# Pages in Gamemode Miscinfo Tag

## ABILITYCATEGORY (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax ABILITYCATEGORY:x Parameters x: Text (Name of the Ability Category). What it does ABILITYCATEGORY begins a line which defines a category of abilities. Visible ability categories will show as a sub-tab on the abilities tab. If no extra parameters are provided on the line the category will default to being visible, editable, with no types, a display name and plural name matching the category name and an editable whole number only pool with a starting value of 0.

## ABILITYLIST (Game Mode: miscinfo.lst)

Status New 5.15.10 Syntax ABILITYLIST:x|x(y) Parameters x: Text (Ability Key). y: Text (Ability Sub-Choices). What it does Defines a list of abilities and their choices (aka sub keys) that are included in the associated category. These abilities are in addition to the abilities included in the category by the TYPE tag. When a subkey is specified for an ability, only the listed choices will be valid for that ability in the category.

## ACABBREV (Game Mode: miscinfo.lst)

Status Was DEFENSEABBREV. Syntax ACABBREV:x Parameters x: Text (How you would like your game’s AC equivalent abbreviated). What it does Determines name for abbreviation of displayed defensive value. Example ACABBREV:AC The Armor Rating abbreviation is defined as “AC”. ACABBREV:Def The Armor Rating abbreviation is defined as “Def”.

## ACNAME (Game Mode: miscinfo.lst)

Status Was DEFENSENAME. Syntax ACNAME:x Parameters x: Text (What you would like to call your game’s Armor Class equivalent). What it does Determines name of displayed defensive value. If this tag isn’t commented out in the miscinfo.lst, then on the Summary Tab the Total, Flatfooted, and Touch values will be displayed using the ACABBREV tag to save space. Example ACNAME:Armor Class The Armor Rating is defined as “Armor Class”. ACNAME:Defense The Armor Rating is defined as “Defense”.

## ACTYPE (Game Mode: miscinfo.lst)

Status New 5.4 Syntax ACTYPE:x Parameters x: Text (Name of the Armor Class Type being defined by the line). What it does ACTYPE begins a new line will which defines which AC will be made available to output sheets, and how to calculate this AC. A line beginning with ACTYPE will include an ADD tag and may also include a REMOVE tag. Syntax: ACTYPE:Name ADD:List Remove:List Example ACTYPE:Total ADD:TOTAL Defines

## ADD (Game Mode: miscinfo.lst)

Status New 5.4 Syntax ADD:x Parameters x: Text (Name of a defined Armor Class Type). Pre defined ACTYPEs: Ability Armor Base ClassDefense Dodge NaturalArmor Shield Total What it does The ADD tag is used in lines beginning with ACTYPE. The ADD tag adds the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The ADD tag can be qualified with PRExxx tags. Example ADD:TOTAL Adds ACTYPE:TOTAL to the ACTYPE being defined in the ACTYPE line.

## ALLOWAUTORESIZE (Game Mode: miscinfo.lst)

Status New 5.6.1 Syntax ALLOWAUTORESIZE:x Parameters x: Boolean (Y or N). What it does This tag is used in the gameMode/miscinfo.lst file to identify whether PCGen should allow the auto-resizing of equipment. Example ALLOWAUTORESIZE:Y This gameMode will automatically resize equipment when purchased

## ALLOWEDMODES (Game Mode: miscinfo.lst)

Status None Syntax ALLOWEDMODES:x Parameters x: Text (A | delimited list of game modes). What it does Lists game modes that are allowed to have their sources included with this source. The ALLOWEDMODES tag is case-sensitive. Example ALLOWEDMODES:DnD_v35e|DnD_Olerra The 3.5 and Olerra sources can be safely included with this source

## ALTHPABBREV (Game Mode: miscinfo.lst)

Status None Syntax ALTHPABBREV:x Parameters x: Text (What you want you games secondary HP equivalent to be abbreviated to). What it does Sets the HP abbreviation for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab). Example ALTHPABBREV:LP The secondary HP holder abbreviation is defined as “LP”. ALTHPABBREV:Wnd The secondary HP holder abbreviation is defined as “Wnd”.

## ALTHPNAME (Game Mode: miscinfo.lst)

Status None Syntax ALTHPNAME:x Parameters x: Text (What you want you games secondary HP equivalent to be called). What it does Sets the HP name for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab). Example ALTHPNAME:Life Points The secondary HP holder is defined as “Life Points”. ALTHPNAME:Wounds The secondary HP holder is defined as “Wounds”.

## BABABBREV (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax BABABBREV:x Parameters x: Text (What the characters BAB should be called). What it does Specifies the text to use for the abbreviation for Base Attack Bonus. Example BABABBREV:OB Displays OB: instead of BAB:.

## BABATTCYC (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABATTCYC:x Parameters x: Number (difference between a primary attack and the subsequent attack). What it does Specifies the difference between a primary attack and the subsequent attack. e.g. for each attack after the first, subtract x to determine its bonus to hit. Example BABATTCYC:5 Sets 5 as the difference between each attack in a cycle.

## BABMAXATT (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMAXATT:x Parameters x: Number (maximum number of attacks as the BAB progresses). What it does Specifies the maximum number of attacks as the BAB progresses. Primary usage - to limit the number of displayed attacks on the OS’s (modified by the 2 listed bonus tags - There is already support for additional attacks via the BONUS:COMBAT:ATTACKS and SECONDARYATTACKS tags.). Example BABMAXATT:4 Sets 4 as the maximum number of attacks as the BAB progresses.

## BABMAXLVL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMAXLVL:x Parameters x: Number (maximum level a characters BAB may progress to). What it does Specifies the maximum level a characters BAB may progress to. Example BABMAXLVL:20 Limits a characters BAB progression to a maximum of 20.

