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    <title>Other Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/other-tag.html</link>
    <description>Recent content in Other Tag on PCGen Documentation</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Mon, 01 Aug 2016 00:00:00 +0000</lastBuildDate>
    <atom:link href="http://docs.pcgen.com/categories/other-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>ABILITY (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/ability.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 6.03.02&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;ABILITY:x|y|z|z&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Ability category)&lt;/li&gt;
&lt;li&gt;y: Text (Ability nature)&lt;/li&gt;
&lt;li&gt;z: Text (Ability name or key)&lt;/li&gt;
&lt;li&gt;z: TYPE=Text (Ability type)&lt;/li&gt;
&lt;li&gt;z: .CLEAR&lt;/li&gt;
&lt;li&gt;z: .CLEAR.Text (Ability name or key)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Adds an ability, of the given category and nature, to a character.&lt;/li&gt;
&lt;li&gt;The listed Ability Category must have been defined in the
appropriate &lt;em&gt;gamemode/miscinfo.lst&lt;/em&gt; or &lt;em&gt;abilitycategory.lst&lt;/em&gt; file.&lt;/li&gt;
&lt;li&gt;Valid Ability Natures are NORMAL, AUTOMATIC, or VIRTUAL.&lt;/li&gt;
&lt;li&gt;When adding an ability to a category, that category&amp;rsquo;s pool will be
charged only if the &amp;ldquo;Nature&amp;rdquo; is NORMAL.&lt;/li&gt;
&lt;li&gt;When including a feat with an internal chooser, subchoices can be
handled one of two ways.&lt;/li&gt;
&lt;li&gt;-   Subchoices must be specified within the tag. (e.g. Weapon Focus
    (Longsword)).&lt;br /&gt;
     or

&lt;ul&gt;
&lt;li&gt;Used in conjunction with the &lt;code&gt;CHOOSE&lt;/code&gt; tag, &lt;code&gt;%LIST&lt;/code&gt; can be used
with this tag to provide the required choice.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;The standard list for the ability category will be used to find a
matching ability.&lt;/li&gt;
&lt;li&gt;ABILITY tags can be qualified with &lt;a href=&#34;../../list/global/pre.html&#34;&gt;PRExxx&lt;/a&gt;
tags unless they use the &lt;code&gt;%LIST&lt;/code&gt; parameter. ABILITY tags qualified
with PRExxx tags will not be added unless the character meets
the prerequisites.&lt;/li&gt;
&lt;li&gt;For specific infomation on the &lt;code&gt;.CLEAR&lt;/code&gt; tag, read the
&lt;a href=&#34;../../list/global/other/clear.html&#34;&gt;.CLEAR&lt;/a&gt; docs.&lt;/li&gt;
&lt;li&gt;This tag is a replacement for the following tags: FEAT, VFEAT,
and FEATAUTO.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; This tag &lt;strong&gt;WILL NOT&lt;/strong&gt; activate a CHOOSER inside of a feat. You
must use &lt;a href=&#34;../../list/global/add/feat.html&#34;&gt;ADD:FEAT&lt;/a&gt; to activate a chooser
inside of a feat being granted.&lt;/p&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;ABILITY:FEAT|AUTOMATIC|Empower Spell&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the empower spell feat as an Auto feat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:FEAT|AUTOMATIC|TYPE=SpecialFu&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds all feats with SpecialFu Type.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:Special Ability|AUTOMATIC|Monkey Fu Mastery&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the Monkey Fu Mastery &amp;lsquo;Special Ability&amp;rsquo; and lists it as Automatic
nature (if visible).&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:CLASSFEATURE|VIRTUAL|Stunning Fist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the Stunning Fist ability as a virtual class feature.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:WEAPONPROFS|LIST &amp;lt;tab&amp;gt; ABILITY:FEAT|AUTOMATIC|Weapon Focus (%LIST)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat &amp;ldquo;Weapon Focus&amp;rdquo; is granted as an automatic feat with the weapon
chosen with the &lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:FEAT|AUTOMATIC|.CLEAR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Clears all automatic feats from the character.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:FEAT|VIRTUAL|.CLEAR.Empower Spell&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Clears the empower spell feat as an virtual feat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:FEAT|AUTOMATIC|Toughness|Track&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Example of granting more than one feat. This grants &amp;lsquo;Track&amp;rsquo; and
&amp;lsquo;Toughness&amp;rsquo; as automatic feats&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:Special Ability|AUTOMATIC|Wild Shape(Small Animal)|Wild Shape(Medium Animal)|PREVARGTEQ:DruidWildShape,4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the Special Ability &amp;lsquo;Wild Shape (Small Animal)&amp;rsquo; and &amp;lsquo;Wild Shape
(Medium Animal&amp;rsquo; as an automatic ability once the variable
&amp;lsquo;DruidWildShape&amp;rsquo; equals or is greater than &amp;lsquo;4&amp;rsquo;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:Special Ability|AUTOMATIC|Wild Shape(Small Animal,Medium Animal)|PREVARGTEQ:DruidWildShape,4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This shows an example of Abilities with sub-choices being granted in a
