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    <title>All Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/all-tag.html</link>
    <description>Recent content in All 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/all-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>ABB (Data: classes.lst)</title>
      <link>http://docs.pcgen.com/list/data/classes/abb.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/classes/abb.html</guid>
      <description>

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

&lt;p&gt;DEPRECATED 6.05.01 - use FACT&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABB: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&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;This is a 3-5 letter abbreviation of the class name.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABB:Rgr&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The class abbreviation is &amp;ldquo;Rgr&amp;rdquo;.&lt;/p&gt;

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

&lt;p&gt;Class Line.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABB (Game Mode: statsandchecks.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abb.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abb.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;ABB: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 (The abbreviation for the stat - usually
three letters, capitalized).&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;Defines the three letter Abbreviation for a statistic.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABB:AWR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Example abbreviation of above example of &amp;ldquo;Awareness&amp;rdquo; stat.&lt;/p&gt;

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

&lt;p&gt;STATNAME Line.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABB (System: sizeAdjustment.lst)</title>
      <link>http://docs.pcgen.com/list/system/sizeadjustment/abb.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/sizeadjustment/abb.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;None&lt;/code&gt;&lt;/p&gt;

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

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

&lt;h3 id=&#34;abb&#34;&gt;ABB&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Optional:&lt;/strong&gt; A one letter abbreviation of the size name.&lt;/p&gt;

&lt;h4 id=&#34;syntax-1&#34;&gt;Syntax&lt;/h4&gt;

&lt;p&gt;&lt;code&gt;ABB:X&lt;/code&gt; , where &lt;code&gt;X&lt;/code&gt; is a single letter.&lt;/p&gt;

&lt;h4 id=&#34;example&#34;&gt;Example&lt;/h4&gt;

&lt;p&gt;&lt;code&gt;SIZENAME:Fine  →  ABB:F&lt;/code&gt; sets the abbreviation for the &lt;code&gt;Fine&lt;/code&gt; size to
the letter &lt;code&gt;F&lt;/code&gt; .&lt;/p&gt;

&lt;h4 id=&#34;notes&#34;&gt;Notes&lt;/h4&gt;

&lt;p&gt;The &lt;code&gt;ABB&lt;/code&gt; tag is implemented in
&lt;a href=&#34;https://github.com/PCGen/pcgen/blob/master/code/src/java/plugin/lsttokens/sizeadjustment/AbbToken.java&#34;&gt;code/src/java/plugin/lsttokens/sizeadjustment/AbbToken.java&lt;/a&gt;
.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABB2 (Game Mode: statsandchecks.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abb2.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abb2.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;ABB: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 (The abbreviation for the alignment -
usually 2 letters, capitalized).&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;Used to define the abbreviation displayed for each of the various
defined alignments. The abbreviation does not necessarily have to be 2
letters, it can be longer.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABB:LG&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines the abbreviated alignment as &amp;ldquo;LG&amp;rdquo;.&lt;/p&gt;

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

&lt;p&gt;ALIGNMENTNAME Line.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Complete Line Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ALIGNMENTNAME: Lawful Good ABB:LG&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITY (Data: equipment_modifiers.lst)</title>
      <link>http://docs.pcgen.com/list/data/equipmentmodifiers/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/equipmentmodifiers/ability.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;CHOOSE:ABILITY|x|y,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 (Ability category)&lt;/li&gt;
&lt;li&gt;y: Text (Ability name)&lt;/li&gt;
&lt;li&gt;y: TYPE=Text (Ability type)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;ability&#34;&gt;&lt;/span&gt; *** New 5.13.9&lt;/p&gt;

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

&lt;ul&gt;
&lt;li&gt;Will present a list of abilities, by name and/or type, of the
specified category.&lt;/li&gt;
&lt;li&gt;At least one ability or ability type must be designated for this tag
to function properly.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A list of all &amp;ldquo;Rogue Abilities&amp;rdquo; type feats will be presented.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITY (Data: starting_kits.lst)</title>
      <link>http://docs.pcgen.com/list/data/startingkits/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/startingkits/ability.html</guid>
      <description>

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

&lt;p&gt;New 5.9.7&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABILITY:PROMPT:FEAT(x)|CHOICE: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 (Feat choices)&lt;/li&gt;
&lt;li&gt;y: Text (Feat to select)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;The &lt;code&gt;ABILITY&lt;/code&gt; tag is used to select the choice presented by an
&lt;code&gt;ADD:FEAT&lt;/code&gt; chooser in a class level line.  The Feat choices parameter
must match the choices used in the &lt;code&gt;ADD:FEAT&lt;/code&gt; this &lt;code&gt;ABILITY&lt;/code&gt; is
selecting for.  The Feat to select should be a valid selection but this
is not checked by the kit.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;LEVELABILITY:Ranger=1 &amp;lt;tab&amp;gt; ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf))&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Selects Humanoid (Elf) as a ranger&amp;rsquo;s first favored enemy selection.&lt;/p&gt;

