Equipment Tag - PCGen Documentation

# Pages in Equipment Tag

## ACCHECK (Data: equipment.lst)

Status None Syntax ACCHECK:x Parameters x: Number (Armor Check Penalty) What it does The numeric value supplied is the Armor Check penalty applied to certain skills that have an Armor Check. Example ACCHECK:-6 Item has an armor check penalty of -6.

## ALTCRITMULT (Data: equipment.lst)

Status None Syntax ALTCRITMULT:x Parameters x: Text (Secondary attack’s critical modifier) *** Updated 5.11.4 What it does The secondary attack’s critical multiplier as outputted to the character sheet. This is used for double weapons only. The special character (-) is used to indicate no critical multiplier for the secondary attack. Example ALTCRITMULT:x3 2nd head has a critical modifier of x3. ALTCRITMULT:- 2nd head has no critical modifier.

## ALTCRITRANGE (Data: equipment.lst)

Status None Syntax ALTCRITRANGE:x Parameters x: Number (Secondary attack’s critical chance) What it does The secondary attack’s critical chance. This is used for double weapons only. 1 = 20, 2 = 19 & 20, 3 = 18 - 20, etc Example ALTCRITRANGE:2 2nd head criticals on roll of 19 or 20.

## ALTDAMAGE (Data: equipment.lst)

Status None Syntax ALTDAMAGE:x Parameters x: Text (Secondary attack’s damage) What it does The secondary attack’s damage. This is used for double weapons only. Example ALTDAMAGE:1d6-1 2nd head does 1d6-1 damage.

## ALTEQMOD (Data: equipment.lst)

Status None Syntax ALTEQMOD:x|y|y.x|y|y Parameters x: Text, period delimited (Equipment modifier name) y: Text, pipe delimited (Modifiers applied to the equipment modifier name) *** Added 5.7.15 What it does This is a period (.) delimited list of equipment modifiers applied to the secondary head of a double weapon. With the exception that it is applied to the secondary head is functions in the same way as the EQMOD tag. This is utilized by other EQMODs which contain the ASSIGNTOALL tag.

## ALTTYPE (Data: equipment.lst)

Status None Syntax ALTTYPE:x Parameters x: Number (Secondary attack’s type) What it does The secondary attack’s type. This is used for double weapons only. Since this is always in a weapon type, “weapon” should not be included. Melee or Ranged MUST be listed and may be different from the 1st head. Example ALTTYPE:Simple.Melee.Bludgeoning 2nd head is Simple Melee Bludgeoning.

## BASEITEM (Data: equipment.lst)

Status None Syntax BASEITEM:x Parameters x: Text (name of base item) What it does This tag allows the creation of a new specific item based upon an existing item. BASEITEM must be used in conjunction with the EQMOD tag. Eqmods listed in the EQMOD tag are applied to the base item prior to the application of any other included tags. NOTE: This tag will not copy any of the base item’s existing tags so you will need to add them yourself.

## BASEQTY (Data: equipment.lst)

Status None Syntax BASEQTY:x Parameters x: Number (standard bundle quantity) What it does The numeric value supplied is the number of items in this bundle. ie. Arrows (20) should have. Example BASEQTY:20 20 items in a bundle (e.g. Arrows).

## CONTAINS (Data: equipment.lst)

Status None Syntax CONTAINS:x|y=z Parameters x: Number (Weight held) y: Text (Item type) y: Total z: Number (Quantity allowed) *** Updated 5.14.0 What it does This tag is used to define how much, by weight and what type of object, a container can hold. Any object with CONTAINS must also include a TYPE:Container tag for the CONTAINS tag to be activated. The first parameter (x) is the maximum weight the container can hold.

## COST (Data: equipment.lst)

Status None Syntax COST:x Parameters x: Number (gold coin cost) What it does The cost of the item. Example COST:5 Item costs 5 gold pieces.

## CRITMULT (Data: equipment.lst)

Status None Syntax CRITMULT:x Parameters x: Text (Critical Modifier) What it does This is the weapon’s critical multiplier as outputted to the character sheet. The special character (-) is used to indicate no critical multiplier for the equipment. Example CRITMULT:x2 Item has a critical modifier of x2. CRITMULT:- Item has no critical modifier.

## CRITRANGE (Data: equipment.lst)

Status None Syntax CRITRANGE:x Parameters x: Number (Attack’s critical chance) What it does This is the weapon’s critical threat range. 1 = 20, 2 = 19 & 20, 3 = 18 - 20, etc Example CRITRANGE:2 Item criticals on roll of 19 or 20.

