# 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.