Changeset - 6d1e74cf98f0
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Chel Sea (chain) - 3 years ago 2022-11-14 08:51:30
chain@rpgfiction.net
Equipment: First Implementation for Kishi no Isan [20220724]
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my_equipment.lst
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# CVS $Revision$ $Author$ -- Fri Oct 19 20:16:09 2012 -- reformated by prettylst.pl v1.39 (build 15052)
 
SOURCELONG:My Campaign	SOURCESHORT:My	SOURCEWEB:http://www.mywebsite.com	SOURCEDATE:2008-01
 

	
 
#insert your data here
 

	
 
#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
 
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
 
#
 
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Equipment File tags" to find
 
#out how the tags in the races file work. Some of the tags used here are global tags. You will see an alphabetical listing
 
#of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
 
#
 
#
 
#
 
#
 
#####1st Example
 

	
 
#Dagger		PROFICIENCY:WEAPON|Dagger		TYPE:Weapon.Melee.Finesseable.Ranged.Thrown.Simple.Standard.Piercing.Slashing.Dagger		COST:2	WT:1		CRITMULT:x2		CRITRANGE:2		DAMAGE:1d4		EQMOD:STEEL		WIELD:Light		RANGE:10	SIZE:M
 

	
 
#####
 
#
 
#####2nd Example
 

	
 
#Saddlebags		TYPE:Goods.Container.Mount.Resizable		CONTAINS:UNLIM|Any=UNLIM	COST:4	WT:8		SOURCEPAGE:Equipment
 

	
 
#####
 
#The Dagger is an Example of a weapon, while the Saddlebags is an item that is set up to be used as a container for other
 
#items. The first field is the item's name and is required.
 
#
 
#The PROFICIENCY tag is only used with weapons, armor and shields. It tells PCGen what Weapon Proficiency name to use from the weapprofs.lst, armorprofs.lst or shieldprofs.lst file.
 
#
 
#The TYPE tag is used for many filtering and PRExxx tags. TYPE:Armor items should also have the type of SLOTS it uses. This
 
#is usually TYPE:Suit. TYPE:Container is a special type name. It activates the CONTAINS tag in the item. Every TYPE:Weapon
 
#item must be also have either TYPE:Melee or TYPE:Ranged (TYPE:Weapon.Melee.Foo). TYPE:Double is a special weapon tag. It
 
#activates three ALTxxx tags for the second head statistics.
 
#
 
#The CONTAINS tag is used to define how much and what a container can hold. Any object with CONTAINS must also be TYPE:Container
 
#for the CONTAINS tag to be activated.
 
#
 
#The COST tag sets the cost of the item.
 
#
 
#The WT tag is holding the item's weight.
 
#
 
#The SOURCEPAGE tag can be used to hold a reference to where you can find the item. This will be displayed in PCGen.
 
#
 
#CRITMULT, CRITRANGE, DAMAGE, WIELD, and RANGE are tags that are associated with weapons. They can be used to set up the
 
#various weapon stats.
 

	
 
#The SIZE tag determines the size of the Item. F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan,
 
#C=Colossal.
 

	
 
#The EQMOD tag calls an equipment modifier to be applied to the base item before looking at other tags. You will need to use
 
#the equipment modifier's KEY with this tag, not it's name.
 

	
 
Go set											TYPE:Gear					COST:1	WT:0.5
 

	
 
Sending Pouch										TYPE:Magic.Uncommon.Wondrous item.Attunement	DEFINE:Attunement_SendingPouch|0	BONUS:VAR|Attunement_SendingPouch|1	SPROP:Not attuned to Item|!PREABILITY:1,CATEGORY=Attunement,Sending Pouch		SPROP:A letter or envelope placed in this pouch, addressed to someone who owns another sending pouch, disappears, and the recipient listed finds it in their pouch. An envelope can contain up to 100g(gram) of non-magical matter upon transfer. Any magical matter within the pouch will block its ability to send or receive.
 

	
 
no Isan														PROFICIENCY:WEAPON|Longsword			TYPE:Weapon.Melee.Weapon_Melee.Weapon_Finesse.Slashing.Finesse.Martial.Sword.Versatile																							CRITRANGE:1	CRITMULT:x2	DAMAGE:2d8									SIZE:M	EQMOD:FINESSE		BONUS:WEAPON|TOHIT,DAMAGE|max(MeleeToHitBonus,DEX)|TYPE=Ability
 
Kishi no Isan								KEY:Legacy_Stage0			PROFICIENCY:WEAPON|Longsword			TYPE:Weapon.Melee.Weapon_Melee.Weapon_Finesse.Slashing.Finesse.Martial.Sword.Versatile																							CRITRANGE:1	CRITMULT:x2	DAMAGE:2d8									SIZE:M	EQMOD:FINESSE.PLUS2W.VERSATILE_2D10		BONUS:WEAPON|TOHIT,DAMAGE|max(MeleeToHitBonus,DEX)|TYPE=Ability
 
