MOD (Global: OTHER) - PCGen Documentation

# MOD (Global: OTHER)

## Status

Updated 5.11.11 - 5.13

## Syntax

`w|x.MOD`

## Parameters

- w: CATEGORY=Text (Ability category. Used only when modifying abilities.)
- x: Text (Object name or key)

## The .MOD Tag

## What it does

- Modifies an existing LST object.
- `.MOD` is appended to the end of the first tag on an object line as follows:
  - `<object name>.MOD` for dieties, domains, equipment (including weapons, armor, and shields), eqmods, feats, languages, race, skill, spell, and templates.
  - `CLASS:<class name>.MOD` for classes.
  - `CATEGORY=<category name>|<ability name or key>.MOD` for abilities.
- The name of the object must match EXACTLY the existing object, i.e. case sensitive.
- Any tags that follow the `.MOD` tag are added to the list of tags already in the object.
- If only one tag is allowed, such as `HD` for classes or `COST` in equipment, the new tag will replace the tag in the original entry.
- If more than one tag is allowed, most notably `BONUS` statements, then the new tag will be added to the other tags in the object.
- When modifying an object to remove or replace a numerical `BONUS` , you must duplicate the original `BONUS` with the number or formula used for the numerical bonus multiplied by “-1”.
- The order of operations is: Native line, `COPY` , `MOD` , then `FORGET` , but the order of operation is also controlled by the `RANK` tag in the PCC file.
  - Given: `1.MOD` `1.FORGET` `2.COPY` `2.Blank` `2.MOD` `3.MOD`
  - Order of processing is: `2.Blank` `2.COPY` `1.MOD` `2.MOD` `3.MOD` `1.FORGET`

Modification Behavior:

When modifying a LST Object with the `.MOD` tag, there are four ways in which tags are modified internally by PCGen: Modification by Overwriting Data, Modification by Selective Overwriting, Modification by Appending Data and Modification by Separate Tags. The behaviors are explained below.

Modification by Overwriting Data

Initial LST Object: `<lst object> <tab> LSTFILETAG:A`

Modified By: `<lst object>.MOD <tab> LSTFILETAG:B`

Results In: `<lst object> <tab> LSTFILETAG:B`

Modification by Selective Overwriting Data

Initial LST Object: `<lst object> <tab> LSTFILETAG:A|A1`

Modified By: `<lst object>.MOD <tab> LSTFILETAG:A|A2`

Results In: `<lst object> <tab> LSTFILETAG:A|A2`

While

Initial LST Object: `<lst object> <tab> LSTFILETAG:A|A1`

Modified By: `<lst object>.MOD <tab> LSTFILETAG:B|B1`

Results In: `<lst object> <tab> LSTFILETAG:B|B1`

Modification by Appending Data

Initial LST Object: `<lst object> <tab> LSTFILETAG:A`

Modified By: `<lst object>.MOD <tab> LSTFILETAG:B`

Is Equivalent To: `<lst object> <tab> LSTFILETAG:A,B`

Modification by Separate LST Tags

Initial LST Object: `<lst object> <tab> LSTFILETAG:A`

Modified By: `<lst object>.MOD <tab> LSTFILETAG:B`

Is Equivalent To: `<lst object> <tab> LSTFILETAG:A <tab> LSTFILETAG:B`

But is Not Equivalent To: `<lst object> <tab> LSTFILETAG:A,B`

NOTE:The actual separator used in the equivalent syntax for each tag will vary. Make sure you check the tag specific documentation to see an example of that tags modification syntax.

## Examples

`Human.MOD`

Modifies the Human race (in a race.lst file)

`Dagger.MOD <tab> DESC:Short and pointy`

Replaces the description of the Dagger weapon (in equipment.lst file)

`CLASS:Ranger.MOD`

Modifies the Ranger class (in class.lst file)

`Acid Arrow.MOD <tab> OUTPUTNAME:My Acid Arrow`

Renames the Acid Arrow spell to My Acid Arrow (in a spells.lst file)

`Resistance.MOD <tab> BONUS:CHECKS|Fortitude,Reflex,Will|1|TYPE=Resistance|PREAPPLY:ANYPC`

Adds a saving throw temporary bonus function to the Resistance spell

`CLASS:Arcane Archer.MOD <tab> BONUS:CHECKS|BASE.Will|-1*(CL/3) <tab> BONUS:CHECKS|BASE.Will|CL/2+2`

Modifies the Arcane Archer by first removing the original “Will” bonus and then adding the new bonus.

`Skill Focus.MOD`

Modifies the Skill Focus feat ( in feat.lst file)

`BOWSTR.MOD`

Modifies the BOWSTR eqmod ( in eqmod.lst file)

`CATEGORY=Mutation|Weak Immune System.MOD`

Modifies an ability of the category “Mutation”, which is called Weak Immune System . Another ability of the same name, which belongs to another category, would not be affected.

Documentation built with Hugo using the Material theme.