shorthand manner. Same as the above and grants the Special Ability &amp;lsquo;Wild
Shape (Small Animal)&amp;rsquo; and &amp;lsquo;Wild Shape (Medium Animal)&amp;rsquo; as an automatic
ability. Note: The Comma delimiter.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:Special Ability|AUTOMATIC|%LIST &amp;lt;tab&amp;gt; CHOOSE:ABILITYSELECTION|Special Ability|TYPE=CuteBunnies &amp;lt;tab&amp;gt; MULT:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would grant automatically, a Choice of type &amp;ldquo;CuteBunnies&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOARMORPROF (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autoarmorprof.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autoarmorprof.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.17.11&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:ARMORPROF|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Armor name)&lt;/li&gt;
&lt;li&gt;x: ARMORTYPE=Text (Armor type)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of armor, by name or by armor
type, that are granted as free armor proficiencies.&lt;/li&gt;
&lt;li&gt;When including the &lt;code&gt;ARMORTYPE=&lt;/code&gt; sub-tag you may use a
period-delimted (.) list of armor types. This will grant the
character proficiency with armor that meet all of the listed
armor types.&lt;/li&gt;
&lt;li&gt;PRExxx tags are allowed with this tag and use the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:ARMORPROF|ARMORTYPE=Light&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All Light armors are given as free armor proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:ARMORPROF|Leather&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Leather armor is given as a free armor proficiency.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:ARMORPROF|ARMORTYPE=Light|ARMORTYPE=Medium&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Light and Medium Armor is given as a free armor proficiency.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:ARMORPROF|Dwarven Plate|PRERACE:1,Dwarf&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Dwarven Plate is given as a free armor proficiency if the character is a
Dwarf.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOEQUIP (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autoequip.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autoequip.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 5.17.11&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:EQUIP|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (&amp;lt;Equipment Name&amp;gt;)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of equipment that is granted to
the character for free.&lt;/li&gt;
&lt;li&gt;PRExxx tags are allowed with this tag and use the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;AUTO:EQUIP&lt;/code&gt; won&amp;rsquo;t take (%)LIST or (%)CHOICE for substitution.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; The equipment added is marked on the GUI just as feats added
by the &lt;code&gt;AUTO:FEAT&lt;/code&gt; tag, i.e. are yellow, and can&amp;rsquo;t be removed.
Additionally, the equipment must be added to the Equipment Set just as
any other Equipment the PC has to come out on the OS.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CAUTION:&lt;/strong&gt; Some trouble has been found when attempting to add two of
the same item. Additionally, you should not use items which have math
operators (such as + and -) in their names.&lt;/p&gt;

&lt;h2 id=&#34;where-it-is-used&#34;&gt;Where it is used&lt;/h2&gt;

&lt;p&gt;Global, however AUTO:EQUIP is not supported in class level lines. It can
be used on a class line.&lt;/p&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:EQUIP|Flurry of Blows|PRECLASS:1,Monk=1|&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The item &amp;ldquo;Flurry of Blows&amp;rdquo; is granted as a free equipment item if the
character has a level of Monk.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:EQUIP|Flurry of Blows|PREMULT:2,[PRESTAT:1,DEX=15],[PRECLASS:1,Monk=1]&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The item &amp;ldquo;Flurry of Blows&amp;rdquo; is granted as a free equipment item if the
character has a level of Monk and a DEX score of 15 or better.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOFEAT (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autofeat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autofeat.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.17.4&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:FEAT|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Feat name)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;autofeat&#34;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Status:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;6.05.04 (July 2015): JIRA
&lt;a href=&#34;http://jira.pcgen.org/browse/NEWTAG-477&#34;&gt;NEWTAG-477&lt;/a&gt; / Github &lt;a href=&#34;https://github.com/PCGen/pcgen/pull/380&#34;&gt;PR
#380&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;-   &lt;code&gt;AUTO:FEAT&lt;/code&gt; is deprecated. Use
    &lt;a href=&#34;../../list/global/other/ability.html&#34;&gt;&lt;code&gt;ABILITY:FEAT|AUTOMATIC|&lt;/code&gt;&lt;/a&gt; instead.

