diff --git a/my_equipmods.lst b/my_equipmods.lst new file mode 100644 index 0000000000000000000000000000000000000000..def25630c8425e0be73c446a2eab2bad3d23d4ff --- /dev/null +++ b/my_equipmods.lst @@ -0,0 +1,53 @@ +# 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.