## BABMINVAL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMINVAL:x Parameters x: Number (minimum starting value for the BAB progressions). What it does Specifies the starting minimum value for the BAB progressions to start from. (i.e. each subsequent attack must be at least +x before being reported) Example BABMINVAL:1 Sets the starting minimum value for the BAB progressions to 1.

## BASEDICE (Game Mode: miscinfo.lst)

Status None Syntax BASEDICE:x Parameters Variables Used: (x) die format Uses the following sub tags: UP DOWN What it does Determines the next higher or lower value die in a progression set NOTE: This uses the UP and DOWN tags with comma (,) separators and tabs to separate the tags themselves. Example BASEDICE:1d6 UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6 DOWN:1d4,1d3,1d2,1 This states the base die is a d6 and determines that the next lowest die would be a d4, then a d3 and the next highest would be a d8, then 2d.

## BONUSFEATLEVELSTARTINTERVAL (Game Mode: miscinfo.lst)

Status None Syntax BONUSFEATLEVELSTARTINTERVAL:x|y Parameters x: Number (Level where bonus feats would begin (first bonus feat awarded at this level). y: Number (Level increment to get more feats - e.g. 3 for every third level). What it does This tag, basically, sets the feat progression rules. Where level = first level where you gain an additional feat (use more than one of these tags for additional feat progressions). Where interval = multiples of levels after the start level that you gain an additional feat (0 = only at start).

## BONUSSTACKS (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax BONUSSTACKS:x.x Parameters x: Text (Bonus Type) What it does This is a list of all bonuses which stack. Tags which do not have a TYPE=label parameter are assumed to stack, tags which do have a TYPE=label parameter do not normally stack. Some games have exceptions to this rule and list specific types which always do stack. In the fantasy gameModes Dodge and Circumstance always stack. This tag lists those exceptions.

## BONUSSTATLEVELSTARTINTERVAL (Game Mode: miscinfo.lst)

Status Updated 5.15.0 Syntax BONUSSTATLEVELSTARTINTERVAL:x|y|x Parameters x: Number (Begining Level) y: Number or Formula (Level Interval) z: Number (Number of Stats, Optional) What it does This tag sets the stat progression rules. Beginning level (x) is the first level where you gain an additional stat (use more than one of these tags for additional stat progressions). Level Interval (y) defines the interval levels after the start level that you gain an additional stat bonus.

## CATEGORY (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax CATEGORY:x Parameters x: Text (Ability category name.). What it does Used to define the “parent” ability category that the new category is a sub-category of. The parent category must exist and be loaded into PCGen. For abilities that use MULT:YES , the parent category must be defined without a TYPE in order to funtion properly, with respect to the MULT:YES tag. This tag is optional. Example CATEGORY:Feat The parent ability category for this category is Feat.

## CHARACTERTYPES (Game Mode: miscinfo.lst)

Status New 5.17.12 Syntax CHARACTERTYPES:x|x Parameters x: Text (Character type, e.g. PC, NPC, etc.). What it does Lists the character types that are avsilable in the gamemode. Example CHARACTERTYPES:PC|NPC The character types available on this gamemode are "PC" and "NPC".

## CHECKSMAXLEVEL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax CHECKSMAXLEVEL:x Parameters x: Number (maximum level a characters base-saves may progress to). What it does Specifies the maximum level a characters base-saves may progress to. Example CHECKSMAXLVL:20 Sets the maximum level a characters base-saves may progress to at 20.

## CLASSTYPE (Game Mode: miscinfo.lst)

Status None Syntax CLASSTYPE:x Parameters x: Text (Contains the Class Type.) Pre defined CLASSTYPEs: PC NPC Prestige Monster What it does Indicates which type of Class will have some default rules changed around the areas of CR Formula, Monster Classification and XP Penalties. Example CLASSTYPE:PC Indicates that classes of type PC will be affected by some additional rules for this game mode.

## CONTEXT (Game Mode: miscinfo.lst)

Status None Syntax CONTEXT:x Parameters x: Text (Contains the file path and filename of the context help file for the TAB at the beginning of the line). What it does Indicates which help file will be displayed for context help for the associated TAB. Example CONTEXT:sectionheadingpages\walkthroughpages\Main\maintabability.html Indicates which help file will be displayed for context help for the associated TAB. Where it is used TAB Line.

## CRFORMULA (Game Mode: miscinfo.lst)

Status Updated 6.1.2 Syntax CRFORMULA:x Parameters x: Formula (a standard PCGen LST formula). What it does Specifies the formula to be used when calculating the CR, or “NONE” to define a class type for creatures that do not have a CR value, such als animal companions. Example CRFORMULA:CL CR for a class of this type is equal to CL (Class Level). Where it is used CLASSTYPE Line.

## CRMOD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRMOD:x Parameters x: Formula (a standard PCGen LST formula). What it does Specifies the CR reduction mandated by a certain class type. E.g., for Pathfinder, a character with PC classes has his CRFORMULA value reduced by 1 after adding up, a character with only NPC classes has his CRFORMULA formula value reduced by 2 after adding up. Example CRMOD:-1 CR will be reduces by 1 after all CRFORMULA values are added up.

## CRMODPRIORITY (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRMODPRIORITY:x Parameters x: Integer. What it does If a character has multiple classes with different class types (such as, for example, an aristocrat/fighter), this tag determines which CRMOD is applied. For Pathfinder, if a character has a PC class, the CRMOD is â€“1, but if he has ONLY NPC classes, the CRMOD is â€“2. Thus, the PC CRMOD takes priority. The CRMODPROIRITY tag determines the priority in a way that PCGen will choose the CRMOD with the lowest value of CRMODPROIRITY.