&lt;ul&gt;
&lt;li&gt;All &lt;code&gt;FEAT&lt;/code&gt; tags have been &lt;strong&gt;deprecated&lt;/strong&gt; and replaced by the
&lt;code&gt;ABILITY&lt;/code&gt; system, which is more general. The &lt;code&gt;ABILITY&lt;/code&gt; system
can model feats, racial features, class features, traits, flaws,
temporary bonuses, and so on, all using a common format.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of feats that are granted to the
character as automatic feats.&lt;/li&gt;
&lt;li&gt;When including a feat with an internal chooser, subchoices can be
handled one of two ways.&lt;/li&gt;
&lt;li&gt;-   Subchoices must be specified within the tag. (e.g. Weapon Focus
    (Longsword)).&lt;br /&gt;
     or

&lt;ul&gt;
&lt;li&gt;Used in conjunction with the &lt;code&gt;CHOOSE&lt;/code&gt; tag, &lt;code&gt;%LIST&lt;/code&gt; can be used
with this tag to provide the required choice.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;PRExxx tags must be appended to the tag using the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;li&gt;.CLEAR may be used with this tag as part of a .MOD operation and may
not be used during class progression. (i.e. There is no
cross-level interaction.)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; This tag &lt;strong&gt;WILL NOT&lt;/strong&gt; activate a CHOOSER inside of a feat. You
must use &lt;a href=&#34;../../list/global/add/feat.html&#34;&gt;ADD:FEAT&lt;/a&gt; to activate a chooser
inside of a feat being granted.&lt;/p&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:FEAT|Dodge|PRESTAT:1,DEX=13&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat &amp;ldquo;Dodge&amp;rdquo; is granted as an automatic feat if the character&amp;rsquo;s
dexterity is 13 or higher.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:WEAPONPROFICIENCY|LIST &amp;lt;tab&amp;gt; AUTO:FEAT|Weapon Focus (%LIST)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat &amp;ldquo;Weapon Focus&amp;rdquo; is granted as an automatic feat with the weapon
chosen with the &lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:FEAT|.CLEAR.Dodge &amp;lt;tab&amp;gt; AUTO:FEAT|Alertness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat &amp;ldquo;Dodge&amp;rdquo; is cleared and the feat &amp;ldquo;Alertness&amp;rdquo; is granted as an
automatic feat.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOLANG (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autolang.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autolang.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 5.17.14&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:LANG|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Language)&lt;/li&gt;
&lt;li&gt;x: TYPE=Text (Language type)&lt;/li&gt;
&lt;li&gt;x: !TYPE=Text (Language type)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;x: %LIST&lt;/li&gt;
&lt;li&gt;x: .CLEAR&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of languages, by name or type,
that are granted as free language.&lt;/li&gt;
&lt;li&gt;When including the &lt;code&gt;TYPE=&lt;/code&gt; sub-tag you may use a
period-delimited (.) list of language types. This will grant the
character any Language with the listed types.&lt;/li&gt;
&lt;li&gt;Use of &lt;code&gt;%LIST&lt;/code&gt; will insert the result of a &lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;.CLEAR&lt;/code&gt; will clear all languages granted by previous
&lt;code&gt;AUTO:LANG&lt;/code&gt; tags.&lt;/li&gt;
&lt;li&gt;PRExxx tags are allowed with this tag and use the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:LANG|Common&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Common is granted as a free language to the character.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:LANG|TYPE=Latin&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Latin-type Languages are given as free languages .&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:LANG|Draconic|PREFEAT:1,Dodge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Draconic language is granted as a free language if the character has
the Dodge feat.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOSHIELDPROF (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autoshieldprof.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autoshieldprof.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.17.11&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:SHIELDPROF|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Shield name)&lt;/li&gt;
&lt;li&gt;x: SHIELDTYPE=Text (Shield type)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of shields, by name or shield
type, that are granted as free shield proficiencies.&lt;/li&gt;
&lt;li&gt;When including the &lt;code&gt;SHIELDTYPE=&lt;/code&gt; sub-tag you may use a
period-delimted (.) list of shield types. This will grant the
character proficiency with shields that meet all of the listed
shield types.&lt;/li&gt;
&lt;li&gt;PRExxx tags are allowed with this tag and use the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:SHIELDPROF|SHIELDTYPE=Buckler&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Buckler shield is given as a free shield proficiency.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:SHIELDPROF|SHIELDTYPE=Buckler|SHIELDTYPE=Light|SHIELDTYPE=Heavy&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Buckler, Light, and Heavy Shields are given as free shield
