Equipmentmodifiers Tag - PCGen Documentation

# Pages in Equipmentmodifiers Tag

## ABILITY (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:ABILITY|x|y,y Parameters x: Text (Ability category) y: Text (Ability name) y: TYPE=Text (Ability type) *** New 5.13.9 What it does Will present a list of abilities, by name and/or type, of the specified category. At least one ability or ability type must be designated for this tag to function properly. Example CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities A list of all “Rogue Abilities” type feats will be presented.

## ARMORTYPE (Data: equipment_modifiers.lst)

Status None Syntax ARMORTYPE:x|y Parameters x: Text (Current armor TYPE) y: Text (New armor TYPE) What it does This will change the armor type and is | (pipe) delimited. Example ARMORTYPE:Medium|Heavy Changes the armor type from “Medium” to “Heavy”.

## ASSIGNTOALL (Data: equipment_modifiers.lst)

Status None Syntax ASSIGNTOALL:x Parameters x: Boolean (YES) What it does This is for double weapons only. If this tag is present then the modifiers will be applied to both heads. Example ASSIGNTOALL:YES Assigns modifiers to both heads. Default Value: NO

## CHARGES (Data: equipment_modifiers.lst)

Status None Syntax CHARGES:x|y Parameters x: Number (Minimum number of charges) y: Number (Maximum number of charges) What it does Sets the charges for a magic item. Example CHARGES:1|50 Sets the charges for a magic item at a minimum of 1 and maximum of 50.

## CHOOSEEQUIPMENT (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:EQUIPMENT|x,x Parameters x: Text (Equipment name) x: TYPE=Text (Type Name) *** New 5.10.1 RC3 What it does Will present a list of equipment, by name and/or type. At least one (1) piece of equipment or equipment type must be designated for this tag to function properly. There is no specific weapon chooser. Example CHOOSE:EQUIPMENT|TYPE=Goods A list of all equipment of type ‘Goods’. CHOOSE:EQUIPMENT|TYPE=Martial|TYPE=Finessable A list of all equipment of types ‘Martial’ and ‘Finessable’.

## CHOOSESKILL (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:SKILL|x|x|y Parameters x: Text (Skill name) x: TYPE=Text (Skill type) y: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a “Skill” from the presented list. Note: This will only bring up the chooser if invoked from the Temporary Bonus tab. Example CHOOSE:SKILL|Climb|Jump|Balance|Tumble|TITLE=Acrobatics Skill Bonus Will let you select “Climb”, “Jump”, “Balance”, or “Tumble” as an “Acrobatic Skill Bonus”.

## COST (Data: equipment_modifiers.lst)

Status None Syntax COST:x Parameters x: Number (Cost or Formula) What it does The cost applied to the item after resizing it. Formulas can be used with this tag, and valid variables for the formulas are: ALTPLUSTOTAL - The total plus (+) for the second head on a double weapon. Will return zero (0) if there is no second head. BASECOST - The unmodified cast value of the equipment. CRITMULT - The critical multiplier of the weapon.

## COSTDOUBLE (Data: equipment_modifiers.lst)

Status None Syntax COSTDOUBLE:x Parameters x: Boolian (‘YES’ or ‘NO’) What it does This will double the BASECOST of an item being modified as long as it’s TYPE is not ‘MANTLE’, ‘POTION’, ‘SCROLL’, ‘STAFF’, or ‘WAND’. Abbreviations for ‘YES’ and ‘NO’ are not allowed. Example COSTDOUBLE:YES Cost of item is doubled.

## COSTPRE (Data: equipment_modifiers.lst)

Status None Syntax COSTPRE:x Parameters x: Number (Cost before resizing) What it does The cost applied to the equipment before resizing an item occurs. Example COSTPRE:100 Item cost is 100 gold before resizing.

## EQBUILDER (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:EQBUILDER.SPELL|w|x|y|z Parameters w: Text (Spell Type, i.e. Arcane, Divine, Psionic, ANY, optional) x: SCHOOL.Text (School Name, optional) x: SUBSCHOOL.Text (Sub-School Name, optional) x: DESCRIPTOR.Text (Descriptor Text, optional) y: Number (Minimum Level, optional, default 0) z: Number (Maximum Level, optional, default MAX_LEVEL) *** Updated 5.14.0 What it does Allows the selection of magic/psionic spells/powers by specific type, school, sub-school, descriptor, and level, and then adds the spell/power to the item being modified.

## EQMARMORACCHECK (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|ACCHECK|x|y Parameters x: Number, variable or formula (Armor check penalty) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the armor check penalty of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|ACCHECK|3 Decreases the armor check penalty by 3. BONUS:EQMARMOR|ACCHECK|2|TYPE=Enhancement Decreases the armor check penalty by 2 by enhancement.