## CRSTEPS (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRSTEPS:x|x Parameters x: Text (a fractional CR). What it does Lists the “lower than CR 1” CRs in decreasing steps, so that PCGen can do correct CR reductions and return a string result as used in the rules. Example CRSTEPS:1⁄2|1⁄3|1⁄4|1⁄6|1⁄8 Descending CR values below CR 1.

## CRTHRESHOLD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRTHRESHOLD:x Parameters x: Formula (a standard PCGen LST formula). What it does Defines the threshold beyond which further class levels are counted as 1 CR per level for non-key classes. Example CRSTEPS:BASECR Non-key class levels beyond a count of a creature’s base CR count as 1 full CR instead of 1⁄2 CR.

## CURRENCYUNIT (Game Mode: miscinfo.lst)

Status None Syntax CURRENCYUNIT:x Parameters x: Text (The name of the standard unit of currency for this game mode). What it does Sets the name for the standard currency. Example CURRENTCYUNIT:Credit Sets the currency unit to “Credit”.

## CURRENCYUNITABBREV (Game Mode: miscinfo.lst)

Status None Syntax CURRENCYUNITABBREV:x Parameters x: Text (The abbreviation for the name of the standard unit of currency for this game mode). What it does Sets the abbreviation for the name of the standard currency. Example CURRENTCYUNITABBREV:Cr Sets the abbreviated currency unit to “Cr”.

## DAMAGEMULT (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax DAMAGEMULT:x=y,x=y Parameters x: Number (number of hands used to wield this weapon) y: Number (damage multiplier) What it does Used to compute damage multiplier for wielding with two hands vs one hand, etc. Example DAMAGEMULT:1=1,2=1.5 The damage multiplier becomes 1.5 if wielded two handed. Where it is used After a WIELDCATEGORY tag.

## DEFAULTDATASET (Game Mode: miscinfo.lst)

Status Updated 5.15.13 Syntax DEFAULTDATASET:x,x|y Parameters x: Text (Default Data Set Name) y: Text (Displayed Data Set Name, Optional) What it does Sets the Default data Set used by the game mode. If the display name is set then the game mode will be displayed in the Load Sources dialog with that name. If no display name is provided then the default sources will not appear on the Load Sources dialog.

## DEFAULTUNITSET (Game Mode: miscinfo.lst)

Status New 5.9.1 Syntax DEFAULTUNITSET:x Parameters x: Text (Name of the Default unit Set) What it does Sets the Default Unit Set used by the game mode. Unit sets can be changed on the language tab of the preferences dialog. If this tag is not present the game mode will default to Imperial. Example DEFAULTUNITSET:Imperial Set Imperial as the Unit Set used by the game mode.

## DIESIZES (Game Mode: miscinfo.lst)

Status New 5.13.6 Syntax DIESIZES:x,x Parameters x: Number (Die size) x: MIN=Number (Minimum die size) x: MAX=Number (Maximum die size) What it does Used to define the scale used by the HITDIE tag to bump a character’s hit die up or down. The HITDIE tag is used in the Class , Race and Template files. MIN=x sets the lowest hit die size the “%downNumber” HITDIE function allow. MAX=x sets the highest hit die size the “%upNumber” HITDIE function will allow.

## DISPLAYLOCATION (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax DISPLAYLOCATION:x Parameters x: Text (The sub tab name or key to the sub tab name) What it does Used to define the name of the sub-tab that the ability category will be displayed on. The tag allows related categories to be grouped onto the same subtab. This tag is optional, and if not present the ability category’s plural name will be used instead. Support for internationalization can be achieved by using a sub-tab key in the form of “in_<name>”, i.e.

## DISPLAYNAME (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax DISPLAYNAME:x Parameters x: Text (The name or key to the name) What it does Used in ABILITYCATEGORY lines to define the displayed name for this category. If this tag is set to in_name (ie: in_feat) it will pull the name from the language files (for internationalization). Example DISPLAYNAME:in_feat The displayed name for the category is the value in the selected language for the key in_feat. Where it is used Used in ABILITYCATEGORY lines.

## DISPLAYORDER (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYORDER:x Parameters x: Number (Order of priority) What it does Used to determine order of display in the Game Mode/Campaign menu. Example DISPLAYORDER:1 The Game Mode/Campaign menu will show this as the first Game Mode.

## DISPLAYVARIABLENAME (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYVARIABLExNAME:y Parameters x: Number (Variable number, 1, 2, or 3) y: Text (Variable name) What it does This tag identifies variables to be displayed on the Class Tab. The variable name must match a valid DEFINE tag for the variable to be displayed. Up to 3 variables can be displayed in this manner. Example DISPLAYVARIABLE1NAME:1 The ActionRemain variable will be displayed on the Class Tab.

## DISPLAYVARIABLETEXT (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYVARIABLExTEXT:y Parameters x: Number (Variable number, 1, 2, or 3) y: Text (Variable label) What it does This tag provides the label to use for a matching variable being displayed as part of the DISPLAYVARIABLExNAME tag. Up to 3 variables can be displayed in this manner. Example DISPLAYVARIABLE1TEXT:1 The ActionRemain variable will be displayed on the Class Tab with a label of “Action Points”

## DISTANCEFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEFACTOR:x Parameters x: Text (Distance factor). What it does Used in UNITSET lines to define the distance factor of the unit set. Distance is multiplied by the unit sets DISTANCEFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example DISTANCEFACTOR:0.3 Defines the distance factor as “0.3”. Where it is used Used in UNITSET lines.

## DISTANCEPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEPATTERN:x Parameters x: Text (Distance unit pattern). What it does Used in UNITSET lines to define the distance unit pattern of the unit set. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example DISTANCEPATTERN:# Defines the distance unit abbreviation as “#”.

## DISTANCEUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEUNIT:x Parameters x: Text (Distance unit abbreviation). What it does Used in UNITSET lines to define the distance unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. Example DISTANCEUNIT:ft. Defines the distance unit abbreviation as “ft.”. Where it is used Used in UNITSET lines.

## DOWN (Game Mode: miscinfo.lst)

Status None Syntax DOWN:x,x Parameters Varibles used: (x) alpha numerical What it does This comma (,) delimited value determines the next die value in an incremental set Example DOWN:1d4,1d3,1d2,1 The next die in the progression will be 1d4, then 1d3 if chosen again, etc. Where it is used BASEDICE Line

## EDITABLE (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax EDITABLE:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define whether this category of abilities is user-editable. If editable, the normal abilities may be added or removed by the user through the UI. Example EDITABLE:No Defines that abilities of this category can not be edited by the user. Where it is used Used in ABILITYCATEGORY lines.

## EDITPOOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax EDITPOOL:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define if user editing of the category’s pool is allowed/disallowed. Example EDITPOOL:No Defines that the category’s pool can not be edited by the user. Where it is used Used in ABILITYCATEGORY lines.

## FINESSEABLE (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax FINESSEABLE:x Parameters x: Boolean (YES or NO) What it does Defines weather or not weapon finesse can be used with this wield category. Defaults to ‘No’. Example FINESSABLE:Yes Allows weapon finesse to be used with this wield category. Where it is used After a WIELDCATEGORY tag.

## FRACTIONALPOOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax FRACTIONALPOOL:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define if the pool can use fractional amounts. Example FRACTIONALPOOL:No Define that the category’s pool can only be a whole number. Where it is used Used in ABILITYCATEGORY lines.

## GAMEMODEKEY (Game Mode: miscinfo.lst)

Status New 5.11.8 Syntax GAMEMODEKEY:x Parameters x: Text (Text you want as the key for the game mode). What it does Sets the key by which other objects can refer to the game mode. Allows the game mode to be named independantly of its folder name. Example GAMEMODEKEY:35e Defines the game mode as being 35e, no matter what its folder is called.

## HANDS (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax HANDS:x Parameters x: Number (minimum number of hands) What it does Defines the minimum number of hands needed to wield the weapon for the wield category. Example HANDS:2 Weapon must be wielded with two hands. Where it is used After a WIELDCATEGORY tag.

## HEIGHTFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTFACTOR:x Parameters x: Number (Height Factor). What it does Used in UNITSET lines to define the height factor of the unit set. Height is multiplied by the unit sets HEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example HEIGHTUNIT:2.54 Defines the height factored as “2.54”. Where it is used Used in UNITSET lines.

## HEIGHTPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTPATTERN:x Parameters x: Text (Distance unit pattern). What it does Used in UNITSET lines to define the distance unit pattern of the unit set. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example HEIGHTPATTERN:# Defines the distance unit pattern as “#”.

## HEIGHTUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTUNIT:x Parameters x: Text (Height abbreviation). What it does Used in UNITSET lines to define the height unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. The string ‘ftin’ is hard-coded to give results of the format x’y”.

## HIDDENEQUIPTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENEQUIPTYPES:x|x Parameters x: Text (Equipment Type to hide in the GUI). What it does Any equipment type specified will not be displayed as a Type in the GUI. The equipment itself will still be visible. Examples HIDDENEQUIPTYPES:Standard|Resizable|Specific|Magic|Thief|Scribe|Wizard|Tools Hides the listed equipment Types within the GUI.

## HIDDENFEATTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENFEATTYPES:x|x Parameters x: Text (Feat Type to hide in the GUI). What it does Any feat type specified will not be displayed as a Type in the GUI. The feat itself will still be visible. Examples HIDDENFEATTYPES:AttackOptions|ModifyAC| Hides the listed feat Types within the GUI.

## HIDDENSKILLTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENSKILLTYPES:x|x Parameters x: Text (Skill Type to hide in the GUI). What it does Any skill type specified will not be displayed as a Type in the GUI. The skill itself will still be visible. Examples HIDDENSKILLTYPES:St|Co|Ag|Qu|Pr|SD|In|Re Hides the listed skill Types within the GUI.

## HPABBREV (Game Mode: miscinfo.lst)

Status None Syntax HPABBREV:x Parameters x: Text (What you would like your games primary HP equivalent to be abbreviated to). What it does Sets the HP abbreviation for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP button on the class tab). Examples HPABBREV:HP Sets the abbreviated primary hit point unit to “HP”. HPABBREV:EP Sets the abbreviated primary hit point unit to “EP”.

## HPFORMULA (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HPFORMULA:x Parameters x: Formula (How to calculate total HP for a character). What it does The HPFORMULA tag is used to set the formula to use to calculate total HP for a character. The formula can use any valid JEP expressions. The formula can reference any variables defined for the character. Examples HPFORMULA:SKILLTOTAL=Endurance Sets the HP total for a character equal to its skill bonus in the Endurance skill.

## HPNAME (Game Mode: miscinfo.lst)

Status None Syntax HPNAME:x Parameters x: Text (What you want you games primary HP equivalent to be called). What it does Sets the HP name for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP pop-up from classes). Examples HPNAME:Hit Points Sets the primary hit point unit to “Hit Points”. HPNAME:Energy Points Sets the primary hit point unit to “Energy Points”.

## ISMONSTER (Game Mode: miscinfo.lst)

Status None Syntax ISMONSTER:x Parameters x: Text (YES or NO). What it does Specifies whether it is a Monster or not. Example ISMONSTER:YES This is a Monster. Where it is used CLASSTYPE Line.