proficiencies.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>AUTOWEAPONPROF (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/autoweaponprof.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/autoweaponprof.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.17.11&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Weapon name)&lt;/li&gt;
&lt;li&gt;x: TYPE=Text (Weapon Type)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Weapon Type)&lt;/li&gt;
&lt;li&gt;x: DEITYWEAPONS (Deity&amp;rsquo;s favored weapon)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of weapons, by name or weapon
type, that are granted as free weapon proficiencies.&lt;/li&gt;
&lt;li&gt;You can specify individual weapons or all weapons of a weapon
proficiency type.&lt;/li&gt;
&lt;li&gt;When including the &lt;code&gt;TYPE=Text&lt;/code&gt; or &lt;code&gt;TYPE,Text&lt;/code&gt; sub-tag you may use a
period-delimted (.) list of weapon types. This will grant the
character proficiency with weapons that meet all of the listed
weapon types.&lt;/li&gt;
&lt;li&gt;When using the &lt;code&gt;DEITYWEAPONS&lt;/code&gt; sub-tag, all of the deity&amp;rsquo;s favored
weapons, except for natural weapons, are added. If the deity
specifies &amp;ldquo;ALL&amp;rdquo; or &amp;ldquo;ANY&amp;rdquo; for its favored weapon, no weapons will
be added.&lt;/li&gt;
&lt;li&gt;PRExxx tags are allowed with this tag and use the pipe-delimited (|)
syntax.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|Longsword|Shortbow (Composite)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Longsword&amp;rdquo; and &amp;ldquo;Shortbow (Composite)&amp;rdquo; are given as free weapon
proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE.Simple&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;Simple&amp;rdquo; weapons are given as free weapon proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE.Simple|TYPE.Martial&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;Simple&amp;rdquo; and &amp;ldquo;Martial&amp;rdquo; weapons are given as free weapon
proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE.Ranged|TYPE.Piercing|TYPE.Simple&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;Ranged&amp;rdquo;, &amp;ldquo;Piercing&amp;rdquo; and &amp;ldquo;Simple&amp;rdquo; weapons are given as free weapon
proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE.Martial.Slashing&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;Martial&amp;rdquo; weapons that are &amp;ldquo;Slashing&amp;rdquo; type are given as free weapon
proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE.Martial.Slashing.Melee&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;Melee&amp;rdquo; type &amp;ldquo;Martial&amp;rdquo; weapons that are &amp;ldquo;Slashing&amp;rdquo; type are given as
free weapon proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|DEITYWEAPONS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All favored weapons of the character&amp;rsquo;s deity are given as free weapon
proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;AUTO:WEAPONPROF|TYPE=NoProfReq|Longspear|Javelin&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All &amp;ldquo;NoProfReq&amp;rdquo; and &amp;ldquo;Longspear&amp;rdquo; and &amp;ldquo;Javelin&amp;rdquo; weapons are given as free
weapon proficiencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Rogue.MOD &amp;lt;tab&amp;gt; AUTO:WEAPONPROF|Gladius&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified the Rogue Class to include the Gladius weapon.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CCSKILL (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/ccskill.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/ccskill.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CCSKILL:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (&amp;lt;Skill Name&amp;gt;)&lt;/li&gt;
&lt;li&gt;x: Text (Type.&amp;lt;Skill Type&amp;gt;)&lt;/li&gt;
&lt;li&gt;x: LIST&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;p&gt;Grants the listed exclusive skills as cross-class skills.&lt;/p&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CCSKILL:Listen|Spot&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Listen&amp;rdquo; and &amp;ldquo;Spot&amp;rdquo; skills are made cross-class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CCSKILL:Search|TYPE.Knowledge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Search&amp;rdquo; and &amp;ldquo;Knowledge&amp;rdquo; type skills are made cross-class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CCSKILL:LIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Skills selected in the associated choice are made cross-class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Blackguard.MOD &amp;lt;tab&amp;gt; STARTSKILLPTS:2 &amp;lt;tab&amp;gt; CSKILL:.CLEAR|Handle Animal|Ride &amp;lt;tab&amp;gt; CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot &amp;lt;tab&amp;gt; CCSKILL:Handle Animal|Ride&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified Class that changes all of these Tags from their starting
