARMOR|ACCHECK|x|y

Variables Used (x): Number, variable or formula (Armor check penalty)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the armor check penalty of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMARMOR|ACCHECK|3`

Decreases the armor check penalty by 3.

`BONUS:EQMARMOR|ACCHECK|2|TYPE=Enhancement`

Decreases the armor check penalty by 2 by enhancement.

Tag Name: BONUS:EQMARMOR|EDR|x|y

Variables Used (x): Number, variable or formula (Damage resistance modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the EDR (Effective damage resistance) of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMARMOR|EDR|1`

Makes the damage resistance for the armor 1 higher.

Tag Name: BONUS:EQMARMOR|MAXDEX|x|x

Variables Used (x): Number, variable or formula (Max dex modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the maximum dexterity applicable to users of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMARMOR|MAXDEX|2`

Increases maximum dexterity bonus of the armor by 2.

`BONUS:EQMARMOR|MAXDEX|2|TYPE=Enhancement`

Increases maximum dexterity bonus of the armor by 2, by enhancement.

Tag Name: BONUS:EQMARMOR|SPELLFAILURE|x|y

Variables Used (x): Number, variable or formula (Spell failure modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the spell failure percentage applicable to users of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMARMOR|SPELLFAILURE|-10`

Decreases the spell failure chance of the armor by 10%.

`BONUS:EQMARMOR|SPELLFAILURE|-10|TYPE=Enhancement`

Decreases the spell failure chance of the armor by 10% by enhancement.

Tag Name: BONUS:EQMWEAPON|CRITRANGEADD|x|y

Variables Used (x): Number, variable or formula (Critical range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the critical range of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMWEAPON|CRITRANGEADD|1`

Increases the critical threat range of the weapon by 1.

Tag Name: BONUS:EQMWEAPON|CRITRANGEDOUBLE|x|y

Variables Used (x): Number, variable or formula (Critical range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the critical range of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMWEAPON|CRITRANGEDOUBLE|1`

Doubles the critical threat range of the weapon.

`BONUS:EQMWEAPON|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit`

Adds one to the non-stacking-critical threat range of the weapon.

Tag Name: BONUS:EQMWEAPON|DAMAGESIZE|x|y

Variables Used (x): Number, variable or formula (Damage size modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the damage size of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMWEAPON|DAMAGESIZE|1`

Modifies the weapon's damage as if it were 1 size larger.

Tag Name: BONUS:EQMWEAPON|RANGEADD|x|y

Variables Used (x): Number, variable or formula (Range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the range of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMWEAPON|RANGEADD|10`

Adds 10 distance units to the weapon's range.

`BONUS:EQMWEAPON|RANGEADD|5|TYPE=CONVERSION`

Adds 5 distance units to the weapon's range by conversion.

Tag Name: BONUS:EQMWEAPON|RANGEMULT|x|y

Variables Used (x): Number, variable or formula (Range multiplier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

- Modifies the range of the item.
- See Global Bonus for more information on bonus types.

Example:

`BONUS:EQMWEAPON|RANGEMULT|2`

Doubles the range of the weapon.

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 5.13.9

Tag Name: CHOOSE:ABILITY|x|y,y

Variables Used (x): Text (Ability category)

Variables Used (y): Text (Ability name)

Variables Used (y): TYPE=Text (Ability type)

What it does:

- Will present a list of abilities, by name and/or type, of the specified category.
- At least one ability or ability type must be designated for this tag to function properly.

Example:

`CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities`

A list of all "Rogue Abilities" type feats will be presented.

*** Updated 5.14.0

Tag Name: CHOOSE:EQBUILDER.SPELL|w|x|y|z

Variables Used (w): Text (Spell Type, i.e. Arcane, Divine, Psionic, ANY, optional)

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:

- Allows the selection of magic/psionic spells/powers by specific type, school, sub-school, descriptor, and level, and then adds the spell/power to the item being modified.
- Filtering by multiple types may be done joining several types using a comma (,), logocal AND function, or a pipe (|), logical OR function.
- Multiple schools, sub-schools, and descriptors may be logically joined by a comma (,), logocal AND function, or a pipe (|), logical OR function.
- Minimum and maximum level of spell may be set by using y and z.

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): Text (Equipment name)

Variables Used (x): TYPE=Text (Type Name)

What it does:

- Will present a list of equipment, by name and/or type.
- At least one (1) piece of equipment or equipment type must be designated for this tag to function properly.
- There is no specific weapon chooser.

Example:

`CHOOSE:EQUIPMENT|TYPE=Goods`

A list of all equipment of type 'Goods'.

`CHOOSE:EQUIPMENT|TYPE=Martial|TYPE=Finessable`

A list of all equipment of types 'Martial' and 'Finessable'.

