# Game Mode: miscinfo.lst

*** New 5.11.1

Tag Name: ABILITYCATEGORY:x

Variables Used (x): Text (Name of the Ability Category).

What it does:

- ABILITYCATEGORY begins a line which defines a category of abilities.
- Visible ability categories will show as a sub-tab on the abilities tab.
- If no extra parameters are provided on the line the category will default to being visible, editable, with no types, a display name and plural name matching the category name and an editable whole number only pool with a starting value of 0.
- Ability categories can also be defined as part of a source dataset, see the ABILITYCATEGORY file documentation for details.

The following tags are used in ABILITYCATEGORY lines:

- ABILITYLIST - Defines a list of abilities that are included in the associated category.
- CATEGORY - Defines the low-level ability category the category refers to.
  - Class Abilities, Racial Abilities, Special Attacks, Special Qualities, Feat, Skill, Supernatural, Extraordinary and Spell, etc...
- DISPLAYLOCATION - Define the name of the sub tab that the ability category will be displayed on.
- DISPLAYNAME - Defines the display name of the category.
- EDITABLE - Defines whether this category of abilities is user-editable.
- EDITPOOL - Sets the flag to allow/disallow user editing of the pool.
- FRACTIONALPOOL - Sets if the pool can use fractional amounts.
- PLURAL - Sets the internationalized plural name for this category.
- POOL - Sets the formula to use to calculate the base pool size for this category of ability.
- TYPE - Defines the list of types included in this category
- VISIBLE - Defines whether this category of ability should be displayed in the UI.

Example:

`ABILITYCATEGORY:Special Attack`

Defines a category named Special Attack.

`ABILITYCATEGORY:Special Attack <tab> PLURAL=Ambush`

Defines a category named Special Attacka andsets the internationalized name to "Ambush".

*** New 5.15.10

Tag Name: ABILITYLIST:x|x(y)

Variables Used (x): Text (Ability Key).

Variables Used (y): Text (Ability Sub-Choices).

What it does:

- Defines a list of abilities and their choices (aka sub keys) that are included in the associated category.
- These abilities are in addition to the abilities included in the category by the TYPE tag.
- When a subkey is specified for an ability, only the listed choices will be valid for that ability in the category.
- This tag is valid only in "child" ability categpries. (See CATEGORY tag.)

Example:

`ABILITYLIST:Mounted Combat|Skill Focus (Ride)|Skill Focus (Handle Animal)|Ride-By Attack`

Defines that Mounted Combat, Ride-By Attack and Skill Focus should be included in the category. However only Ride and Handle Animal will be offered if Skill Focus is chosen from this category.

`ABILITYLIST:Weapon Finesse`

Defines that Weapon Finesse should be included in the category. As no subkey is defined, the normal choices will be offered if Weapon Finesse is chosen from this category.

Where it is Used:

Used in ABILITYCATEGORY lines.

*** 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:

- Determines name of displayed defensive value.
- If this tag isn't commented out in the miscinfo.lst, then on the Summary Tab the Total, Flatfooted, and Touch values will be displayed using the ACABBREV tag to save space.

Example:

`ACNAME:Armor Class`

The Armor Rating is defined as "Armor Class".

`ACNAME:Defense`

The Armor Rating is defined as "Defense".

*** 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:

- Ability
- Armor
- Base
- ClassDefense
- Dodge
- NaturalArmor
- Shield
- Total

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.
- The `ALLOWEDMODES` tag is case-sensitive.

Example:

`ALLOWEDMODES:DnD_v35e|DnD_Olerra`

The 3.5 and Olerra sources can be safely included with this source

*** New 5.6.1

Tag Name: ALLOWAUTORESIZE:x

Variables Used (x): Boolean (Y or N).

What it does:

This tag is used in the gameMode/miscinfo.lst file to identify whether PCGen should allow the auto-resizing of equipment.

Example:

`ALLOWAUTORESIZE:Y`

This gameMode will automatically resize equipment when purchased

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: BASEDICE:x

Variables Used: (x) die format

Uses the following sub tags: UP DOWN

What it does:

Determines the next higher or lower value die in a progression set
NOTE: This uses the UP and DOWN tags with comma (,) separators and tabs to separate the tags themselves.

Example:

`BASEDICE:1d6 UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6 DOWN:1d4,1d3,1d2,1`

This states the base die is a d6 and determines that the next lowest die would be a d4, then a d3 and the next highest would be a d8, then 2d.