values..&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CHANGEPROF (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/changeprof.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/changeprof.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 5.3.13&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CHANGEPROF:x,x=y|x,x=y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Name of weapon)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (weapon type)&lt;/li&gt;
&lt;li&gt;y: Text (Category of Proficiency to change to)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Changes named or types of weapons to new Proficiency category.&lt;/li&gt;
&lt;li&gt;Valid everywhere.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CHANGEPROF:Urgrosh (Dwarven),Waraxe (Dwarven)=Martial&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Changes the above weapons to be Martial weapons for proficiency
purposes.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHANGEPROF:TYPE.Hammer=Simple&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Changes all weapons of TYPE Hammer to be Simple weapons for proficiency
purposes.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CLEAR (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/clear.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/clear.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;x.CLEAR.y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Tag to be cleared)&lt;/li&gt;
&lt;li&gt;y: Text (Name of object being cleared, Optional))&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;the-clear-tag&#34;&gt;The .CLEAR Tag&lt;/h2&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This tag is used in conjunction with the &lt;code&gt;.MOD&lt;/code&gt; and &lt;code&gt;.COPY&lt;/code&gt; tags and
may not be used for &amp;ldquo;Run-Time&amp;rdquo; changes.&lt;/li&gt;
&lt;li&gt;This tag is also useful in CLASS lines. See
&lt;a href=&#34;../../list/global/other/sab.html&#34;&gt;SAB&lt;/a&gt; tag documentation.&lt;/li&gt;
&lt;li&gt;Tags that can have multiple items, such as &lt;code&gt;TYPE&lt;/code&gt; , or tags that can
be used multiple times can be eliminated.&lt;/li&gt;
&lt;li&gt;The &lt;code&gt;.CLEAR&lt;/code&gt; syntax has not yet been standardized as many of the
other tags have been and there are at least 2 variations on how it
can be used.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Note: Although listed as global, &lt;code&gt;.CLEAR&lt;/code&gt; will not work with all tags.
Some experimentation may be required to see which usage is required with
which tags.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Syntax usage:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TAG:.CLEAR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This syntax clears all the values of the original object. This tag is
followed by a second tag which sets the new values. It is important to
note that PCGen works in a sequential manner and if the two tags order
is swapped the new value will be cleared as well as the original values.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TAG:.CLEAR.&amp;lt;Values to be cleared&amp;gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The items which follow the &lt;code&gt;.CLEAR.&lt;/code&gt; are cleared.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Work Arounds:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;.CLEAR&lt;/code&gt; is not supported on the &lt;code&gt;CHOICE&lt;/code&gt; tag, allowing the removal of
the tag from the item. Two ways to do that are:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;MULT:NO&lt;/code&gt; - makes it a single feat, choice not supported.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CHOOSE:NOCHOICE&lt;/code&gt; - no popup, but selectable multiple times.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CLASS:Ranger.MOD &amp;lt;tab&amp;gt; CSKILL:.CLEAR.Animal Empathy&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modifies the &lt;span class=&#34;lstobj&#34;&gt; Ranger &lt;/span&gt; class by eliminating
the &lt;span class=&#34;lstobj&#34;&gt; Animal Empathy &lt;/span&gt; skill from its class
skill list.&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;code&gt;Dagger.COPY=Hunting Knife &amp;lt;tab&amp;gt; TYPE:.CLEAR &amp;lt;tab&amp;gt; TYPE:Weapon.Melee.Finesseable.Exotic.Standard.Piercing.Slashing.Dagger&lt;/code&gt;&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Creates a new weapon called &lt;span class=&#34;lstobj&#34;&gt; Hunting Knife &lt;/span&gt;
, clears ALL the types from the new weapon and then adds back the
desired types.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Acid Arrow.MOD &amp;lt;tab&amp;gt; SCHOOL:.CLEAR &amp;lt;tab&amp;gt; SCHOOL:Lesser Conjuration&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modifies the Acid Arrow spell by eliminating the original value of the
&lt;code&gt;SCHOOL&lt;/code&gt; tag and then sets the new value with a second &lt;code&gt;SCHOOL&lt;/code&gt; tag.&lt;/p&gt;

