Changeset - bad525647643
[Not reviewed]
0 2 0
Chel Sea (chain) - 4 years ago 2022-06-21 09:52:08
chain@rpgfiction.net
Implement Imperial Weapon Training
2 files changed with 4 insertions and 1 deletions:
0 comments (0 inline, 0 general)
my_abilities.lst
Show inline comments
 
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 > Feat File tags" to find
 
#out how the tags in the feats 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.
 
#
 
# Abilities are the newest method for all aspects of class & race abilities. Currently we use hidden feats to emulate
 
# class and racial abilities. The advent of Abilities allows us to use one standard format for a variety of things.
 
# Generally Abilities are exactly the same in format as a Feat with the exception of a NEW tag CATEGORY which tells
 
# PCGen what the ability is to be categoried as - example: My Ability is part of the my_abilities category, So I can add
 
# points only to the my_abilities allowing very small and restricted lists. Another example would be Fighter Bonus feats.
 
#
 
# Feat and ability are used through out this example as they almost the same thing - ABILITY can also be used to add "Feats"
 
# using the CATEGORY:FEAT tag.
 
# You can also use PREFEAT for any CATEGORY:FEAT, for the rest you'll need to use PREABILITY:x,CATEGORY=<category>,Foo,TYPE.Bar (x is the number)
 
#####1st Example
 

	
 
#My Ability			CATEGORY:my_abilities		TYPE:General.DataMonkey		DESC:See Text						SOURCEPAGE:Custom
 
#My Second Ability	CATEGORY:Special			TYPE:MonkeyFoo			DESC:This is the great second ability.		SOURCEPAGE:Custom	PREABILITY:1,CATEGORY=my_abilities,My Ability
 

	
 
###SAMPLE FOR 'Ability by Skill'
 
#Ac Ba			CATEGORY:AbilitybySkill		TYPE:AbilitybySkill.Movement	VISIBLE:YES		!PREABILITY:1,CATEGORY=AbilitybySkill,Ac Ba	PRESKILL:1,Tumble=12	PREVARLT:AbilitybySkillCount,AbilitybySkillMax	DEFINE:AbilitybySkillCount|0		DESC:<appropriate description>	BONUS:VAR|AbilitybySkillCount|1
 

	
 
#####
 
#Each ability takes one line, just like a feat, and the first field must be the abilities' name. In the Example the name of the ability is My Ability.
 
#When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is
 
#because of how PCGen names abilities which can be taken multiple times. For example, the Feat/ability Weapon Focus when taken will display
 
#as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name
 
#is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes
 
#that feat is an instance of the one without parentheses and does not display the one with parentheses.
 
#
 
#The TYPE tag is holding a . (period) delimited list of the types the ability/feat is.
 
#
 
#The DESC tag is used to hold the description of the Ability/Feat. In our files we usually keep the description brief, so the user
 
#still need to own the book to make use of the data, but for your personal files can get as elaborate as you want there.
 
#
 
#The MULT tag determines if a ability/feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE
 
#tag.
 
#
 
#The CHOOSE tag must be paired with a MULT:YES tag in feats for it to work properly. It will display a popup window that asks
 
#for a selection according to what is being called for. There is a multitude of existing CHOOSE tags in PCGen. If you are
 
#looking into the documentation under List File Tag Index, you can find them listed under the topic "CHOOSE 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 SOURCEPAGE tag can be used to hold a reference to where you can find the feat. This will be displayed in PCGen.
 

	
 
Erinyes			TEMPLATE:Subrace ~ Erinyes		KEY:Tiefling Subrace ~ Erinyes		PREMULT:1,[!PREFACT:1,ABILITIES,Tiefling_Trait_AbilityScoreIncrease=true,Tiefling_Trait_InfernalLegacy=true],[PREABILITY:1,CATEGORY=Internal,Tiefling Subrace ~ Erinyes]		FACT:Tiefling_Trait_AbilityScoreIncrease|true	FACT:Tiefling_Trait_InfernalLegacy|true	SORTKEY:1_Race_0	CATEGORY:Internal	TYPE:Tiefling Subrace	DESC:xxx.	ABILITY:Tiefling Race Trait|AUTOMATIC|TYPE=Tiefling Subrace ~ Erinyes
 