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:

- This tag, basically, sets the feat progression rules.
- Where level = first level where you gain an additional feat (use more than one of these tags for additional feat progressions).
- Where interval = multiples of levels after the start level that you gain an additional feat (0 = only at start).
- The standard setting would give characters get a bonus feat every three levels starting at level three, so the tag info would be 3|3 (1st three indicates that the first bonus feat is given at level 3, and the 2nd three indicates that additional bonus feats are given every three levels after that).

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.

*** Updated 5.15.0

Tag Name: BONUSSTATLEVELSTARTINTERVAL:x|y|x

Variables Used (x): Number (Begining Level)

Variables Used (y): Number or Formula (Level Interval)

Variables Used (z): Number (Number of Stats, Optional)

What it does:

- This tag sets the stat progression rules.
  - Beginning level (x) is the first level where you gain an additional stat (use more than one of these tags for additional stat progressions).
  - Level Interval (y) defines the interval levels after the start level that you gain an additional stat bonus. Setting this parameter to zero (0) will limit bonus stat increases to the beginning level.
  - Number of Stats (z) defines the number of stats that can be increases at each level where bonusas are allowed. This parameter is optional and will default to "1" if not otherwise defned.
- The standard setting would give characters a bonus stat point every four levels starting at level four, so the tag info would be 4|4 (1st four indicates that the first bonus stat point is given at level 4, and the 2nd four indicates that additional bonus stat points are given every four levels after that).

Example:

`BONUSSTATLEVELSTARTINTERVAL:1|0`

Character would get a bonus stat point at 1st with no bonuses after that.

`BONUSSTATLEVELSTARTINTERVAL:4|4`

Character would get a bonus stat point at 4th level with an additional stat boint every four levels after that. (e.g. 4,8,12,16, 20)

`BONUSSTATLEVELSTARTINTERVAL:2|3`

Character would get a bonus stat point every three levels, starting at level 2.

`BONUSSTATLEVELSTARTINTERVAL:4|0|3`

Character would get 3 bonus stat points at fourth level with no binuses after that.

`BONUSSTATLEVELSTARTINTERVAL:4|if(mod(TL,10)>0&&mod(mod(TL,10),4)==0,1,0)|2`

Character would get bonus 2 stat points at 4th level and at every interval determined by the formula provided. (e.g. 4, 8, 14, 18, 24, 28)

*** New 5.11.1

Tag Name: CATEGORY:x

Variables Used (x): Text (Ability category name.).

What it does:

- Used to define the "parent" ability category that the new category is a sub-category of.
- The parent category must exist and be loaded into PCGen.
- For abilities that use `MULT:YES`, the parent category must be defined without a TYPE in order to funtion properly, with respect to the `MULT:YES` tag.
- This tag is optional.

Example:

`CATEGORY:Feat`

The parent ability category for this category is Feat.

Where it is used:

Used in ABILITYCATEGORY lines.

*** New 5.17.12

Tag Name: CHARACTERTYPES:x|x

Variables Used (x): Text (Character type, e.g. PC, NPC, etc.).

What it does:

Lists the character types that are avsilable in the gamemode.

Example:

CHARACTERTYPES:PC|NPC

The character types available on this gamemode are "PC" and "NPC".

*** 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:

- PC
- NPC
- Prestige
- Monster

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.

*** Updated 6.1.2

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, or "NONE" to define a class type for creatures that do not have a CR value, such als animal companions.

Example:

`CRFORMULA:CL`

CR for a class of this type is equal to CL (Class Level).

Where it is used:

CLASSTYPE Line.

*** New 6.1.2

Tag Name: CRMOD:x

Variables Used (x): Formula (a standard PCGen LST formula).

What it does:

Specifies the CR reduction mandated by a certain class type. E.g., for Pathfinder, a character with PC classes has his CRFORMULA value reduced by 1 after adding up, a character with only NPC classes has his CRFORMULA formula value reduced by 2 after adding up.

Example:

`CRMOD:-1`

CR will be reduces by 1 after all CRFORMULA values are added up.

Where it is used:

CLASSTYPE Line.

*** New 6.1.2

Tag Name: CRMODPRIORITY:x

Variables Used (x): Integer.

What it does:

If a character has multiple classes with different class types (such as, for example, an aristocrat/fighter), this tag determines which CRMOD is applied. For Pathfinder, if a character has a PC class, the CRMOD is –1, but if he has ONLY NPC classes, the CRMOD is –2. Thus, the PC CRMOD takes priority. The CRMODPROIRITY tag determines the priority in a way that PCGen will choose the CRMOD with the lowest value of CRMODPROIRITY.