&lt;h2 id=&#34;where-it-is-used&#34;&gt;Where it is Used&lt;/h2&gt;

&lt;p&gt;In conjunction with &lt;code&gt;.MOD&lt;/code&gt; and &lt;code&gt;.COPY&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>COMPANIONLIST (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/companionlist.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/companionlist.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 5.11.0&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:x|y,y|z&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Variables used (x):&lt;/strong&gt; Text (Companion Type)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables used (y):&lt;/strong&gt; Text (Companion Race)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables used (y):&lt;/strong&gt; RACETYPE=Text (Companion Race Type)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables used (y):&lt;/strong&gt; RACESUBTYPE=Text (Companion Race Subtype)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables used (y):&lt;/strong&gt; ANY&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variables used (z):&lt;/strong&gt; FOLLOWERADJUSTMENT:Number (Level Adjustment)&lt;/p&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Adds a specific race or races to the list of available companions
for the specified companion type.&lt;/li&gt;
&lt;li&gt;PRExxx tags can be added at the end of &lt;code&gt;COMPANIONLIST&lt;/code&gt; tags, PRExxx
tags are checked against the master.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;FOLLOWERADJUSTMENT&lt;/code&gt; will modify the masters effective level when
determining the benefits gained from the companion creature.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:Familiar|Bat,Cat,Hawk,Lizard,Owl,Rat,Raven,Snake(Tiny/Viper),Toad,Weasel&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would build the list consisting of the Bat, Cat, Hawk, Lizard, Owl, Rat,
Raven, Snake(Tiny/Viper), Toad, and Weasel and make them available to be
familiars.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:Pet|RACETYPE=Animal&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would build a list of all animals and make them available to be a Pet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:Pet|RACESUBTYPE=Fire&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Would build a list of all creatures with a race subtype of &amp;lsquo;Fire&amp;rsquo; and
make them available to be a Pet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:Familiar|Quasit|PREFEAT:1,Special Familiar|PREALIGN:CE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A Quasit can be chosen as a Familiar but only if the master is evil and
has the Special Familiar feat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COMPANIONLIST:Animal Companion|Ape|FOLLOWERADJUSTMENT:-3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;An Ape companion to a 4th level master gains the benefits normally
granted to a companion of a 1st level master.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>COPY (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/copy.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/copy.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.13&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;w|x.COPY=y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;w: CATEGORY=Text (Ability category. Used only when
copying abilities.)&lt;/li&gt;
&lt;li&gt;x: Text (Object name)&lt;/li&gt;
&lt;li&gt;y: Text (Copied object&amp;rsquo;s name)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;the-copy-tag&#34;&gt;The .COPY Tag&lt;/h2&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Copies a LST object, creating a new object with the same properties
as the original object.&lt;/li&gt;
&lt;li&gt;When copying abilities you reference the ability by its
&amp;ldquo;category&amp;rdquo;, i.e. &lt;code&gt;CATEGORY=&amp;lt;category&amp;gt;&lt;/code&gt; , and its name, or &amp;ldquo;key&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;The name of the object must match EXACTLY the existing object, i.e.
case sensitive.&lt;/li&gt;
&lt;li&gt;Copying a &amp;ldquo;class&amp;rdquo; requires that the object include the beginning
&lt;code&gt;CLASS:&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;Tags following the &lt;code&gt;.COPY&lt;/code&gt; line modify the new object in the same
way the &lt;code&gt;.MOD&lt;/code&gt; tag modifies objects.&lt;/li&gt;
&lt;li&gt;Any tags that follow the &lt;code&gt;.COPY&lt;/code&gt; tag are added to the list of tags
already in the object.&lt;/li&gt;
&lt;li&gt;If only one tag is allowed, such as &lt;code&gt;HD&lt;/code&gt; for classes or &lt;code&gt;COST&lt;/code&gt; in
equipment, the new tag will replace the tag in the original entry.&lt;/li&gt;
&lt;li&gt;If more than one tag is allowed, most notably &lt;code&gt;BONUS&lt;/code&gt; statements,
then the new tag will be added to the other tags in the object.&lt;/li&gt;
&lt;li&gt;The order of operations is: Native line, &lt;code&gt;COPY&lt;/code&gt; , &lt;code&gt;MOD&lt;/code&gt; , then
&lt;code&gt;FORGET&lt;/code&gt; , but the order of operation is also controlled by the
&lt;code&gt;RANK&lt;/code&gt; tag in the PCC file.