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

&lt;p&gt;LEVELABILITY line&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITY (Game Mode: migration.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-migration/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-migration/ability.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;ABILITY: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 (Old Ability Category)&lt;/li&gt;
&lt;li&gt;y: Text (Old Ability 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;This tag begins an ability migration line and is used to identify
the old ability key as part of the migration to a new ability key.&lt;/li&gt;
&lt;li&gt;The &lt;code&gt;ABILITY&lt;/code&gt; tag is used in conjunction with the
&lt;a href=&#34;../../list/system/gamemode-migration/newkey.html&#34;&gt;NEWKEY&lt;/a&gt; ,
&lt;a href=&#34;../../list/system/gamemode-migration/newcategory.html&#34;&gt;NEWCATEGORY&lt;/a&gt; ,
and version tags.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ABILITY:Special Ability|Animal Fury&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITY (Global: ADD)</title>
      <link>http://docs.pcgen.com/list/global/add/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/add/ability.html</guid>
      <description>

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

&lt;p&gt;New 5.11.11&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ADD:ABILITY|w|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;w: Number, Variable or Formula (Number of
choices granted. Optional)&lt;/li&gt;
&lt;li&gt;x: Text (Ability category to which this ability
will be added.)&lt;/li&gt;
&lt;li&gt;y: Text (Nature of the added ability)&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;/ul&gt;

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

&lt;ul&gt;
&lt;li&gt;Will add a number (w) of abilities from the presented list (z) and
will assign it a category (x) and nature (y).&lt;/li&gt;
&lt;li&gt;The ability list is a comma-delimited (&amp;ldquo;,&amp;rdquo;) list of ability names
and/or types.&lt;/li&gt;
&lt;li&gt;Valid ability natures are &lt;code&gt;NORMAL&lt;/code&gt; or &lt;code&gt;VIRTUAL&lt;/code&gt; .&lt;/li&gt;
&lt;li&gt;If the ability being added has a chooser &lt;code&gt;ADD:ABILITY&lt;/code&gt; is the only
tag which will activate it ( &lt;code&gt;ABILITY&lt;/code&gt; alone will not).&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ADD:ABILITY|2|FEAT|NORMAL|Alertness,TYPE=Fighter,Electric Boogalo&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Add two feats from &amp;ldquo;Alertness&amp;rdquo;, any &amp;ldquo;Fighter&amp;rdquo; type feats or &amp;ldquo;Electric
Boogalo&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ADD:ABILITY|FEAT|VIRTUAL|TYPE=General,TYPE=Metamagic,TYPE=ItemCreation&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Add one virtual feat from &amp;ldquo;General&amp;rdquo;, any &amp;ldquo;Metamagic&amp;rdquo;, any &amp;ldquo;ItemCreation&amp;rdquo;
type feats.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITY (Global: CHOOSE)</title>
      <link>http://docs.pcgen.com/list/global/choose/ability.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/choose/ability.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;
CHOOSE:ABILITY|w|x|y|y[x]|y[x,x]|x,y,y[x],y[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;w: Text (Ability category)&lt;/li&gt;
&lt;li&gt;x: Text (Ability name or key)&lt;/li&gt;
&lt;li&gt;x: FEAT=Text (Feat, by name or key)&lt;/li&gt;
&lt;li&gt;x: TYPE=Text (Ability type)&lt;/li&gt;
&lt;li&gt;x: !TYPE=Text (Prohibited ability type)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;y: ANY (Default)&lt;/li&gt;
&lt;li&gt;y: PC&lt;/li&gt;
&lt;li&gt;y: QUALIFIED&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;Will present a list of abilities of the specified category that
matches the stipulated criteria.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;FEAT=Text&lt;/code&gt; sub-tag will provide a list of abilities
chosen by the referenced feat. The feat referenced must contain a
&lt;code&gt;CHOOSE:ABILITY&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;Global qualifiers work with abilities. Use of the qualifiers has the
following effect:

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;ANY&lt;/strong&gt; - Will return a list of all abilities of the designated
ability category.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;PC&lt;/strong&gt; - Will return a list of all abilities already taken by
the Player Character.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;QUALIFIED&lt;/strong&gt; - Will return a list of all abilities that the
player character is otherwise qualified for.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Qualifiers can be logically negated by prefacing with the
exclamation point (!), i.e. &lt;code&gt;!PC&lt;/code&gt; is a valid usage.&lt;/li&gt;
&lt;li&gt;Criteria can be logically combined by using the comma (,), logical
&lt;strong&gt;AND&lt;/strong&gt; , and the pipe (|), logical &lt;strong&gt;OR&lt;/strong&gt; . Logical &lt;strong&gt;AND&lt;/strong&gt; s are
evaluated before logical &lt;strong&gt;OR&lt;/strong&gt; s.&lt;/li&gt;
&lt;li&gt;The &lt;a href=&#34;../../list/global/other/select.html&#34;&gt;SELECT&lt;/a&gt; tag is used in
conjunction with this &lt;code&gt;CHOOSE&lt;/code&gt; tag to define the number of
&amp;ldquo;selections&amp;rdquo; that can be made.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A list of all &amp;ldquo;Rogue Abilities&amp;rdquo; type feats will be presented.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:ABILITY|Special Ability|PC[TYPE=Mercy]&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A list of all &amp;ldquo;Mercy&amp;rdquo; type abilities will be presented.&lt;/p&gt;