Wakizashi								KEY:Wakizashi				PROFICIENCY:WEAPON|Shortsword			TYPE:Weapon.Melee.Weapon_Melee.Weapon_Finesse.Slashing.Finesse.Martial.Sword																		COST:0	WT:2					CRITRANGE:1	CRITMULT:x2	DAMAGE:1d6					WIELD:OneHanded			SIZE:M	EQMOD:FINESSE.PLUS1WC	BONUS:WEAPON|TOHIT,DAMAGE|max(MeleeToHitBonus,DEX)|TYPE=Ability
my_equipmods.lst
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# CVS $Revision$ $Author$ -- Fri Oct 19 20:16:09 2012 -- reformated by prettylst.pl v1.39 (build 15052)
 
SOURCELONG:My Campaign	SOURCESHORT:My	SOURCEWEB:http://www.mywebsite.com	SOURCEDATE:2008-01
 

	
 
#insert your data here
 

	
 
#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
 
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
 
#
 
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Equipment Modification File tags"
 
#to find out how the tags in the races file work. Some of the tags used here are global tags. You will see an alphabetical
 
#listing of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
 
#
 
#
 
#
 
#
 
#####Example
 

	
 
#Masterwork		KEY:MWORKW	TYPE:Ammunition.Weapon	COST:0	VISIBLE:QUALIFY	ITYPE:Masterwork	NAMEOPT:NORMAL		SOURCEPAGE:RSRD Equipment	PRETYPE:1,Weapon,Ammunition	!PRETYPE:1,Masterwork,Mithral,Adamantine,Darkwood		BONUS:ITEMCOST|TYPE=Ammunition|6	BONUS:ITEMCOST|TYPE=Weapon|300	BONUS:WEAPON|TOHIT|1|TYPE=Enhancement	ASSIGNTOALL:YES
 

	
 
#####
 
#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. In the Example the equipmod is named "Masterwork".
 
#
 
#The KEY tag is a unique descriptor for the modifier. It allows several modifiers to have the same name, which is useful
 
#if several are needed for different equipment types. KEY's must be universally unique. Make sure you don't use anything
 
#that's is used in any other source you load.
 
#
 
#The TYPE tag is different in equipmods than in the other files. It does not give the equipment modifier a TYPE that is used
 
#for selection, but holds a list of the TYPE's of equipment that the modifier can be applied to.
 
#
 
#The COST tag is normally used to hold a number or formula that is added to the item cost. In the Example this is 0, so
 
#nothing will be added there. This is because the Masterwork equipmod in the example is used for Ammunition and Weapons, which
 
#will result in different amounts to be added. The cost is instead handled in BONUS:ITEMCOST tags later in the line.
 
#
 
#The VISIBLE:QUALIFY tag is used, so this Equipment Modifier will only show up in the Item Customizer, when it is eligible
 
#for selection.
 
#
 
#The ITYPE tag can be used to grant further TYPEs to the item the equipment modifier gets applied to.
 
#
 
#The NAMEOPT tag is used to determine a naming convention.
 
#
 
#The SOURCEPAGE tag can be used to hold a reference to where you can find the equipment modifier. This will be displayed
 
#in PCGen.
 
#
 
#The PRETYPE tags are used to make the equipment modifier eligible only if the item has the TYPEs Weapon or Ammunition, but
 
#does not have the TYPEs Masterwork, Mithral, Adamantine, or Darkwood. There is a multitude of existing prerequiste tags in
 
#PCGen. If you are looking into the documentation under List File Tag Index, you can find them listed under the topic
 
#"PRExxx tags".
 
#
 
#The BONUS tags are a group of similar tags, that grant some form of Bonus to another already existing tag. To read a description
 
#of them, look in the List File Tag Index under the topic "Bonus tags".
 
#
 
#The ASSIGNTOALL tag is for double weapons only. If this tag is present then the modifiers will be applied to both heads.
 

	
 
Versatile			KEY:VERSATILE_2D10	ITYPE:VERSATILE_2D10	SPROP:Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. (2d10)
 

	
 
Weapon +1 (Mastercraft)		KEY:PLUS1WC				TYPE:Weapon				REPLACES:PLUS1W,PLUS2W,PLUS3W		SOURCEPAGE: Dungeon Master's Guide, P.213																		BONUS:WEAPON|TOHIT,DAMAGE|1|TYPE=Enhancement									SPROP:You have a bonus to attack and damage rolls made with this mastercrafted weapon.
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