&lt;ul&gt;
&lt;li&gt;Given: &lt;code&gt;1.MOD&lt;/code&gt;&lt;code&gt;1.FORGET&lt;/code&gt;&lt;code&gt;2.COPY&lt;/code&gt;&lt;code&gt;2.Blank&lt;/code&gt;&lt;code&gt;2.MOD&lt;/code&gt;&lt;code&gt;3.MOD&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Order of processing is:
&lt;code&gt;2.Blank&lt;/code&gt;&lt;code&gt;2.COPY&lt;/code&gt;&lt;code&gt;1.MOD&lt;/code&gt;&lt;code&gt;2.MOD&lt;/code&gt;&lt;code&gt;3.MOD&lt;/code&gt;&lt;code&gt;1.FORGET&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Note: When copying a Class it is important to remember that while the
class lines are copied into a new class, there remain tags in those
lines which refer to the original class by name. The effect of this is
that your new class will not inherit any class abilities that reference
the old class name, e.g. Spellcasting, Favored Enemies, etc.&lt;/p&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;Human.COPY=Aboriginee&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Creates a new race called Aboriginee based on the Human race.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Dagger.COPY=Hunting Knife&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Creates a new weapon called Hunting Knife based on the weapon Dagger.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Ranger.COPY=Woodsman&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Creates a new class called the Woodsman based on the Ranger class.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Skill Focus.COPY=Heighten Knowledge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Creates a new feat called Heighten Knowledge based on the Skill Focus
feat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CATEGORY=(foo)|(key).COPY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The new syntax to be used to &lt;code&gt;.COPY&lt;/code&gt; an ability.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CSKILL (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/cskill.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/cskill.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.13.6&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CSKILL:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (&amp;lt;Skill Name&amp;gt;)&lt;/li&gt;
&lt;li&gt;x: Text (Type=&amp;lt;Skill Type&amp;gt;)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;x: LIST&lt;/li&gt;
&lt;li&gt;x: .CLEAR&lt;/li&gt;
&lt;li&gt;x: .CLEAR.Text&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Grants the listed skills as class skills.&lt;/li&gt;
&lt;li&gt;When used in a Class LST object it grants the class skills only to
the class it is actually in.&lt;/li&gt;
&lt;li&gt;When used in a Domain LST object it grants the class skills only to
the classes that grant the domain.&lt;/li&gt;
&lt;li&gt;When used anywhere else it grants the class skills to all classes
the character possesses.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CSKILL:Listen|Spot&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Listen&amp;rdquo; and &amp;ldquo;Spot&amp;rdquo; skills are made class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CSKILL:Search|TYPE.Knowledge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Search&amp;rdquo; and &amp;ldquo;Knowledge&amp;rdquo; type skills are made class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CSKILL:ALL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;All skills are made class skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CSKILL:LIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Skills selected in the associated choice are made class skills. (In
Abilities and Feats)&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Sorcerer.MOD &amp;lt;tab&amp;gt; CSKILL:.CLEAR.Scry &amp;lt;tab&amp;gt; CSKILL:Drive|TYPE.Knowledge|Perform&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modifies the Class Sorcerer, droping the class skill &amp;ldquo;Scry&amp;rdquo; and adding
&amp;ldquo;Drive, Perform and all TYPE.Knowledge&amp;rdquo; skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Blackguard.MOD &amp;lt;tab&amp;gt; CSKILL:.CLEAR &amp;lt;tab&amp;gt; CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified Class that removes all class skills in the object previously,
then adds in the specific list.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Blackguard.MOD &amp;lt;tab&amp;gt; CSKILL:.CLEAR.Handle Animal|.CLEAR.Ride|Heal &amp;lt;tab&amp;gt; CSKILL:Pilot&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified Class that removes only Handle Animal and Ride from the
original class skill list, and then adds Heal and Pilot.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>DEFINELOCK (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/definelock.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/definelock.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;deprecated 6.01.03 - Remove for 6.4 - Use DEFINESTAT&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;DEFINE:LOCK.x|y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Ability Score (STR, DEX, CON, INT, CHA, WIS or