## LEVELMSG (Game Mode: miscinfo.lst)

Status None Syntax LEVELMSG:x Parameters x: Text (Message you would like displayed for level-up). What it does This is the message displayed when experience manually added to character will allow character to advance a level. Example LEVELMSG:You may qualify for a new level Sets the level up message.

## MAXNONEPICLEVEL (Game Mode: miscinfo.lst)

Status New 6.03.x Syntax MAXNONEPICLEVEL:x Parameters x: Number (Integer) What it does This sets the maximum non-epic levels allowed for the gamemode. Example MAXNONEPICLEVEL:20 Levels above 20th are concidered epic levels.

## MENUENTRY (Game Mode: miscinfo.lst)

Status None Syntax MENUENTRY:x Parameters x: Text (Text you want displayed as a menu item under the settings/campaign menu). What it does Defines menu entries under Settings->Campaign (Use & for mnemonic, && for &). Example &S&&M Defines a menu entry that will display as “S&M”.

## MENUTOOLTIP (Game Mode: miscinfo.lst)

Status None Syntax MENUTOOLTIP:x Parameters x: Text (Tooltip to be displayed for the previous MENUENTRY). What it does Defines the tooltip displayed for the previously defined menuentry. Example MENUTOOLTIP: Defines a menu entry tooltip that will display as “Use 3e character creation settings”.

## METHOD (Game Mode: miscinfo.lst)

Status New 5.9.3 Syntax METHOD:x Parameters x: Formula (Random Stat rolling method formula). What it does Follows a ROLLMETHOD tag and defines the dice formula used. Example ROLLMETHOD:3d6 <tab> METHOD:3d6 Menu displays “3d6” as the label for this method and simulates rolling 3 six sided dice. ROLLMETHOD:4d6 drop lowest <tab> METHOD:roll(4,6,[2,3,4]) Simulates rolling 4 six sided dice and dropping the lowest. ROLLMETHOD:5d6 drop 2 lowest <tab> METHOD:roll(5,6,[3,4,5]) Simulates rolling 5 six sided dice and dropping the 2 lowest.

## MONSTERROLEDEFAULT (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax MONSTERROLEDEFAULT:x Parameters x: Text (The name of a monster role). What it does Defines which monster role is to be assumed if none is listed. Example MONSTERROLEDEFAULT:Combat Creatures with no ROLE defined, should be assumed to have a combat monster role if needed.

## MONSTERROLES (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax MONSTERROLES:x|x Parameters x: Text (The name of a monster role). What it does Defines all the available monster roles in a game mode. These roles are used to determine CR for creatures with both racial hit dice and character classes. Example MONSTERROLES:Combat|Skill|Special|Cleric|Druid|Sorcerer|Wizard Defines a list of monster roles.

## NAME (Game Mode: miscinfo.lst)

Status None Syntax NAME:x Parameters x: Text (What you would like displayed as the name of the tab). What it does If this tag is set to in_tabname (ie: in_abilities) it will pull the tab name from the language files (for internationalization). Examples NAME:Domains Defines tab name as “Domains”. NAME:Overview Defines tab name as “Overview”. Where it is used TAB Line.

## OUTPUTSHEET (Game Mode: miscinfo.lst)

Status New 6.01.06 Syntax OUTPUTSHEET:x|y Parameters x: DIRECTORY x: DEFAULT.HTM x: DEFAULT.PDF x: DEFAULT.TXT y: Text (File path) What it does Defines where outputsheets are stored and identifies the default html, pdf, and txt OSes for the associated gamemode. Example OUTPUTSHHET:DIRECTORY|outputsheets/d20/fantasy Outputsheets for this gamemode will be stored in the “outputsheets/d20/fantasy” folder. OUTPUTSHHET:DEFAULT.PDF|outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt The default pdf OS for this gamemode is “outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt” OS. OUTPUTSHHET:DEFAULT.HTM|outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm The default html OS for this gamemode is “outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm” OS.

## PLURAL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax PLURAL:x Parameters x: Text (The plural name or key to the plural name) What it does Used in ABILITYCATEGORY lines to define the plural name for this category. If this tag is set to in_name (ie: in_feats) it will pull the plural name from the language files (for internationalization). Example PLURAL:in_feats The plural name for the category is the value in the selected language for the key in_feats.

## PLUSCOST (Game Mode: miscinfo.lst)

Status None Syntax PLUSCOST:x Parameters Variables used (x): formula What it does Defines base item costs and modifier costs based upon the formula entered. Example PLUSCOST:AMMUNITION|BASEQTY*40*PLUS*PLUS Ammunition will be based upon quantity times 40 times the plus value desired and times the plus value desired again to result in the final cost. PLUSCOST:ARMOR|1000*PLUS*PLUS Takes the armor cost and then takes 1000 times the plus value and then times the plus value to come up with the resulting cost.

## POINTPOOLNAME (Game Mode: miscinfo.lst)

Status None Syntax POINTPOOLNAME:x Parameters x: Text (Pointbuy Method Name) What it does The POINTPOOLNAME tag is used to make a default choice for a GameMode’s preferred method of PointPooling for Stat creation. The pointbuy method referenced must have a matching entry in the GameMode’s pointbuymethod.lst file. When the POINTPOOLNAME tag is present in the miscinfo.lst file: The Summary Tab will display total points/points remaining (i.e. Development Points 160⁄135) on the same line as the stat total and stat mod total The Skills Tab displays the pool of availble skill points to spend instead of skill points by class/level requirement, and is populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER The Feats Tab will show total point pool as described for the skills tab.

## POOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax POOL:x Parameters x: Number, Variable, or Formula (Ability pool value) What it does Used in ABILITYCATEGORY lines to establish the number, variable, or formula to use to calculate the pool size for this category of ability. If a variable is used it MUST be defined using the DEFINE tag. Example POOL:TL/2 The ability pool equals a value equal to that of half the character’s total level. Where it is used Used in ABILITYCATEGORY lines in the miscinfo.lst and abilitycategory.lst files.

## PREVIEWDIR (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax PREVIEWDIR:x Parameters x: Text (Path to specified directory) What it does Sets the directory from which the Character Sheet Tab populates the selection menu for this gameMode. The root of this path is the preview directory in the pcgen directory Example PREVIEWDIR:d20/fantasy Sets “pcgen/preview/d20/fantasy” at the directory of character sheets for this gameMode.

## PREVIEWSHEET (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax PREVIEWSHEET:x Parameters x: Text (Path to specified directory) What it does Sets the default sheet used by the Character Sheet Tab for this gameMode. The sheet specified must exist in the directory set by the gameModes PREVIEWDIR tag. Example PREVIEWSHEET:preview.html Sets the “preview.html” file as the default sheet displayed when the Character Sheet Tab is selected.

## RANGEPENALTY (Game Mode: miscinfo.lst)

Status None Syntax RANGPENALTY:x Parameters x: Number What it does Sets the standard modification of the to-hit value for each range increment after the first. Penalty defaults to zero if this tag is not present. Example RANGEPENALTY:-2 Sets the range penalty for those range increments beyond the first to -2.

## RANKMODFORMULA (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax RANKMODFORMULA:x Parameters x: Formula (Formula to calculate skill bonus) What it does The RANKMODFORMULA tag is used to set the bonus to a skills total that each rank in the skill gives. The formula can use any valid JEP expressions. The formula can reference any variables defined for the character. The token \$\$RANK\$\$ will be replaced with the skills total ranks. Example RANKMODFORMULA:IF($$RANK$$>20,50+$$RANK$$,IF($$RANK$$>10,50+($$RANK$$-10)*2,IF($$RANK$$>0,$$RANK$$*5,-25)))-$$RANK$$ The first 10 ranks of a skill will each give +5 bonus to the skill total.

## REMOVE (Game Mode: miscinfo.lst)

Status New 5.4 Syntax REMOVE:x Parameters x: Text (Name of a defined Armor Class Type). Pre defined ACTYPEs: Ability Armor Base ClassDefense Dodge NaturalArmor Shield Total What it does The REMOVE tag is used in lines beginning with ACTYPE. The REMOVE tag subtracts the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The REMOVE tag can be qualified with PRExxx tags. Example REMOVE:Base Subtracts ACTYPE:Base to the ACTYPE being defined in the ACTYPE line.

## RESIZABLEEQUIPTYPE (Game Mode: miscinfo.lst)

Status New 5.14.0 Syntax RESIZABLEEQUIPTYPE:x Parameters x: Text (Equipment Type). What it does This provides a pip-delimited (|) list of the equipment types that can be resized by the automatic resize feature of PCGen. Example RESIZABLEEQUIPTYPE:Weapon|Resizable Equipment with a type of either Weapon or Resizable may be automatically resized to match the character’s size.

## ROLLMETHOD (Game Mode: miscinfo.lst)

Status New 5.9.3 Syntax ROLLMETHOD:x Parameters x: Text (Description of random Stat rolling method). What it does Begins a line which adds a random dice rolling method to generate stats. This tag is followed by the METHOD tag which defines the actual dice formula. See the entry for METHOD for syntax usage. When a ROLLMETHOD has been added to a miscinfo.lst file it will appear in it’s own menu under the abilities preference pane as an option to generate ability stats.

## SHOWCLASSDEFENSE (Game Mode: miscinfo.lst)

Status None Syntax SHOWCLASSDEFENSE:x Parameters x: Boolean (YES or NO). What it does Determines whether Defensive bonus from classes is displayed on the Class Tab. YES - Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed. NO - Do not allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed (Default). If this tag is YES, then the Class tab will reflect any AC bonuses given with a BONUS:COMBAT|AC|x|TYPE=ClassDefense tag. Example SHOWCLASSDEFENSE:YES Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed.

## SIZEDIFF (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax SIZEDIFF:x Parameters x: Number (effective object size difference) What it does Defines the effective object size difference from the base Weapon size. This is used for the Object Size computations within the java code. Example SIZEDIFF:-1 If this weapon was Medium sized, then this weapon would have a Small object size. Where it is used After a WIELDCATEGORY tag.

## SKILLCOST_CLASS (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_CLASS:x Parameters x: Number (The cost of one skill rank for a class skill) What it does Specifies the cost of one rank of a class skill. It cannot be chained with a PRExxx Token. Example SKILLCOST_CLASS:1 Sets the cost of one rank of a class skill to one skill point. SKILLCOST_CROSSCLASS:1|PREFEAT:1,Fast Learner Does not work due to the chaining of the PREFEAT.

## SKILLCOST_CROSSCLASS (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_CROSSCLASS:x Parameters x: Number (The cost of one skill rank for a cross class skill) What it does Specifies the cost of one rank of a cross class skill. Example SKILLCOST_CROSSCLASS:2 Sets the cost of one rank of a cross class skill to two skill points.

## SKILLCOST_EXCLUSIVE (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_EXCLUSIVE:x Parameters x: Number (The cost of one skill rank for an exclusive skill) What it does Specifies the cost of one rank of an exclusive skill. Example SKILLCOST_EXCLUSIVE:1 Sets the cost of one rank of an exclusive skill to one skill point.