## EQMARMOREDR (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|EDR|x|y Parameters x: Number, variable or formula (Damage resistance modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the EDR (Effective damage resistance) of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|EDR|1 Makes the damage resistance for the armor 1 higher.

## EQMARMORMAXDEX (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|MAXDEX|x|x Parameters x: Number, variable or formula (Max dex modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the maximum dexterity applicable to users of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|MAXDEX|2 Increases maximum dexterity bonus of the armor by 2. BONUS:EQMARMOR|MAXDEX|2|TYPE=Enhancement Increases maximum dexterity bonus of the armor by 2, by enhancement.

## EQMARMORSPELLFAILURE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|SPELLFAILURE|x|y Parameters x: Number, variable or formula (Spell failure modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the spell failure percentage applicable to users of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|SPELLFAILURE|-10 Decreases the spell failure chance of the armor by 10%. BONUS:EQMARMOR|SPELLFAILURE|-10|TYPE=Enhancement Decreases the spell failure chance of the armor by 10% by enhancement.

## EQMHANDS (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|HANDS|x|y Parameters x: Number, variable or formula (Number of hands) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the number of hands required for the item. See Global Bonus for more information on bonus types. Examples BONUS:EQM|HANDS|1 Sets the number of hands required by the item to one. BONUS:EQM|HANDS|-EQHANDS Sets the number of hands required by the item to zero.

## EQMWEAPONCRITRANGEADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|CRITRANGEADD|x|y Parameters x: Number, variable or formula (Critical range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the critical range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|CRITRANGEADD|1 Increases the critical threat range of the weapon by 1.

## EQMWEAPONCRITRANGEDOUBLE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|CRITRANGEDOUBLE|x|y Parameters x: Number, variable or formula (Critical range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the critical range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|CRITRANGEDOUBLE|1 Doubles the critical threat range of the weapon. BONUS:EQMWEAPON|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit Adds one to the non-stacking-critical threat range of the weapon.

## EQMWEAPONDAMAGESIZE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|DAMAGESIZE|x|y Parameters x: Number, variable or formula (Damage size modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the damage size of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|DAMAGESIZE|1 Modifies the weapon’s damage as if it were 1 size larger.

## EQMWEAPONRANGEADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|RANGEADD|x|y Parameters x: Number, variable or formula (Range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|RANGEADD|10 Adds 10 distance units to the weapon’s range. BONUS:EQMWEAPON|RANGEADD|5|TYPE=CONVERSION Adds 5 distance units to the weapon’s range by conversion.

## EQMWEAPONRANGEMULT (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|RANGEMULT|x|y Parameters x: Number, variable or formula (Range multiplier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|RANGEMULT|2 Doubles the range of the weapon.

## EQMWEIGHTADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTADD|x|y Parameters x: Number, variable or formula (Weight added) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTADD|0.5 Adds half a weight unit to the item’s weight. BONUS:EQM|WEIGHTADD|-10|TYPE=Enhancement Subtracts 10 from the item’s weight due to enhancement.

## EQMWEIGHTDIV (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTDIV|x|y Parameters x: Number, variable or formula (Weight divisor) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTDIV|2 Divides the weight of the item in half. BONUS:EQM|WEIGHTDIV|2|TYPE=Enhancement.REPLACE Divides the weight of the item in half, replaces the original amount by enhancement.

## EQMWEIGHTMULT (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTMULT|x|y Parameters x: Number, variable or formula (Weight multiplier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTMULT|2 Doubles the weight of the item. BONUS:EQM|WEIGHTMULT|1.2|TYPE=Enhancement Multiples the weight of the item by 1.2 by enhancement.

## FEAT (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:FEAT|x,x Parameters x: Text (Feat name) x: TYPE=Text (Feat type) What it does Will present a list of feats, by name and/or type. At least one (1) feat or feat type must be designated for this tag to function properly. Example CHOOSE:FEAT|TYPE=Fighter A list of all “Fighter” type feats will be presented.

## FORMATCAT (Data: equipment_modifiers.lst)

Status None Syntax FORMATCAT:x Parameters x: FRONT x: MIDDLE x: PARENS *** New 5.11.0 What it does Defines how the equipment modifier’s name will be displayed when an equipment item name is being automatically generated. The valid values and their actions are listed below: FORMATCAT:FRONT - The eqmod name appears before the base equipment item name. FORMATCAT:MIDDLE - The eqmod name appears after the base equipment item name but before the parenthesis.