`CHOOSE:EQUIPMENT|TYPE=Natural|TYPE=Bludgeoning`

A list of all equipment of types 'Natural' and 'Bludgeoning'.

`CHOOSE:EQUIPMENT|TYPE=Alchemical|TYPE=Consumable`

A list of all equipment of types 'Alchemical' and 'Consumable'.

Tag Name: CHOOSE:FEAT|x,x

Variables Used (x): Text (Feat name)

Variables Used (x): TYPE=Text (Feat type)

What it does:

- Will present a list of feats, by name and/or type.
- At least one (1) feat or feat type must be designated for this tag to function properly.

Example:

`CHOOSE:FEAT|TYPE=Fighter`

A list of all "Fighter" type feats will be presented.

*** Updated 5.13.8

Tag Name: CHOOSE:NOCHOICE

What it does:

This CHOOSE tag will NOT produce a pop up window.

Example:

`CHOOSE:NOCHOICE`

The associated feat is added without a chooser window.

*** Updated 5.13.8

Tag Name: CHOOSE:NUMBER|v|w|x|y|z

Variables Used (v): Number (Number choice)

Variables Used (w): MIN=Number (Lowest value to choose from. Not used if descrete number choices provided.)

Variables Used (x): MAX=Number (Highest value to choose from)

Variables Used (y): INCREMENT=Number (Steps between Min and Max. Optional - Used only if MIN and Max are used.)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

Produces a pop-up dialogue with title (z) with a list of that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

`CHOOSE:NUMBER|MIN=2|MAX=5|TITLE=Roll 1d4+1 and pick a number`

Will let you choose a number between 2 and 5. (Simulates rolling 1d4+1).

*** Updated 5.13.8

Tag Name: CHOOSE:SKILL|x|x|y

Variables Used (x): Text (Skill name)

Variables Used (x): TYPE=Text (Skill type)

Variables Used (y): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a "Skill" from the presented list.

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

`CHOOSE:SKILL|Climb|Jump|Balance|Tumble|TITLE=Acrobatics Skill Bonus`

Will let you select "Climb", "Jump", "Balance", or "Tumble" as an "Acrobatic Skill Bonus".

*** Updated 5.13.8

Tag Name: CHOOSE:SKILLBONUS|w|x|y|z

Variables Used (w): Text (Skill name)

Variables Used (w): TYPE=Text (Skill type)

Variables Used (x): MIN=Number (Lowest value to choose from)

Variables Used (y): MAX=Number (Highest value to choose from)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

`CHOOSE:SKILLBONUS|Climb|MIN=2|MAX=5|TITLE=Enhancement Bonus`

Will let you choose a number between 2 and 5 as an enhancement bonus to the "Climb" skill.

*** Updated 5.13.8

Tag Name: CHOOSE:STATBONUS|w|x|y|z

Variables Used (w): Text (Stat abbreviation. Optional)

Variables Used (x): MIN=Number (Lowest value to choose from)

Variables Used (y): MAX=Number (Highest value to choose from)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

`CHOOSE:STATBONUS|INT|MIN=2|MAX=5|TITLE=Enhancement Bonus`

Will let you choose a number between 2 and 5 as an enhancment bonus to the "Intelligence" bonus.

*** Updated 5.13.8

Tag Name: CHOOSE:STRING|x|x|y

Variables Used (x): Text (Choice to be offered)

Variables Used (y): TITLE=Text (Chooser dialog title)

What it does:

This will produce a list of the provided strings.

Example:

`CHOOSE:STRING|+1|+2|TITLE=Enhancement Bonus`

This will produce an "Enhancement Bonus" list consisting of "+1" and "+2".

`CHOOSE:STRING|Undead|Constructs|Monkeys|TITLE=Biggest Irritant`

This will produce a list consisting of "Undead", "Constructs" and "Monkeys".

Tag Name: COST:x

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

What it does:

- The cost applied to the item after resizing it.
- Formulas can be used with this tag, and valid variables for the formulas are:
  - ALTPLUSTOTAL - The total plus (+) for the second head on a double weapon. Will return zero (0) if there is no second head.
  - BASECOST - The unmodified cast value of the equipment.
  - CRITMULT - The critical multiplier of the weapon.
  - DMGDICE - The damage dice of the weapon.
  - DMGDIE - The damage die of the weapon.
  - HEADPLUSTOTAL - The total plus (+) for the head the equipmod is applied to.
  - PLUSTOTAL - The total plus (+) for the primary head, for weapons, or main object, for non weapons.
  - RANGE - The range of the weapon.
  - SIZE - The size of the equipment.
  - WT - The weight of the equipment.
  - %CASTERLEVEL - The caster level of the spell being added by the modifier.
  - %CHARGES - The number of charges being added by the modifier.
  - %SPELLCOST - The spell cost of the spell being added by the modifier.
  - %SPELLLEVEL - The spell level of the spell being added by the modifier.
  - %SPELLXPCOST - The experience point cost of the spell being added by the modifier.