## DAMAGE (Data: equipment.lst)

Status None Syntax DAMAGE:x Parameters x: Text (Item Damage) What it does The damage that a weapon does, this is part of the character sheet output. Example DAMAGE:1d6 Item damage is 1d6.

## EDR (Data: equipment.lst)

Status None Syntax EDR:x Parameters x: Number (Integer greater than zero) *** Updated 5.14.0 What it does Sets the Effective Damage Resistance of an item. Example EDR:5 Item takes 5 points to destroy.

## EQMOD (Data: equipment.lst)

Status None Syntax EQMOD:x|y|y.x|y|y Parameters x: Text (Equipment modifier KEY) y: Text (Variable values) y: Text (Chooser responses) What it does Applies the included eqmods to an item. The eqmods are a period-delimited (.) list of equipment modifier KEYs. Eqmods (x) may include a pipe-delimited (|) list of variable values (y) or chooser responses (y) determined by the built-in variables or choosers of the eqmod itself. See rsrd_equipmods_enhancing.lst for examples of eqmods.

## FUMBLERANGE (Data: equipment.lst)

Status None Syntax FUMBLERANGE:x Parameters x: Text (Equipment fumble range) *** Added 5.7.15 What it does This is text which indicates the equipments fumble or error range. This tag may also be used in EQMOD lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supersedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).

## ICON (Data: equipment.lst)

Status Added 5.17.7 Syntax ICON:x Parameters x: Text (file path) What it does This occurs on an equipment line and sets the path to the icon to be used for the equipment item. The path is relative to the pcgen install folder. The same @, & and * shortcuts as are used in PCC files may be used in the path to specify where the path is relative to. Example ICON:@/d20ogl/srd35/icons/backpack.png The icon for this item will be d20ogl/srd35/icons/backpack.png relative to the data directory.

## MAXDEX (Data: equipment.lst)

Status None Syntax MAXDEX:x Parameters x: Number (Maximum Dexterity Bonus) What it does The numeric value supplied is used for armor to determine the maximum dexterity bonus that can be had while wearing the armor. Example MAXDEX:3 Item allows a maximum dexterity bonus of three when equipped.

## MODS (Data: equipment.lst)

Status None Syntax MODS:x Parameters x: YES x: NO x: REQUIRED What it does Is either YES (default), which means it can have equipment modifiers added to it, NO, no equipment modifiers can be added, or REQUIRED, must have at least 1 equipment modifier in order to purchase the item. Example MODS:YES Item can have equipment modifiers added.

## NUMPAGES (Data: equipment.lst)

Status None Syntax NUMPAGES:x Parameters x: Number (Number of pages in spell book) *** Added 5.9.6 What it does Defines the number of pages in the spellbook. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab. Example NUMPAGES:100 Spell book with 100 pages.

## PAGEUSAGE (Data: equipment.lst)

Status None Syntax PAGEUSAGE:x Parameters x: Formula (Number of pages each spell will use) *** Added 5.9.6 What it does Defines the how many pages of the spellbook each spell would use. The variable SPELLLEVEL can be used to make calculations based on the spell’s level. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab. Example PAGEUSAGE:max(SPELLLEVEL*2,1) Each spell will use 2 pages per level (3.0 standard spellbook).

## PRETYPE (Data: equipment.lst)

Status None Syntax PRETYPE:x,y,y Parameters x: Number (The number of types that must match the specified requirements). y: Text (Equipment type). y: EQMODTYPE=Text (Equipment Modifier type). y: EQMOD=Text (Equipment Modifier KEY). y: Same as above. What it does Make specific Types or Equipment Modifiers a prerequisite. EQMODTYPE checks for the TYPE in the applied Equipment Modifiers, not Equipment type. EQMOD checks for the specified EQMOD by name or key. EQMOD can take an optional parameter of the form EQMOD=<key>(<choice>) , where the “choice” represents an item previously selected by an internal chooser for the specified EQMOD .

## PROFICIENCY (Data: equipment.lst)

Status None Syntax PROFICIENCY:x|y Parameters x: Text (WEAPON, ARMOR, or SHIELD) y: Text (Proficiency Name) *** Updated 5.13.8 What it does This tells PCGen what Proficiency name to use from the appropriate profs.lst file. (i.e. weaponprofs.lst , armorprofs.lst , or shieldprofs.lst ) Example PROFICIENCY:WEAPON|Sword (Long) Item uses the “Longsword” weapon proficiency. PROFICIENCY:ARMOR|Chainmail Item uses the “Chainmail” armor proficiency. PROFICIENCY:SHIELD|Buckler Item uses the “Buckler” shield proficiency.