## FUMBLERANGE (Data: equipment_modifiers.lst)

Status None Syntax FUMBLERANGE:x Parameters x: Text (Equipment fumble range) *** New 5.7.15 What it does This is text which indicates the equipments fumble or error range. This tag may also be used in Equipment 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).

## ITYPE (Data: equipment_modifiers.lst)

Status None Syntax ITYPE:x.x Parameters x: Text (Type name) What it does This is a period (.) delimited list of types that will be granted, in addition to any existing types, to the item being created. Example ITYPE:Magic.Ranged.Thrown The item gains the types “Magic”, “Ranged” & “Thrown”.

## NAMEOPT (Data: equipment_modifiers.lst)

Status None Syntax NAMEOPT:x Parameters x: NOLIST x: NONAME x: NORMAL x: NOTHING x: SPELL x: TEXT=<text> *** Updated 5.9.8 What it does This is used to set the naming convention used when an EQMOD is added to an equipment item. Without this tag the EQMOD name is added as is to the equipment name in parentheses after the original equipment name and separated from other EQMOD names by slashes. If an EQMOD has a CHOOSE in it normally the choice made will follow the name of the EQMOD in parentheses.

## NOCHOICE (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:NOCHOICE Parameters *** Updated 5.13.8 What it does This CHOOSE tag will NOT produce a pop up window. Example CHOOSE:NOCHOICE The associated feat is added without a chooser window.

## NUMBER (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:NUMBER|v|w|x|y|z Parameters v: Number (Number choice) w: MIN=Number (Lowest value to choose from. Not used if descrete number choices provided.) x: MAX=Number (Highest value to choose from) y: INCREMENT=Number (Steps between Min and Max. Optional - Used only if MIN and Max are used.) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does Produces a pop-up dialogue with title (z) with a list of that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

## PLUS (Data: equipment_modifiers.lst)

Status None Syntax PLUS:x Parameters x: Number What it does The numeric value supplied is the plus of the item. Example PLUS:1 Item is treated as +1.

## PRETYPE (Data: equipment_modifiers.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 .

## PREWIELD (Data: equipment_modifiers.lst)

Status None Syntax PREWIELD:x,y,y Parameters x: Number (The number of the wield categories that must match) y: Text (Light, OneHanded or TwoHanded) What it does Makes specific wield categories prerequisites. (See WIELD ). Wield categories are defined in the miscinfo.lst gamemode file by the WIELDCATEGORY tag. Example PREWIELD:1,Light,OneHanded Weapon must be either Light or OneHanded. PREWIELD:1,TwoHanded Weapon must be TwoHanded.

## REPLACES (Data: equipment_modifiers.lst)

Status None Syntax REPLACES:x,x Parameters x: Number (Key Name) What it does This is the list of eqmod keys that are replaced in the existing item by the specified eqmod keys in this tag. Example REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5 Replaces keys “WEAP+1”, “WEAP+2”, “WEAP+3”, “WEAP+4” or “WEAP+5” with the keys specified in this tag.

## SKILLBONUS (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:SKILLBONUS|w|x|y|z Parameters w: Text (Skill name) w: TYPE=Text (Skill type) x: MIN=Number (Lowest value to choose from) y: MAX=Number (Highest value to choose from) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

## SPROP (Data: equipment_modifiers.lst)

Status None Syntax SPROP:x Parameters x: Text (Special property) *** Updated 5.7.7 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).

## STATBONUS (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:STATBONUS|w|x|y|z Parameters w: Text (Stat abbreviation. Optional) x: MIN=Number (Lowest value to choose from) y: MAX=Number (Highest value to choose from) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab. Example CHOOSE:STATBONUS|INT|MIN=2|MAX=5|TITLE=Enhancement Bonus Will let you choose a number between 2 and 5 as an enhancment bonus to the “Intelligence” bonus.

## STRING (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:STRING|x|x|y Parameters x: Text (Choice to be offered) y: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does This will produce a list of the provided strings. Example CHOOSE:STRING|+1|+2|TITLE=Enhancement Bonus This will produce an “Enhancement Bonus” list consisting of “+1” and “+2”. CHOOSE:STRING|Undead|Constructs|Monkeys|TITLE=Biggest Irritant This will produce a list consisting of “Undead”, “Constructs” and “Monkeys”.

## VISIBLE (Data: equipment_modifiers.lst)

Status None Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: QUALIFY What it does YES - This will always show the modifier in the customizer window. NO - This will never show the modifier in the customizer window. QUALIFY - This will always show the modifier in the customizer window if the item meets the requirements to obtain this modifier. Example VISIBLE:YES This will always show the modifier in the customizer window.

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