	
 
# Erinyes
 
Ability Score Increase		KEY:Tiefling Subrace ~ Erinyes ~ Ability Score Increase			SORTKEY:1_Race			CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:Your Charisma score increases by 2, and your Dexterity score increases by 1.	BONUS:STAT|CHA|2|TYPE=Racial	BONUS:STAT|DEX|1|TYPE=Racial
 
Legacy of the Ancestor		KEY:Tiefling Subrace ~ Erinyes ~ Legacy of the Ancestor			SORTKEY:1_Race			CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, [TODO]. Charisma is your spellcasting ability for these spells.	SPELLS:Infernal Legacy|TIMES=ATWILL|Thaumaturgy	SPELLS:Infernal Legacy|TIMES=1|TIMEUNIT=Day|Hellish Rebuke|PRELEVEL:MIN=3
 

	
 

	
 
# Sorcerous Origins
 
#Infernal		        KEY:Sorcerous Origin ~ Infernal					        SORTKEY:Class Sorcerer 03c	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Sorcerous Origin.SpecialQuality.Class Feature	        DESC:xxx.		ABILITY:Sorcerer Class Feature|AUTOMATIC|Wild Magic ~ Wild Magic Surge|PRECLASS:1,Sorcerer=1
 
Infernal		        KEY:Sorcerous Origin ~ Infernal					        SORTKEY:Class Sorcerer 03c	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Sorcerous Origin.SpecialQuality.Class Feature	        DESC:TODO.
 

	
 
# Sorcerous Origin ~ Infernal
 

	
 
###Block: Tool Proficiency
 
# Ability Name				Category of Ability	Type							Define										Modify VAR										Aspects
 
Tool Proficiency ~ Go Set		CATEGORY:Internal	TYPE:Tool Proficiency.Tool Proficiency Gaming Set	DEFINE:ProfBonus_Go_Set|0	DEFINE:ProfTaken_Go_Set|0			BONUS:VAR|ProfTaken_Go_Set|1			CHOOSE:NOCHOICE	MULT:YES	STACK:YES	ABILITY:Internal|AUTOMATIC|Tool Proficiency Tracker ~ Go Set			ASPECT:SkillBonus|+%1 Go Set|ProfBonus_Go_Set
 

	
 
Tool Proficiency Tracker ~ Go Set	CATEGORY:Internal	BONUS:VAR|ProfBonus_Go_Set|Proficiency_Bonus
 

	
 

	
 
Imperial Weapon Training	KEY:Mazoku ~ Imperial Weapon Training	SORTKEY:1_Race	CATEGORY:Special Ability	TYPE:Race Trait.Elf Race Trait.Mazoku Race Trait.SpecialQuality		DESC:You have proficiency with shortswords, longswords and bows.	ABILITY:Weapon|AUTOMATIC|Shortsword|Longsword|Shortbow|Longbow
my_races.lst
Show inline comments
 
# 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 > Race 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.
 
#
 
#To learn the basics of coding a race, you can also visit "Help > Documentation > List Files > LST File Class > Lesson 3-6"
 
#
 
#
 
#####Example
 

	
 
#Xill		STARTFEATS:1	SIZE:M	MOVE:Walk,40		FACE:5	REACH:5	VISION:Darkvision (60')	PREALIGN:2	LANGAUTO:Infernal		BONUS:COMBAT|AC|7|TYPE=NaturalArmor		BONUS:STAT|STR|4	BONUS:STAT|DEX|6	BONUS:STAT|CON|4	BONUS:STAT|INT|2	BONUS:STAT|WIS|2		MONCSKILL:Balance|Climb|Diplomacy|Escape Artist|Intimidate|Listen|Move Silently|Sense Motive|Spot|Tumble|Use Rope	AUTO:WEAPONPROF|Longbow|Sword (Short)|TYPE.Martial|TYPE.Simple		LEGS:2	HANDS:4	NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4		SAB:Implant (Ex)	SAB:Improved Grab (Ex)	SAB:Paralysis (Ex)	SAB:Planewalk (Su)	SAB:Spell Resistance (Ex)		SR:21		MONSTERCLASS:Outsider:5		RACETYPE:Outsider	HITDICEADVANCEMENT:8,15		LEVELADJUSTMENT:4	CR:6	SOURCEPAGE:MonstersT-Z
 

	
 
#####
 
#Xill is the name of the race. It must be the first field on each line, the remaining tags may be of any order.
 