Example:

`CRMODPRIORITY:1`

The CRMOD of this class type has the higher priority.

Where it is used:

CLASSTYPE Line.

*** New 6.1.2

Tag Name: CRSTEPS:x|x

Variables Used (x): Text (a fractional CR).

What it does:

Lists the "lower than CR 1" CRs in decreasing steps, so that PCGen can do correct CR reductions and return a string result as used in the rules.

Example:

`CRSTEPS:1/2|1/3|1/4|1/6|1/8`

Descending CR values below CR 1.

*** New 6.1.2

Tag Name: CRTHRESHOLD:x

Variables Used (x): Formula (a standard PCGen LST formula).

What it does:

Defines the threshold beyond which further class levels are counted as 1 CR per level for non-key classes.

Example:

`CRSTEPS:BASECR`

Non-key class levels beyond a count of a creature's base CR count as 1 full CR instead of 1/2 CR.

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.

*** Updated 5.15.13

Tag Name: DEFAULTDATASET:x,x|y

Variables Used (x): Text (Default Data Set Name)

Variables Used (y): Text (Displayed Data Set Name, Optional)

What it does:

- Sets the Default data Set used by the game mode.
- If the display name is set then the game mode will be displayed in the Load Sources dialog with that name.
- If no display name is provided then the default sources will not appear on the Load Sources dialog.
- The display name has no effect on the Advanced sources page.

Example:

`DEFAULTDATASET:3.5 RSRD`

The "3.5 RSRD" data set will appear in the right panel on the sources tab when this gamemode is loaded.

`DEFAULTDATASET:MSRD - Basics,MSRD - Arcana,MSRD - Future,MSRD - Menaces|MSRD`

The default data sets for the game mode are the four sources named and they will have a button on the "Load Sources" dialog titled "MSRD"". When the button is selected all four sources are loaded.

*** 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 5.13.6

Tag Name:DIESIZES:x,x

Variables Used (x): Number (Die size)

Variables Used (x): MIN=Number (Minimum die size)

Variables Used (x): MAX=Number (Maximum die size)

What it does:

- Used to define the scale used by the `HITDIE` tag to bump a character's hit die up or down.
- The `HITDIE` tag is used in the Class, Race and Template files.
- `MIN=x` sets the lowest hit die size the "%downNumber" `HITDIE` function allow.
- `MAX=x` sets the highest hit die size the "%upNumber" `HITDIE` function will allow.
- The "%Hup" and "%Hdown" `HITDIE` functions will ignore `MIN` and `MAX` and move the hit die the full range of die sizes specified by the `DIESIZES` tag.

Example:

`DIESIZES:1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000`

Sets the range of hit die sizes used in the gameMode and limits the `HITDIE` tags "%down" and "%up" functions to "4" and "12" respectively.

*** New 5.13.2

Tag Name:DISPLAYLOCATION:x

Variables Used (x): Text (The sub tab name or key to the sub tab name)

What it does:

- Used to define the name of the sub-tab that the ability category will be displayed on. The tag allows related categories to be grouped onto the same subtab.
- This tag is optional, and if not present the ability category's plural name will be used instead.
- Support for internationalization can be achieved by using a sub-tab key in the form of "in_<name>", i.e. "in_feats".

Example:

`DISPLAYLOCATION:in_feat`

Abilities of the associated category will be displayed in the feats sub-tab, which is identified by the sub-tab key "in_feat".

Where it is used:

Used in ABILITYCATEGORY lines.

*** New 5.11.1

Tag Name:DISPLAYNAME:x

Variables Used (x): Text (The name or key to the name)

What it does:

Used in ABILITYCATEGORY lines to define the displayed name for this category. If this tag is set to in_name (ie: in_feat) it will pull the name from the language files (for internationalization).

Example:

`DISPLAYNAME:in_feat`

The displayed name for the category is the value in the selected language for the key in_feat.

Where it is used:

Used in ABILITYCATEGORY lines.

Tag Name:DISPLAYORDER:x

Variables Used (x): Number (Order of priority)

What it does:

Used to determine order of display in the Game Mode/Campaign menu.

Example:

`DISPLAYORDER:1`

The Game Mode/Campaign menu will show this as the first Game Mode.