## SKILLMULTIPLIER (Game Mode: miscinfo.lst)

Status None Syntax SKILLMULTIPLIER:x|x Parameters x: Number (The skill multiplier for the level - level is based on position). What it does Alters the number of skill points awarded at various levels of advancement. Currently implemented to support the standard rule that characters get 4x the normal amount of skills at first level. Examples SKILLMULTIPLIER:4 Character gets 4x the normal amount of skills, at 1st level. SKILLMULTIPLIER:2|2|2 Character gets 2x the normal amount of skills, at 1st, 2nd, and 3rd level.

## SKILLRANKTEXT (Game Mode: miscinfo.lst)

Status None Syntax SKILLRANKTEXT:x <tab> y Parameters x: Number (Skill rank) y: Text (Alternate skill rank text) What it does Provides a text-based identifier for skill rank numbers. Examples SKILLRANKTEXT:1 <tab> Incompetant SKILLRANKTEXT:2 <tab> Novice SKILLRANKTEXT:3 <tab> Competant SKILLRANKTEXT:4 <tab> Expert SKILLRANKTEXT:5 <tab> Professional SKILLRANKTEXT:6 <tab> Master SKILLRANKTEXT:7 <tab> Supreme Character skills with ranks of 1 through 7 will be labeled as “Incompetent”, “Novice”, “Competent”, “Expert”, “Professional”, “Master” or “Supreme” as appropriate.

## SKILLTABLEHIDDEN (Game Mode: miscinfo.lst)

Status New 5.17.0 Syntax SKILLTABLEHIDDENCOLUMNS:x,x Parameters x: Number (Column number) What it does Allows the identified columns in the skill table to be hidden from view. Examples SKILLTABLEHIDDENCOLUMNS:1,2,3,5 Columns 1, 2, 3 and 5 of the skill table are hidden from view.

## SPELLBASECONCENTRATION (Game Mode: miscinfo.lst)

Status New 5.17.7 Syntax SPELLBASECONCENTRATION:x Parameters x: Formula (used to determine a spells base concentration check bonus) What it does This formula is used to determine the starting BASE concentration check bonus for a spell. NOTE: If the game mode does not contain a SPELLBASECONCENTRATION tag, the output tokens SPELLLISTCLASS.y.CONCENTRATION and SPELLMEM.v.w.x.y.CONCENTRATION will generate an empty string. Output sheets should check the value of these tokens, and if empty should not display concentration check bonuses.

## SPELLBASEDC (Game Mode: miscinfo.lst)

Status None Syntax SPELLBASEDC:x Parameters x: Formula (used to determine a spells base DC) What it does This formula is used to determine the starting BASE DC for a spell. Example SPELLBASEDC:10+SPELLLEVEL+BASESPELLSTAT Takes the number 10 as the starting point, then it adds the spells level and finally the primary stat bonus of the caster to come to the total.

## SPELLRANGE (Game Mode: miscinfo.lst)

Status None Syntax SPELLRANGE:x|y Parameters x: Text (Range name) y: Formula What it does Takes the defined name and uses the formula to replace the name in the Spells.lst under the range. Each value is a seperate TAG Example SPELLRANGE:CLOSE|floor(CASTERLEVEL/2)*5+25 Range value would be the caster’s level divided by 2 with then times by 5 and add 25 to come to the final value entered Example: Caster level 2 would

## SQUARESIZE (Game Mode: miscinfo.lst)

Status New 5.9 Syntax SQUARESIZE:x Parameters x: Number (in feet). What it does Specifies the size of a battlemap square in feet Example SQUARESIZE:5 Sets the size of a battlemap square to 5 feet.

## STARTSTATMIN (Game Mode: miscinfo.lst)

Status New 5.17.0 Syntax STARTSTATMIN:x Parameters x: Number (Minimum Stat). What it does Defines the minimum starting stat for the Game Mode. Defaults to 3 if it remains undefined in the Game Mode. Example STARTSTATMIN:5 Sets the minimum STAT to “5”.

## STATROLLTEXT (Game Mode: miscinfo.lst)

Status None Syntax STATROLLTEXT:x <tab> y Parameters x: Number (Stat number) y: Text (Alternate stat number descriptive text) What it does Provides a text-based descripter for stat roll numbers. Examples STATROLLTEXT:1 <tab> Poor STATROLLTEXT:2 <tab> Low STATROLLTEXT:3 <tab> Average STATROLLTEXT:4 <tab> High STATROLLTEXT:5 <tab> Exceptional STATROLLTEXT:6 <tab> Awesome Character stat score of “1” will be labeled as “Poor”, “2” as “Low”, “3” as “Average”, “4” as “High”, “5” as “Exceptional” and “6” as “Awesome”.

## STATTABLEHIDDEN (Game Mode: miscinfo.lst)

Status None Syntax STATTABLEHIDDENCOLUMNS:x,x Parameters x: Number (Column number) What it does Allows the identified columns in the stat table to be hidden from view. Examples STATTABLEHIDDENCOLUMNS:1,2,3,5 Columns 1, 2, 3 and 5 of the stat table are hidden from view.

## SWITCH (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax SWITCH:x Parameters x: Text (new name) What it does The new name is one of the defined WIELDCATEGORY names. This is coupled with a PREVARxx:formula to figure the effective wield category of a weapon based on PC size. Standard PRExxx formulas used to compute size difference between weapon and PC. If the PREVARxxx formula is true, then the SWITCH type is applied. This allows changes in effective wield category based on weapon and PC size.

## TAB (Game Mode: miscinfo.lst)

Status Updated 6.1.7 Syntax TAB:x Parameters x: Text (Tab Name). What it does This indicates what “TABS” will be displayed in the graphic user interface of the PCGen program. Indicates which tab the options following it will affect. Must be first on the line, to be followed by NAME and CONTEXT (and optionally VISIBLE ). Tab Name may be one of: CHARACTER SHEET - The tab showing a character sheet for the character.

