# Official Release LST standards

Guidelines for Official Release source submissions.

Please put [SUBMIT] in the subject line when emailing the team with submissions issues.

RULE 1: Be true to the Source Product (i.e. do not make any judgment calls). If the source doesn’t say it, it doesn’t go in. It is better to leave incorrect or unclear information out.

RULE 2: Leave any calls about gray areas to the PCGen Submission Team member.

RULE 3: Mechanics are NOT to be described. If the final result can be displayed, that is good, but no describing the mechanics behind it on the character sheet.

RULE 4: Capitalization:

- HARDCODE = ALLCAPS.
- Defined in List files (GameMode or otherwise) = ProperCase.

Example:
`BONUS:COMBAT|AC|5|TYPE=MyType`

BONUS, COMBAT, AC, and TYPE= are all hardcoded. MyType is defined in the List file (because it just got added!)

Example:
`VISIBLE:YES, VISIBLE:NO, VISIBLE:DISPLAY, VISIBLE:EXPORT`

YES, NO, DISPLAY, and EXPORT are the only valid values of the VISIBLE tag. Since those values and what they do are hardcoded into PCGen, they are done in ALLCAPS in the data files.

## Basics:

1. Plain TEXT file, with a .LST ending for data files, or .PCC for campaign files, instead of .txt
   Use Text editors, such as Wordpad (notepad sometimes has problems with the length of the lines), UltraEdit, Textpad, vi, or ee.
   Microsoft Word has problems with formatting and layout of text, it is not recommended to be used to create files.
   Some LST Monkeys use Excel, and export to a tab delimitated file, which works.

2. Tabs between objects. No spaces before or after those tabs. Tab should NEVER be the first character on a line.

3. Make sure the first character is either a # (for comment) or a name of the object being defined such as a TAG.
   Tabs and spaces are hard to see, and cause loading issues.

4. Set your text editor to 6 spaces per tab, as that is the standard for columnizing the files.

5. Comments on ANYTHING you are unsure about, or haven’t been able to implement correctly.
   Comments are always done on their own line, and start with #.

   - If you have a suggestion on how to do something, but not totally sure, include that.
   - If you have a suggestion on how to do something that would require some code changes, comment on that.

6. Comment line at top of LST files: # Original Entry by: <your name>.
   You want credit for the hard work you’ve done, right?

## OGL Compliance {#ogl-compliance name=“ogl”}

The Open Game License (OGL) is a royalty free copyright license developed by Wizards of the Coast. The OGL has revitalized the RPG industry by creating a way for third party publishers to easily create and publish material they might not otherwise be free to. Publishers use the OGL to release Open Game Content (OGC) which can be used by other publishers seeking publish content based on the original publishers work. Open Game Content is any material that is distributed using the Open Game License clearly identified by the publisher as Open Game Content.

You can read the OGL here in our documentation or here at Wizards of the Coast’s web site which contains additional information about the OGL.

PCGen publishes its data via the OGL. As an OGL publisher we have to insure that the data we publish complies in all respects with the Open Game License. All data is reviewed for OGL Compliance before being entered into the project data files.

At this time we only publish Open Game Content. Though not required by the OGL, PCGen also seeks permission from publishers before including their data in our releases.

## OGC vs. Product Identity:

OGC: For OGL sources, OGC is declared somewhere in the book. It is usually on the title/copyright page (front of book) or the OGL page (usually in the very back). Including that declaration in a separate file with your submission will greatly speed its inclusion into PCGen, since it will give us a quick way of verifying Product Identity to ensure compliance with the OGL on our part.

Product Identity: For names of objects, use the NAMEISPI:YES tag in your submission. For a first submission, please do not include any other Product Identity unless you have discussed it with a PCGen Submission Team member. If you receive a go ahead, follow the restrictions set by it down to the letter.

## Other Topics:

### Copyright (in PCC)

1. ONLY and EXACTLY what is in the Sec. 15 of the OGL. VERBATIM.
   If there are Typos, leave them in. Weird characters, leave them in. Stupid comments, leave them in.
   Including a scanned page from the book with your submission would be nice but not completely necessary.