Tag Name:DISPLAYVARIABLExNAME:y

Variables Used (x): Number (Variable number, 1, 2, or 3)

Variables Used (y): Text (Variable name)

What it does:

- This tag identifies variables to be displayed on the Class Tab.
- The variable name must match a valid `DEFINE` tag for the variable to be displayed.
- Up to 3 variables can be displayed in this manner.

Example:

`DISPLAYVARIABLE1NAME:1`

The ActionRemain variable will be displayed on the Class Tab.

Tag Name:DISPLAYVARIABLExTEXT:y

Variables Used (x): Number (Variable number, 1, 2, or 3)

Variables Used (y): Text (Variable label)

What it does:

- This tag provides the label to use for a matching variable being displayed as part of the `DISPLAYVARIABLExNAME` tag.
- Up to 3 variables can be displayed in this manner.

Example:

`DISPLAYVARIABLE1TEXT:1`

The ActionRemain variable will be displayed on the Class Tab with a label of "Action Points"

*** 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.

Example:

`DISTANCEFACTOR:0.3`

Defines the distance factor as "0.3".

Where it is used:

Used in UNITSET lines.

*** 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.

Example:

`DISTANCEPATTERN:#`

Defines the distance unit abbreviation as "#".

Where it is used:

Used in UNITSET lines.

*** 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 '~'.

Example:

`DISTANCEUNIT:ft.`

Defines the distance unit abbreviation as "ft.".

Where it is used:

Used in UNITSET lines.

Tag Name: DOWN:x,x

Varibles used: (x) alpha numerical

What it does:

This comma (,) delimited value determines the next die value in an incremental set

Example:

`DOWN:1d4,1d3,1d2,1`

The next die in the progression will be 1d4, then 1d3 if chosen again, etc.

Where it is used:

BASEDICE Line

*** New 5.11.1

Tag Name:EDITABLE:x

Variables Used (x): Boolean (Yes or No)

What it does:

Used in ABILITYCATEGORY lines to define whether this category of abilities is user-editable. If editable, the normal abilities may be added or removed by the user through the UI.

Example:

`EDITABLE:No`

Defines that abilities of this category can not be edited by the user.

Where it is used:

Used in ABILITYCATEGORY lines.

*** New 5.11.1

Tag Name:EDITPOOL:x

Variables Used (x): Boolean (Yes or No)

What it does:

Used in ABILITYCATEGORY lines to define if user editing of the category's pool is allowed/disallowed.

Example:

`EDITPOOL:No`

Defines that the category's pool can not be edited by the user.

Where it is used:

Used in ABILITYCATEGORY lines.

*** 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 5.11.1

Tag Name:FRACTIONALPOOL:x

Variables Used (x): Boolean (Yes or No)

What it does:

Used in ABILITYCATEGORY lines to define if the pool can use fractional amounts.

Example:

`FRACTIONALPOOL:No`

Define that the category's pool can only be a whole number.

Where it is used:

Used in ABILITYCATEGORY lines.

*** New 5.11.8

Tag Name: GAMEMODEKEY:x

Variables Used (x): Text (Text you want as the key for the game mode).

What it does:

Sets the key by which other objects can refer to the game mode. Allows the game mode to be named independantly of its folder name.

Example:

`GAMEMODEKEY:35e`

Defines the game mode as being 35e, no matter what its folder is called.

*** 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.

Example:

`HEIGHTUNIT:2.54`

Defines the height factored as "2.54".

Where it is used:

Used in UNITSET lines.

*** 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.

Example:

`HEIGHTPATTERN:#`

Defines the distance unit pattern as "#".

Where it is used:

Used in UNITSET lines.

*** 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".

Example:

`HEIGHTUNIT:cm`

Defines the height unit abbreviation as "cm".

Where it is used:

Used in UNITSET lines.

*** 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:

`HIDDENFEATTYPES:AttackOptions|ModifyAC|`

Hides the listed feat 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:

- The HPFORMULA tag is used to set the formula to use to calculate total HP for a character.
- The formula can use any valid JEP expressions.
- The formula can reference any variables defined for the character.

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:

`ISMONSTER: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.

*** New 6.03.x

Tag Name: MAXNONEPICLEVEL:x

Variables Used (x): Number (Integer)

What it does:

This sets the maximum non-epic levels allowed for the gamemode.

Example:

`MAXNONEPICLEVEL:20`

Levels above 20th are concidered epic levels.

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.

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.

