Changeset - db1d05993705
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Chel Sea (chain) - 3 years ago 2022-06-21 08:40:26
chain@rpgfiction.net
Gaming Set Proficiency: Implement Go Set
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my_abilities.lst
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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
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
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