## QUALITY (Data: equipment.lst)

Status None Syntax QUALITY:x|y Parameters x: Text (Name of the quality) y: Text (Text string value of the quality) *** Added 5.9.7 What it does Sets the name and value of a quality which will be attached to the equipment. Qualities can be output by the EQ.0.QUALITY tag Example QUALITY:Restriction|Licensed The equipment has the “Restriction” quality which has a value of “Licensed”. QUALITY:Black Market DC|(+1) The equipment has the “Black Market DC” quality which has a value of “(+1)”.

## RANGE (Data: equipment.lst)

Status None Syntax RANGE:x Parameters x: Number (Distance of one range increment) What it does Sets the distance of the weapon’s range increment. Example RANGE:50 One range increment for this weapon is 50 ft.

## RATEOFFIRE (Data: equipment.lst)

Status Deprecated 6.05.1 - use FACT Syntax RATEOFFIRE:x Parameters x: Text (Rate of Fire Text) What it does This is the weapon’s rate of fire (given as text suitable for output). Most likely only useful in modern and futuristic games. Example RATEOFFIRE:1 1 shot per round. RATEOFFIRE:0/10/20 0 shots first round, 10 shots second round and 20 shots on the third. RATEOFFIRE:S,A Single or Automatic. RATEOFFIRE:Single Single shot only.

## REACH (Data: equipment.lst)

Status None Syntax REACH:x Parameters x: Number (Weapon Reach) *** Updated 5.11.6 What it does The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it adds to the weapon’s Reach minus the first 5 feet of the character’s natural reach, so a character with a natural reach of 10 wielding a weapon with a REACH value of 10 will have a reach of 15 with that weapon.

## REACHMULT (Data: equipment.lst)

Status None Syntax REACHMULT:x Parameters x: Number (Weapon Reach Multiplier) *** Added 5.11.6 What it does The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it multiplies the character’s natural reach, so a character with a natural reach of 10 wielding a weapon with a WEAPONREACH value of 2 will have a reach of 20 with that weapon.

## SIZE (Data: equipment.lst)

Status None Syntax SIZE:x Parameters x: Text (F,D,T,S,M,L,H,G,C) *** Updated 5.5.2 What it does 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 size designations, including abbreviations, are dependant upon the gamemode used and may be redefined in the sizeadjustments.lst file. In third edition rules size of weapons is used in determining Proficiency qualifications and wielding abilities for weapons. In 3.5 edition rules weapon size no longer determines the actual size of the weapon but instead determines the size of the creature the weapon was made for.

## SLOTS (Data: equipment.lst)

Status None Syntax SLOTS:x Parameters x: Number (Number of slots it takes to equip an item) What it does This tag is used in weapon lines to set the number of slots required to equip a character with the weapon. The default is one. Example SLOTS:2 Weapon requires two hands to wield it.

## SPELLFAILURE (Data: equipment.lst)

Status None Syntax SPELLFAILURE:x Parameters x: Number (Spell Failure percentage) What it does The numeric value supplied is to show the percentage chance of spell failure when casting a spell while wearing/wielding this item (when item is equipped). Example SPELLFAILURE:5 Item causes 5% of arcane spells to fail.

## SPROP (Data: equipment.lst)

Status None Syntax SPROP:x Parameters x: Text (Special property) *** Updated 5.7.1 What it does The special property is text that will appear on output sheets under the equipment it is assigned to. Variable substitution can be used in the same manner as the SA tag The “%” symbol will fill in a number from a variable listed after a “|” (pipe). This can be done numerous times, with each successive “%” relating to the next variable listed after another “|” (pipe).

## WIELD (Data: equipment.lst)

Status None Syntax WIELD:x Parameters x: Light (Weapon is Light) x: OneHanded (Weapon can be wielded in one hand) x: TwoHanded (Weapon requires both hands to be wielded effectively) *** Added 5.5.2 What it does Sets the wield category of a weapon. In 3.5 edition the rules for wielding a weapon are based on the size category of the weapon and the size category of the PC. Each size category difference between the weapon and PC changes the effective wield category by one step.

## WT (Data: equipment.lst)

Status None Syntax WT:x Parameters x: Number (Item Weight) What it does Provides the weight of the item in question. The WT tag will take a number greater than or equal to zero (0) for the weight. The units for the weight is set with the WEIGHTUNIT tag in the gameMode miscinfo.lst file. Example WT:5 Item weighs 5 lbs.

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