`ROLLMETHOD:4d6 drop lowest <tab> METHOD:roll(4,6,top(3))`

Simulates rolling 4 six sided dice and dropping the lowest.

`ROLLMETHOD:4d6, reroll 1's, drop the lowest <tab> METHOD:roll(4,6,top(3),reroll(1))`

Simulates rolling 4 six sided dice, rerolling 1's and dropping the lowest.

`ROLLMETHOD:5d6, reroll 1&2's, drop 2 lowest <tab> METHOD:roll(5,6,top(3), reroll(2))`

Simulates rolling 5 six sided dice, rerolling any 1's and 2's and dropping the 2 lowest.

Where is this used:

In a ROLLMETHOD line.

*** New 6.1.2

Tag Name: MONSTERROLEDEFAULT:x

Variables Used (x): Text (The name of a monster role).

What it does:

Defines which monster role is to be assumed if none is listed.

Example:

`MONSTERROLEDEFAULT:Combat`

Creatures with no ROLE defined, should be assumed to have a combat monster role if needed.

*** New 6.1.2

Tag Name: MONSTERROLES:x|x

Variables Used (x): Text (The name of a monster role).

What it does:

Defines all the available monster roles in a game mode. These roles are used to determine CR for creatures with both racial hit dice and character classes.

Example:

`MONSTERROLES:Combat|Skill|Special|Cleric|Druid|Sorcerer|Wizard`

Defines a list of monster roles.

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 6.01.06

Tag Name: OUTPUTSHEET:x|y

Variables Used (x): DIRECTORY

Variables Used (x): DEFAULT.HTM

Variables Used (x): DEFAULT.PDF

Variables Used (x): DEFAULT.TXT

Variables Used (y): Text (File path)

What it does:

Defines where outputsheets are stored and identifies the default html, pdf, and txt OSes for the associated gamemode.

Example:

`OUTPUTSHHET:DIRECTORY|outputsheets/d20/fantasy`

Outputsheets for this gamemode will be stored in the "outputsheets/d20/fantasy" folder.

`OUTPUTSHHET:DEFAULT.PDF|outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt`

The default pdf OS for this gamemode is "outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt" OS.

`OUTPUTSHHET:DEFAULT.HTM|outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm`

The default html OS for this gamemode is "outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm" OS.

*** New 5.11.1

Tag Name:PLURAL:x

Variables Used (x): Text (The plural name or key to the plural name)

What it does:

Used in ABILITYCATEGORY lines to define the plural name for this category. If this tag is set to in_name (ie: in_feats) it will pull the plural name from the language files (for internationalization).

Example:

`PLURAL:in_feats`

The plural name for the category is the value in the selected language for the key in_feats.

Where it is used:

Used in ABILITYCATEGORY lines.

Tag Name:PLUSCOST:x

Variables used (x): formula

What it does:

Defines base item costs and modifier costs based upon the formula entered.

Example:

`PLUSCOST:AMMUNITION|BASEQTY*40*PLUS*PLUS`

Ammunition will be based upon quantity times 40 times the plus value desired and times the plus value desired again to result in the final cost.

`PLUSCOST:ARMOR|1000*PLUS*PLUS`

Takes the armor cost and then takes 1000 times the plus value and then times the plus value to come up with the resulting cost.

`PLUSCOST:SHIELD|1000*PLUS*PLUS`

Takes the shield cost and then takes 1000 times the plus value and then times the plus value to come up with the resulting cost.

`PLUSCOST:WEAPON|(2000*PLUS*PLUS)+(2000*ALTPLUS*ALTPLUS)`

Takes the weapon cost and then takes 2000 times the plus value and then times the plus value to come up with the resulting cost, if the weapon has an alternate head (double weapon) it also calculates the cost using the same formula.

Tag Name: POINTPOOLNAME:x

Variables Used (x): Text (Pointbuy Method Name)

What it does:

- The `POINTPOOLNAME` tag is used to make a default choice for a GameMode's preferred method of PointPooling for Stat creation.
- The pointbuy method referenced must have a matching entry in the GameMode's pointbuymethod.lst file.
- When the `POINTPOOLNAME` tag is present in the miscinfo.lst file:
  - The Summary Tab will display total points/points remaining (i.e. Development Points 160/135) on the same line as the stat total and stat mod total
  - The Skills Tab displays the pool of availble skill points to spend instead of skill points by class/level requirement, and is populated by the classes `STARTSKILLPTS` and miscinfo `SKILLMULTIPLIER`
  - The Feats Tab will show total point pool as described for the skills tab.