## TYPE (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax TYPE:x.x Parameters x: Text (An ability type). x: * (Special Wildcard) What it does Used in ABILITYCATEGORY lines to define the list of types included in this category. Any ability of any of the specified types will be returned when querying for the abilities in the category. Where it is used Used in ABILITYCATEGORY lines. Example TYPE:Fighter.Wizard Defines that all fighter and wizard abilities should be included in the category.

## UNITSET (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax UNITSET:x Parameters x: Text (Name of the Unit Set). What it does UNITSET begins a line which defines a system of measurements such as Imperial or Metric. Unit sets can be selected on the language tab of the preferences dialog, by name. The Unit set in which the data is native should always have a factor of 1. The Default Unit Set is set in the miscinfo.lst file with the DEFAULTUNITSET tag and will default to Imperial if not present.

## UP (Game Mode: miscinfo.lst)

Status None Syntax UP:x,x Parameters Varibles used: (x) alpha numerical What it does This comma (,) delimited value determines the next die value in an incremental set Example UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6 Determines the next die in the progression will be 1d8, then 2d6 if chosen again, etc. Where it is used BASEDICE Line

## VISIBLE (Game Mode: miscinfo.lst)

Status Updated 5.11.1 Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: QUALIFY What it does Turns the associated tab or sub-tab on or off in the GUI. YES - Used to make the tab display in the GUI. NO - Used to keep the tab from displaying in the GUI. QUALIFY - Ability category is only displayed if its total pool (spent + remaining) is not empty. If the ability category is on its own subtab (see DISPLAYLOCATION ) it will always be displayed.

## WEAPONCATEGORY (Game Mode: miscinfo.lst)

Status None Syntax WEAPONCATEGORY:x Parameters Variables used (x): Text What it does Defines valid weapon types. Example WEAPONCATEGORY:Simple Defines Simple weapons WEAPONCATEGORY:Martial Defines Martial weapons WEAPONCATEGORY:Exotic Defines Exotic weapons WEAPONCATEGORY:Natural Defines Natural weapons

## WEAPONNONPROFPENALTY (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax WEAPONNONPROFPENALTY:x Parameters x: Number (The penalty to be applied) What it does Defines the penalty to attack for not being proficient. Example WEAPONNONPROFPENALTY:-4 Defines a -4 penalty to attack for not being proficient in a weapon.

## WEAPONREACH (Game Mode: miscinfo.lst)

Status New 5.11.6 Syntax WEAPONREACH:x Parameters x: Formula (Weapon Reach) What it does Defines the formula used to calculate a weapons reach. Three variables are used in the formula, RACEREACH, REACH and REACHMULT. RACEREACH is the value of the REACH tag set in the PC’s race. REACH is the value of the REACH tag set in the Weapon, if no REACH tag is present the value defaults to 5. REACHMULT is the value of the REACHMULT tag set in the weapon, if no REACHMULT tag is present the value is 1.

## WEAPONTYPE (Game Mode: miscinfo.lst)

Status None Syntax WEAPONTYPE:x|y Parameters Variables used (x): text | (y) letter to define type What it does Defines a weapon type and gives it a defined letter(s) for output sheets. Example WEAPONTYPE:Bludgeoning|B Bludgeoning weapons will be represented by a letter “B” on the preview and output sheets. WEAPONTYPE:Slashing|S Slashing weapons will be represented by a letter “S” on the preview and output sheets. WEAPONTYPE:Electricity|E Electricity weapons/attacks will be represented by a letter “E” on the preview and output sheets.

## WEIGHTFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTFACTOR:x Parameters x: Text (Weight factor). What it does Used in UNITSET lines to define the weight factor of the unit set. Weight is multiplied by the unit sets WEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example WEIGHTFACTOR:0.5 Defines the weight factor as “0.5”. Where it is used Used in UNITSET lines.

## WEIGHTPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTPATTERN:x Parameters x: Text (Weight unit pattern). What it does Used in UNITSET lines to define the weight unit pattern. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example WEIGHTPATTERN:#.## Defines the weight unit pattern as “ft.”.

## WEIGHTUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTUNIT:x Parameters x: Text (Weight unit abbreviation). What it does Used in UNITSET lines to define the weight unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. Example WEIGHTUNIT:lbs. Defines the weight unit abbreviation as “lbs.”. Where it is used Used in UNITSET lines.

## WIELDCATEGORY (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax WIELDCATEGORY:x Parameters x: Text (Name of wield category) What it does Defines how PCGen handles differences between PC size and Weapon size based on the weapons WIELD tag. Name is the target of the weapons WIELD tag such as ‘Light’, ‘OneHanded’ or ‘TwoHanded’. There are three computation categories defined, ‘Unusable’, ‘TooLarge’ and ‘TooSmall’ which are used for oversized or undersized weapons. WIELDCATEGORY defines the name of the weapon category and is the first tag in the line, the following tags can be used after WIELDCATEGORY to define other attributes of the weapon category: HANDS, FINESSEABLE, SIZEDIFF, DAMAGEMULT, PREVARxxx and SWITCH.

## XPAWARD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax XPAWARD:x=y|x=y Parameters x: Text (A CR value). y: Number (An experience point value). What it does For a game mode that uses fixed experience point awards per CR, this tag defines a list of thise awards for each CR listed. Example XPAWARD:1=400|2=600|3=800|4=1200|5=1600|6=2400|7=3200|8=4800 Define the fixed experience point awards for the Pathfinder RPG (excerpt).

## XPPENALTY (Game Mode: miscinfo.lst)

Status None Syntax XPPENALTY:x Parameters x: Text (YES or NO). What it does Specifies whether a XP Penalty should be applied. Example XPPENALTY:YES A Penalty to XP will be applied. Where it is used CLASSTYPE Line.

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