2. List each source mentioned in the Section 15 in its own COPYRIGHT tag line - see Cityscape files (by Battlefield Press) for a superb example.

### General Object Naming Standards

These are general rules for the naming of classes, feats, races and other objects.

Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe (‘), parentheses (), slash (/), and a tilde (~).

Characters which should never be used in object names are Commas (,), Pipes (|), Backslashes (\), Colons (:), Semicolons (;), Periods (.), Brackets ([]), Percent (%), Asterisk (*) and Equals (=).

Two words separated by a dash should both be capitalized.

If the name of the object must be different from the source (due to commas or math symbols in the name or other reasons), an OUTPUTNAME: tag with the EXACT name must be included.

Potions should be listed as Potion (<name>) with OUTPUTNAME:Potion of [NAME] unless the source lists it as otherwise (see part 1 for rules to follow in that case). Poisons, Rods, Staffs, Wands and same way as Potions.

Within these limits the name should be as close as possible to the published source.

### Additional Restrictions

No object may be named a valid number (even 0x45 or 1e20 could be a problem) as items with optional count can fail.

No object may be called “ANY” or “ALL” or “LIST”.

No Class may be called “HIGHESTLEVELCLASS”.

No Equipment may be called “Total”.

No Weaponprof may be called “DEITYWEAPON”.

No equipment (or eqmod ITYPE) may use the types “ADD” or “REMOVE”.

### General EQMOD Naming Standards

EQMOD keys are to be in all capital letters and may only contain letters, numbers and underscores (”_”).

Each word should be separated by an underscore character for ease in reading.

For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7.

EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs.

Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type.

### File names

LST file names for PCGen follow a certain naming conventions. You should use all lowercase letters in the file name. The first part of any file will be a short version of the source name, for example if the source is named ‘The Foo Handbook’ we can shorten it to foohandbook or even fhb. The source name will be followed by words indicating what type of objects the file contains. These words are separated an underscore (_) symbol. Using our example here are some names for a typical source. These are not required but it does help to quickly identify the contents of the file. This list is incomplete but should give you a good idea of how you should name your files as well as how you should divide up the contents of your dataset. Take a look at other sources that come with PCGen for more examples.

`fhb.pcc` - loads all the LST files

`fhb_classes_base.lst` - Contains base classes

`fhb_classes_prestige.lst` - Contains prestige classes

`fhb_companionmods.lst` - Contains companion mods

`fhb_deities.lst` - Contains deities

`fhb_domains.lst` - Contains domains

`fhb_equip.lst` - Contains general equipment

`fhb_equipmods.lst` - Contains equipment mods

`fhb_feats.lst` - Contains feats

`fhb_feats_hidden.lst` - Contains hidden feats

`fhb_equip_armorshields.lst` - Contains armor and shields

`fhb_equip_armorshields_specific.lst` - Contains specific kinds of armor and shields, magical, extraordinary, etc..

`fhb_equip_equip_weap_melee.lst` - Contains melee weapons

`fhb_equip_equip_weap_ranged.lst` - Contains ranged weapons

`fhb_equip_wondrousitems.lst` - Contains wondrous items

### SOURCELONG, SOURCESHORT, SOURCEWEB, SOURCEPAGE

SOURCELONG, SOURCESHORT, and SOURCEWEB are defined in both the PCC and the top of the LST files. These can be easily be changed by the submission team, so do not feel bad if they are. Note: Prior to version 5.10 SOURCE header tags were grouped in a single block separated with pipe (|) symbols. This has been changed to allow for easier parsing, SOURCE header tags should still be put on one line at the top of the file but should be separated by tabs instead of pipes.

Formats should be as follows:

- SOURCELONG:<name of publisher> - [<name of product group, if any> - ] <name of product

- SOURCESHORT:<10 letter or less abbreviation of the name of the product>
  Leave the first name of the product whole, if possible.

- SOURCEWEB:http://<web address of publisher, or product group if the publisher has a page for that>

- SOURCEPAGE is done on object lines.
  Use the first page the object is described (so if a class is defined on pages 51-54, the tag would read SOURCEPAGE:p.51)
  Format should be SOURCEPAGE:p.#

### Standard Spellbook Names

Spellbook names for the `SPELLS` tags are used to identify the source of a Spell Like Ability (SLA). The Spellbook is the first variable in the SPELLS tag, in the following example “innate” is the name of the spellbook.