#
 
#The STARTFEATS tag grants a number of free feats to the race at first level.
 
#
 
#The SIZE tag determines the size of the Race. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan,
 
#C=Colossal). Size is used in determining to-hit, AC, and affects some skills).
 
#
 
#The MOVE tag determines the Type and Speed of the different movement types the race has.
 
#
 
#The FACE tag Describes how much space the creature takes up. For 3.0 rules this tag is used for the Face statistic. For 3.5
 
#rules this tag is used for the Space statistic. If only one number is used it is assumed to represent all sides.
 
#
 
#The REACH tag determines the reach of the Race.
 
#
 
#The VISION tag is used to grant the specified vision to the character.
 
#
 
#The PREALIGN tag is used, so it is required that you have a certain alignment to be able to select this race. 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 LANGAUTO tag is holding a list of languages that the character automatically gains.
 
#
 
#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 MONCSKILL tag is used to grant the listed skills as monster class skills.
 
#
 
#The AUTO:WEAPONPROF tag is holding a list of weapons that are granted as free weapon proficiencies.
 
#
 
#The LEGS and HANDS tags set the number of respective limbs that a creature has. The number of legs is used to determine the
 
#carrying capacity of a creature, while the number of hands is used for purposes of Multiattack and Multidexterity.
 
#
 
#The NATURALATTACKS tag defines the non-equipment attacks a race may possess. It follows a pattern of Attack Name, Attack Types,
 
#Number of Attacks and Attack Damage.
 
#
 
#The SA tag is holding a text that will be displayed as Special Ability on the output sheet.
 
#
 
#The SR tag indicates the Spell Resistance this race bestows.
 
#
 
#The MONSTERCLASS tag determines the number of Monster Levels the race gets on start. The class must be TYPE:Monster and have a
 
#PRERACETYPE that matches the race.
 
#
 
#The RACETYPE tag defines the Type of creature the race is. This is important for matching up with Monster HD, and for references to
 
#race, such as the Rangers Favored Enemy.
 
#
 
#In the HITDICEADVANCEMENT tag the last number of this comma delimited list is the highest HD the creature can advance to,
 
#through HD advancement. All the numbers preceding the last number each indicate the highest number of HD the creature can have
 
#before its size increases by one category.
 
#
 
#The LEVELADJUSTMENT tag raises the Effective Character Level (ECL) of the creature by the number supplied.
 
#
 
#The CR tag sets the Challenge Rating of the creature. For CR's less than 1, fractions are used (1/2, 1/4, 1/8). Note: CR's using
 
#fractions must start with a "1/". Expressions such as CR:3/4 or CR:0.5 will not work.
 
#
 
#The SOURCEPAGE tag can be used to hold a reference to where you can find the race. This will be displayed in PCGen.
 

	
 
# Basic Rules Races
 
# Race Name	SORTKEY		Size		Move							Ability					Nb Legs	Nb Hands	Main Race Type	Race Subtype		Type			Source Page
 
Mazoku Tiefling	SORTKEY:Base_PC	SIZE:M	MOVE:Walk,0	BONUS:VAR|RaceBase_Walk|30	ABILITY:Race|AUTOMATIC|Tiefling	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Keen Senses	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Trance	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Languages	LEGS:2	HANDS:2	RACETYPE:Humanoid	RACESUBTYPE:Tiefling	TYPE:Humanoid.PC
 
Mazoku Tiefling	SORTKEY:Base_PC	SIZE:M	MOVE:Walk,0	BONUS:VAR|RaceBase_Walk|30	ABILITY:Race|AUTOMATIC|Tiefling	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Keen Senses	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Trance	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Languages	ABILITY:Elf Race Trait|AUTOMATIC|Mazoku ~ Imperial Weapon Training	LEGS:2	HANDS:2	RACETYPE:Humanoid	RACESUBTYPE:Tiefling	TYPE:Humanoid.PC
0 comments (0 inline, 0 general)