Example:

`POINTPOOLNAME:Harp`

Means that PCGen will use the Harp Point Pool default for stat creation.

*** New 5.11.1

Tag Name:POOL:x

Variables Used (x): Number, Variable, or Formula (Ability pool value)

What it does:

- Used in ABILITYCATEGORY lines to establish the number, variable, or formula to use to calculate the pool size for this category of ability.
- If a variable is used it MUST be defined using the `DEFINE` tag.

Example:

`POOL:TL/2`

The ability pool equals a value equal to that of half the character's total level.

Where it is used:

Used in ABILITYCATEGORY lines in the miscinfo.lst and abilitycategory.lst files.

*** New 5.13.2

Tag Name:PREVIEWDIR:x

Variables Used (x): Text (Path to specified directory)

What it does:

Sets the directory from which the Character Sheet Tab populates the selection menu for this gameMode. The root of this path is the preview directory in the pcgen directory

Example:

`PREVIEWDIR:d20/fantasy`

Sets "pcgen/preview/d20/fantasy" at the directory of character sheets for this gameMode.

*** New 5.13.2

Tag Name:PREVIEWSHEET:x

Variables Used (x): Text (Path to specified directory)

What it does:

Sets the default sheet used by the Character Sheet Tab for this gameMode. The sheet specified must exist in the directory set by the gameModes PREVIEWDIR tag.

Example:

`PREVIEWSHEET:preview.html`

Sets the "preview.html" file as the default sheet displayed when the Character Sheet Tab is selected.

Tag Name: RANGPENALTY:x

Variables Used (x): Number

What it does:

- Sets the standard modification of the to-hit value for each range increment after the first.
- Penalty defaults to zero if this tag is not present.

Example:

`RANGEPENALTY:-2`

Sets the range penalty for those range increments beyond the first to -2.

*** New 5.8.0

Tag Name: RANKMODFORMULA:x

Variables Used (x): Formula (Formula to calculate skill bonus)

What it does:

- The RANKMODFORMULA tag is used to set the bonus to a skills total that each rank in the skill gives.
- The formula can use any valid JEP expressions.
- The formula can reference any variables defined for the character.
- The token $$RANK$$ will be replaced with the skills total ranks.

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:

- Ability
- Armor
- Base
- ClassDefense
- Dodge
- NaturalArmor
- Shield
- Total

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 5.14.0

Tag Name: RESIZABLEEQUIPTYPE:x

Variables Used (x): Text (Equipment Type).

What it does:

This provides a pip-delimited (|) list of the equipment types that can be resized by the automatic resize feature of PCGen.

Example:

`RESIZABLEEQUIPTYPE:Weapon|Resizable`

Equipment with a type of either Weapon or Resizable may be automatically resized to match the character's size.

*** 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:

- Determines whether Defensive bonus from classes is displayed on the Class Tab.
- YES - Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed.
- NO - Do not allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed (Default).
- If this tag is YES, then the Class tab will reflect any AC bonuses given with a BONUS:COMBAT|AC|x|TYPE=ClassDefense tag.

Example:

`SHOWCLASSDEFENSE:YES`

Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed.

*** 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.

It cannot be chained with a PRExxx Token.

Example:

`SKILLCOST_CLASS:1`

Sets the cost of one rank of a class skill to one skill point.

`SKILLCOST_CROSSCLASS:1|PREFEAT:1,Fast Learner`

Does not work due to the chaining of the PREFEAT.

*** 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:

- Alters the number of skill points awarded at various levels of advancement.
- Currently implemented to support the standard rule that characters get 4x the normal amount of skills at first level.

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: SKILLRANKTEXT:x <tab> y

Variables Used (x): Number (Skill rank)

Variables Used (y): Text (Alternate skill rank text)

What it does:

Provides a text-based identifier for skill rank numbers.

Examples:

`SKILLRANKTEXT:1 <tab> Incompetant`

`SKILLRANKTEXT:2 <tab> Novice`

`SKILLRANKTEXT:3 <tab> Competant`

`SKILLRANKTEXT:4 <tab> Expert`

`SKILLRANKTEXT:5 <tab> Professional`

`SKILLRANKTEXT:6 <tab> Master`

`SKILLRANKTEXT:7 <tab> Supreme`

Character skills with ranks of 1 through 7 will be labeled as "Incompetent", "Novice", "Competent", "Expert", "Professional", "Master" or "Supreme" as appropriate.