`SPELLS:Innate|TIMES=5|TIMEUNIT=Week|Wall of Stone`

Using the word “Class” or “Race” alone as a spellbook name creates a problem within PCGen. The standard convention is to use one of three spellbook names to indicate the origin of the spell-like ability.

1. Innate - For racial and template acquired SLA’s
   If it comes from a race, the race name (Gnome, etc)
2. Class Ability - For SLA’s derived from classes.
   If it comes from a class, the class name (Sentinel, Paladin, etc)
3. Magic Item - For SLA’s provided by equipment.
   If it comes from an magic item, the item name (Belt of Magic Spells, etc)

### SAB (formerly SA)

1. Name ONLY

2. Type of Special ability in Parentheses only if mentioned in Source: (Ex) (Su) (Sp) etc. If not mentioned, don’t put one.

3. If there is a Dynamic formula, and the formula can be calculated, it can be included, but no Formulas described.
   See Monk Stun, and Dragon SA’s. If it has a static range (like 10’ no matter what) then that should not be listed.
   The user will need to own the source in that case. The dynamic formulas should be done via DEFINE/BONUS:VAR tags.

### DESC (Feats, Spells, Deities, Domains)

1. Check for Open Game Content. If the DESC (see below for what to look for) is not OGC, leave as DESC:See text.

2. If OGC, for Feats: Use only a 1 line description w/o mechanics. This is best by grabbing the “flavor” line after the feat name but before the “Benefits” or mechanics portion of the feat. This is usually before any prerequisites are listed.

3. If OGC, for Spells: Use only a 1 line description that comes with the class spell lists. Some sources have a purely descriptive element for the Spells that are NOT OGC. Consulting with the publisher (and getting permission for the IP/PI) is for the PCGen Submissions Team. Please leave those with See Text, and when submitting the files, include a file with comments such as this, so we know where we stand, and can progress with acquiring permission for the PI or leaving it.

4. If permission is granted for closed content PI by the publisher (submission team will inform you if so), then the DESC can be filled in with the same rules as above, but a DESCISPI:YES tag must also be added.

### DEFINE/BONUS:VAR and Variable Naming Standards

These two tags are used to track variables across different objects.

1. Variables syntax should start with a letter and should be composed of only letters, _ and numbers (no spaces). The standard Convention is to use only letters, capitalizing individual words for readability.

2. Full words where possible (no over compressing to the point where it isn’t readily understandable to what you are referring to).

3. Please use formulas where possible. Such as CL=Name in for class abilities. 1 Bonus statement with a formula is processed faster than a BONUS statement on ever class line.

4. Where it is possible to do so there should be only one DEFINE statement per variable and the DEFINE should be set at 0 with a BONUS:VAR used to adjust the value.

5. Variable names in all capitals are reserved for hard coded variables or variables defined within the system files.

6. Where it is possible to do so variables should be DEFINEd within the parent object where it is first used or encountered.

It is good practice to leave comments within the data sets LST code explaining what variables have been used in the set, what their purpose is and how they are to be used.

### DR / Damage Reduction

This tag is used to track Damage Reduction. Recent Code enchantments compare different DRs, and list only the highest per type. This requires some standardization in how DR is coded up, to ensure items are being compared properly.

1. Types of DR (after the /) are in Proper Case.

2. Numerical DR, as used in 3.0 format is +#

3. DR that has no bypass is listed as -

4. Several Key names are used across the datasets.

   - +1, +2, +3, +4, +5
   - Silver, Adamantine, Cold Iron
   - Magic, Epic
   - Lawful, Chaotic, Good, Evil
   - Bludgeoning, Piercing, Slashing, Ballistic

5. Use ‘ and ’ and ‘ or ’ between types in the same DR tag.

   - Bludgeoning or Piercing
   - Magic and Silver
   - Epic and Evil
   - Good or Silver
   - Cold Iron or Good
   - Lawful or Good
   - Bludgeoning and Magic

Documentation built with Hugo using the Material theme.