other stat defined in the gameMode)&lt;/li&gt;
&lt;li&gt;y: Number (Value stat is to be locked to)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;p&gt;Locks the specified ability score to a specific value regardless of any
other bonuses to that ability. If the locked value is 10 the OS will
output an asterisk (*) instead of the number. This is commonly used
when a creature has a non-ability such as the undead&amp;rsquo;s lack of a
constitution score.&lt;/p&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;DEFINE:LOCK.CON|10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Constitution is set to 10 and an asterisk is output.&lt;/p&gt;

&lt;h2 id=&#34;example-conversion-to-definestat-tag&#34;&gt;Example Conversion to DEFINESTAT tag&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;DEFINE:LOCK.CON|10&lt;/code&gt; becomes &lt;code&gt;DEFINESTAT:LOCK|CON|10&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>DEFINESTAT (Global: OTHER)</title>
      <link>http://docs.pcgen.com/list/global/other/definestat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/other/definestat.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 6.01.03&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:x|y|z&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: LOCK&lt;/li&gt;
&lt;li&gt;x: UNLOCK&lt;/li&gt;
&lt;li&gt;x: NONSTAT&lt;/li&gt;
&lt;li&gt;x: STAT&lt;/li&gt;
&lt;li&gt;x: MINVALUE&lt;/li&gt;
&lt;li&gt;x: MAXVALUE&lt;/li&gt;
&lt;li&gt;y: Text (Stat defined in loaded gameMode)&lt;/li&gt;
&lt;li&gt;z: Number or Formula&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This tag will lock or unlock the value of an ability score.

&lt;ul&gt;
&lt;li&gt;Using &lt;code&gt;LOCK&lt;/code&gt; will lock the designated ability score (y) to the
value (z) regardless of any other bonuses to that ability score
except for those applied by the
&lt;a href=&#34;../../list/global/bonus/lockedstat.html&#34;&gt;BONUS:LOCKEDSTAT&lt;/a&gt; tag.&lt;/li&gt;
&lt;li&gt;Using &lt;code&gt;UNLOCK&lt;/code&gt; will unlock the designated ability score (y) that
has previously been locked.&lt;/li&gt;
&lt;li&gt;The &lt;code&gt;UNLOCK&lt;/code&gt; sub-tag will not affect an ability score that has
been designated as a &amp;ldquo;nonstat&amp;rdquo;. (see &lt;code&gt;NONSTAT&lt;/code&gt; below).&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;This tag will also change an ability score from a stat to a nonstat.

&lt;ul&gt;
&lt;li&gt;Ability scores are by default designated as &amp;ldquo;stats&amp;rdquo; when
initialized during character creation.&lt;/li&gt;
&lt;li&gt;Using &lt;code&gt;NONSTAT&lt;/code&gt; will change an ability score to a non-stat,
causing it to be shown as an asterisk (*) on output sheets and
prohibiting any bonuses from being applied.&lt;/li&gt;
&lt;li&gt;Using &lt;code&gt;STAT&lt;/code&gt; will change an ability score that has been
previously designated as a nonstat back to a stat without
affecting its locked/unlocked state.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Using &lt;code&gt;MINVALUE&lt;/code&gt; defines the minimum value (z) for the designated
ability score (y).&lt;/li&gt;
&lt;li&gt;Using &lt;code&gt;MAXVALUE&lt;/code&gt; defines the maximum value (z) for the designated
ability score (y).&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:LOCK|INT|10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Locks the stat &amp;ldquo;Intelligence&amp;rdquo; to 10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:UNLOCK|INT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Unlocks previously locked stat &amp;ldquo;Intelligence&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:NONSTAT|INT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Changes the ability score &amp;ldquo;Intelligence&amp;rdquo; to a non-stat, causing it to
appear on the output sheet as an asterisk.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:STAT|INT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Changes the ability score &amp;ldquo;Intelligence&amp;rdquo; that has been previously
changed to a non-stat back to a normal stat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:MINVALUE|INT|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature cannot have an &amp;ldquo;Intelligence&amp;rdquo; less than 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;DEFINESTAT:MAXVALUE|INT|10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature cannot have an &amp;ldquo;Intelligence&amp;rdquo; more than 10.&lt;/p&gt;
</description>
    </item>
    
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