*** New 5.17.0

Tag Name: SKILLTABLEHIDDENCOLUMNS:x,x

Variables Used (x): Number (Column number)

What it does:

Allows the identified columns in the skill table to be hidden from view.

Examples:

`SKILLTABLEHIDDENCOLUMNS:1,2,3,5`

Columns 1, 2, 3 and 5 of the skill table are hidden from view.

*** New 5.17.7

Tag Name: SPELLBASECONCENTRATION:x

Variables Used (x): Formula (used to determine a spells base concentration check bonus)

What it does:

This formula is used to determine the starting BASE concentration check bonus for a spell.

Example:

`SPELLBASECONCENTRATION:CASTERLEVEL+BASESPELLSTAT`

Adds the spell's caster level and the primary stat bonus of the caster to come to the total.

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|y

Variables Used (x): Text (Range name)

Variables Used (y): 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

*** 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 5.17.0

Tag Name: STARTSTATMIN:x

Variables Used (x): Number (Minimum Stat).

What it does:

- Defines the minimum starting stat for the Game Mode.
- Defaults to 3 if it remains undefined in the Game Mode.

Example:

`STARTSTATMIN:5`

Sets the minimum STAT to "5".

Tag Name: STATROLLTEXT:x <tab> y

Variables Used (x): Number (Stat number)

Variables Used (y): Text (Alternate stat number descriptive text)

What it does:

Provides a text-based descripter for stat roll numbers.

Examples:

`STATROLLTEXT:1 <tab> Poor`

`STATROLLTEXT:2 <tab> Low`

`STATROLLTEXT:3 <tab> Average`

`STATROLLTEXT:4 <tab> High`

`STATROLLTEXT:5 <tab> Exceptional`

`STATROLLTEXT:6 <tab> Awesome`

Character stat score of "1" will be labeled as "Poor", "2" as "Low", "3" as "Average", "4" as "High", "5" as "Exceptional" and "6" as "Awesome".

Tag Name: STATTABLEHIDDENCOLUMNS:x,x

Variables Used (x): Number (Column number)

What it does:

Allows the identified columns in the stat table to be hidden from view.

Examples:

`STATTABLEHIDDENCOLUMNS:1,2,3,5`

Columns 1, 2, 3 and 5 of the stat table are hidden from view.

*** 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.

*** Updated 6.1.7

Tag Name: TAB:x

Variables Used (x): Text (Tab Name).

What it does:

- This indicates what "TABS" will be displayed in the graphic user interface of the PCGen program.
- Indicates which tab the options following it will affect. Must be first on the line, to be followed by NAME and CONTEXT (and optionally VISIBLE).
- Tab Name may be one of:
  - CHARACTER SHEET - The tab showing a character sheet for the character.
  - CLASS - The tab where classes are displayed.
  - COMPANIONS - The tab where followers, familiars and animal companions are displayed.
  - DESCRIPTION - The tab where character descriptive information is displayed.
  - DOMAINS - The tab where deity/domain information is displayed.
  - FEATS - The tab where feat information is displayed.
  - INVENTORY - The tab where inventory and equipping are displayed.
  - PURCHASE - The tab where a character owned gear is displayed.
  - EQUIPPING - The tab where the loactions of the equipment are displayed.
  - RACE - The tab where races are displayed.
  - SKILLS - The tab where skills are displayed.
  - SPELLS - The tab where spells are displayed.
  - KNOWN - The tab where the spells the character knows are displayed.
  - PREPARED - The tab where the spells the character has prepared are displayed.
  - SPELLBOOKS - The tab where the spells the character has recorded in spellbooks are displayed.
  - SUMMARY - The tab with summary information.
  - TEMPLATES - The tab where templaes are displayed.
  - TEMPMOD - The tab where temporary bonuses are displayed.
- If the game mode doesn't support the TAB, you must use the Tag VISIBLE:NO.

Example:

`TAB:SUMMARY`

Indicates that the line will effect the "Summary" tab.

Where it is used:

TAB Line.

*** New 5.11.1

Tag Name:TYPE:x.x

Variables Used (x): Text (An ability type).

Variables Used (x): * (Special Wildcard)

What it does:

Used in ABILITYCATEGORY lines to define the list of types included in this category. Any ability of any of the the specified types will be returned when querying for the abilities in the category.