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:

- This will double the BASECOST of an item being modified as long as it's TYPE is not 'MANTLE', 'POTION', 'SCROLL', 'STAFF', or 'WAND'.
- Abbreviations for 'YES' and 'NO' are not allowed.

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 5.11.0

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:

- FORMATCAT:FRONT - The eqmod name appears before the base equipment item name.
- FORMATCAT:MIDDLE - The eqmod name appears after the base equipment item name but before the parenthesis.
- FORMATCAT:PARENS - (Default) The eqmod name appears in brackets after the base equipment item name.

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: 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:

- NAMEOPT:NORMAL - Passes the name and choice to the equipment, same effect if the NAMEOPT tag is not present.
- NAMEOPT:NOLIST - Passes the name of the EQMOD but not the choice (if any) to the equipment.
- NAMEOPT:NONAME - Passes the choice made to the equipment but not the name of the EQMOD.
- NAMEOPT:NOTHING - No text is added to the equipment name.
- NAMEOPT:SPELL - If the EQMOD has a spell chooser this option passes the spell details to the equipment. The details displayed are: SpellName/Metamagic feat applied/Class/Level.
- NAMEOPT:TEXT=<Text> - Specified text is passed to the equipment.

Example:

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

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

- NAMEOPT:NOLIST - generate "Craft" as the name.
- NAMEOPT:NONAME - generate "Craft (Armorsmithing)" as the name.
- NAMEOPT:NORMAL - generate "Craft (Craft (Armorsmithing))" as the name.

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=Text (Equipment Modifier type).

Variables Used (y): EQMOD=Text (Equipment Modifier KEY).

What it does:

- Make specific Types or Equipment Modifiers a prerequisite.
- `EQMODTYPE` checks for the TYPE in the applied Equipment Modifiers, not Equipment type.
- `EQMOD` checks for the specified EQMOD by name or key.
- `EQMOD` can take an optional parameter of the form `EQMOD=<key>(<choice>)`, where the "choice" represents an item previously selected by an internal chooser for the specified EQMOD.

Note: `PRETYPE` has a different use outside of Equipment and Equipment Modifier files, it checks for race types. See the Global PRETYPE entry for usage outside of Equipment and Equipment Modifier files.

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.

Secondary Syntax: PRETYPE:y,y|y

Variables Used (y): Same as above.

What it does:

- PRETYPE has a second older syntax which is still in use in the release files.
- The comma (,) represents a logical AND function, indicating that all types listed are required to pass.
- The pipe (|) represents the logical OR function, indicating that only one of the types listed are required to pass.
- Pipes (|) and commas (,) can be combined with the logical OR being processed first and then the logical AND. As an example, `PRETYPE:Heavy,Armor|Shield` translates to: Must have "Heavy" AND either "Armor" OR "Shield" types.

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: PREWIELD:x,y,y

Variables Used (x): Number (The number of the wield categories that must match)

Variables Used (y): Text (Light, OneHanded or TwoHanded)

What it does:

- Makes specific wield categories prerequisites. (See WIELD).
- Wield categories are defined in the miscinfo.lst gamemode file by the WIELDCATEGORY tag.

Example:

`PREWIELD:1,Light,OneHanded`

Weapon must be either Light or OneHanded.

`PREWIELD:1,TwoHanded`

Weapon must be TwoHanded.

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:

- The special property is text that will appear on output sheets under the equipment it is assigned to.
- Variable substitution can be used in the same manor as the SA tag
- The "%" symbol will fill in a number from a variable listed after a "|" (pipe).
- This can be done numerous times, with each successive "%" relating to the next variable listed after another "|" (pipe).
- Each variable needs to be defined (via the global DEFINE tag.)
- SPROP tags can be qualified with PRExxx tags. SPROP tags qualified with PRExxx tags will not display unless the character meets the prerequisites.
- Variable substitution and PRExxx qualifying can be combined in one SPROP tag.
- Support has been added for %CHOICE substitution so that the SPROP will pick up and display the selection from the CHOOSE.

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.

Tag Name: VISIBLE:x

Variables Used (x): YES (Default)

Variables Used (x): NO

Variables Used (x): QUALIFY

What it does:

- `YES` - This will always show the modifier in the customizer window.
- `NO` - This will never show the modifier in the customizer window.
- `QUALIFY` - This will always show the modifier in the customizer window if the item meets the requirements to obtain this modifier.

Example:

`VISIBLE:YES`

This will always show the modifier in the customizer window.