Where it is used:

Used in ABILITYCATEGORY lines.

Example:

`TYPE:Fighter.Wizard`

Defines that all fighter and wizard abilities should be included in the category.

`TYPE:*`

Defines that all abilities should be included in the category.

*** 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:

DISTANCEUNIT

DISTANCEFACTOR

DISTANCEPATTERN

HEIGHTUNIT

HEIGHTFACTOR

HEIGHTPATTERN

WEIGHTUNIT

WEIGHTFACTOR

WEIGHTPATTERN

Example:

`UNITSET:Imperial`

Defines a Unit Set named Imperial.

Tag Name: UP:x,x

Varibles used: (x) alpha numerical

What it does:

This comma (,) delimited value determines the next die value in an incremental set

Example:

`UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6`

Determines the next die in the progression will be 1d8, then 2d6 if chosen again, etc.

Where it is used:

BASEDICE Line

*** Updated 5.11.1

Tag Name: VISIBLE:x

Variables Used (x): YES (Default)

Variables Used (x): NO

Variables Used (x): QUALIFY

What it does:

- Turns the associated tab or sub-tab on or off in the GUI.
- `YES` - Used to make the tab display in the GUI.
- `NO` - Used to keep the tab from displaying in the GUI.
- `QUALIFY` - Ability category is only displayed if its total pool (spent + remaining) is not empty.
- If the ability category is on its own subtab (see DISPLAYLOCATION) it will always be displayed. As a result it is recommended that these optional categories be grouped where possible.

Example:

`VISIBLE:NO`

Used to keep the tab from displaying in the GUI.

Where it is used:

Used in TAB and ABILITYCATEGORY lines.

Tag Name: WEAPONCATEGORY:x

Variables used (x): Text

What it does:

Defines valid weapon types.

Example:

`WEAPONCATEGORY:Simple`

Defines Simple weapons

`WEAPONCATEGORY:Martial`

Defines Martial weapons

`WEAPONCATEGORY:Exotic`

Defines Exotic weapons

`WEAPONCATEGORY:Natural`

Defines Natural weapons

*** 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 5.11.6

Tag Name: WEAPONREACH:x

Variables Used (x): Formula (Weapon Reach)

What it does:

Defines the formula used to calculate a weapons reach. Three variables are used in the formula, RACEREACH, REACH and REACHMULT. RACEREACH is the value of the REACH tag set in the PC's race. REACH is the value of the REACH tag set in the Weapon, if no REACH tag is present the value defaults to 5. REACHMULT is the value of the REACHMULT tag set in the weapon, if no REACHMULT tag is present the value is 1.

Example:

`WEAPONREACH:(RACEREACH+(max(0,REACH-5)))*REACHMULT`

This is the standard formula used in the 35e gameMode.

Tag Name: WEAPONTYPE:x|y

Variables used (x): text | (y) letter to define type

What it does:

Defines a weapon type and gives it a defined letter(s) for output sheets.

Example:

`WEAPONTYPE:Bludgeoning|B`

Bludgeoning weapons will be represented by a letter “B” on the preview and output sheets.

`WEAPONTYPE:Slashing|S`

Slashing weapons will be represented by a letter “S” on the preview and output sheets.

`WEAPONTYPE:Electricity|E`

Electricity weapons/attacks will be represented by a letter “E” on the preview and output sheets.

`WEAPONTYPE:Sonic|So`

Sonic weapons/attacks will be represented by a letter “So” on the preview and output sheets.

*** 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.

Example:

`WEIGHTFACTOR:0.5`

Defines the weight factor as "0.5".

Where it is used:

Used in UNITSET lines.

*** 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.

Example:

`WEIGHTPATTERN:#.##`

Defines the weight unit pattern as "ft.".

Where it is used:

Used in UNITSET lines.

*** 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 '~'.

Example:

`WEIGHTUNIT:lbs.`

Defines the weight unit abbreviation as "lbs.".

Where it is used:

Used in UNITSET lines.

*** 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.

*** New 6.1.2

Tag Name: XPAWARD:x=y|x=y

Variables Used (x): Text (A CR value).

Variables Used (y): Number (An experience point value).

What it does:

For a game mode that uses fixed experience point awards per CR, this tag defines a list of thise awards for each CR listed.

Example:

`XPAWARD:1=400|2=600|3=800|4=1200|5=1600|6=2400|7=3200|8=4800`

Define the fixed experience point awards for the Pathfinder RPG (excerpt).

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.