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

&lt;p&gt;Ability, Domain, Feat, Race, and Template files. For the eqmod version
see &lt;a href=&#34;../../list/data/equipmentmodifiers/chooseequipment.html&#34;&gt;CHOOSE:EQUIPMENT (Equipment
Modifiers)&lt;/a&gt;&lt;/p&gt;
</description>
    </item>
    
    <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>ABILITYADDSPELLLEVEL (Game Mode: statsandchecks.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abilityaddspelllevel.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-statsandchecks/abilityaddspelllevel.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;ABILITY:ADDSPELLLEVEL|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: Number (with + or -)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;abilityaddspelllevel&#34;&gt;&lt;/span&gt; *** New 5.11.13&lt;/p&gt;

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

&lt;p&gt;Set the increase in spell level that this metamagic feat costs to apply.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABILITY:ADDSPELLLEVEL|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to the spell level.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITY:ADDSPELLLEVEL|+2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to the spell level.&lt;/p&gt;

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

&lt;p&gt;STATNAME Line.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITYCATEGORY (Data: ability_categories.lst)</title>
      <link>http://docs.pcgen.com/list/data/abilitycategory/abilitycategory.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/abilitycategory/abilitycategory.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;ABILITYCATEGORY: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 (Name of the Ability Category).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;*** Added 5.13.5&lt;/p&gt;

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

&lt;ul&gt;
&lt;li&gt;The ABILITYCATEGORY tag begins a line which defines a category
of abilities.&lt;/li&gt;
&lt;li&gt;The ABILITYCATEGORY tag is optional as PCGen will take the first
data element in each line as the name of the ability category
being defined.&lt;/li&gt;
&lt;li&gt;Visible ability categories will show as a sub-tab on the
abilities tab.&lt;/li&gt;
&lt;li&gt;If no extra parameters are provided on the line the category will
default to being visible, editable, with no types, a display name
and plural name matching the category name and an editable whole
number only pool with a starting value of 0.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYCATEGORY:Special Attack&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines a category named Special Attack.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Special Attack &amp;lt;tab&amp;gt; PLURAL=Ambush&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines a category named Special Attack and sets the internationalized
name to &amp;ldquo;Ambush&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;The following tags are used in ABILITYCATEGORY lines and are defined in
the
&lt;a href=&#34;../../list/system/gamemode-miscinfo/abilitycategory.html&#34;&gt;&lt;em&gt;miscinfo.lst&lt;/em&gt;&lt;/a&gt;
file documentation:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/abilitylist.html&#34;&gt;ABILITYLIST&lt;/a&gt; -
Defines a list of abilities that are included in the
associated category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/category.html&#34;&gt;CATEGORY&lt;/a&gt; - Defines
the low-level ability category the category refers to.

&lt;ul&gt;
&lt;li&gt;Class Abilities, Racial Abilities, Special Attacks, Special
Qualities, Feat, Skill, Supernatural, Extraordinary and
Spell, etc&amp;hellip;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/displaylocation.html&#34;&gt;DISPLAYLOCATION&lt;/a&gt; -
Define the name of the sub tab that the ability category will be
displayed on.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/displayname.html&#34;&gt;DISPLAYNAME&lt;/a&gt; -
Defines the display name of the category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/editable.html&#34;&gt;EDITABLE&lt;/a&gt; - Defines
whether this category of abilities is user-editable.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/editpool.html&#34;&gt;EDITPOOL&lt;/a&gt; - Sets the
flag to allow/disallow user editing of the pool.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/fractionalpool.html&#34;&gt;FRACTIONALPOOL&lt;/a&gt; -
Sets if the pool can use fractional amounts.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/plural.html&#34;&gt;PLURAL&lt;/a&gt; - Sets the
internationalized plural name for this category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/pool.html&#34;&gt;POOL&lt;/a&gt; - Sets the number,
variable, or formula used to calculate the pool size for this
category of ability.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/type.html&#34;&gt;TYPE&lt;/a&gt; - Defines the list
of types included in this category&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/visible.html&#34;&gt;VISIBLE&lt;/a&gt; - Defines
whether this category of ability should be displayed in the UI.&lt;/li&gt;
&lt;/ul&gt;
</description>
    </item>
    
    <item>
      <title>ABILITYCATEGORY (Data: campaign.pcc)</title>
      <link>http://docs.pcgen.com/list/data/pcc/abilitycategory.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/pcc/abilitycategory.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;ABILITYCATEGORY: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 (File path)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;abilitycategory&#34;&gt;&lt;/span&gt; *** New 5.13.5&lt;/p&gt;

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

&lt;ul&gt;
&lt;li&gt;Tells PCGen to load the abilitycategory list file specified.&lt;/li&gt;
&lt;li&gt;The abilitycategory list file is optional and is used as part of the
source dataset to define dataset specific ability categories.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYCATEGORY:myabilitycategories.lst&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITYCATEGORY (Game Mode: miscinfo.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-miscinfo/abilitycategory.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-miscinfo/abilitycategory.html</guid>
      <description>

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

&lt;p&gt;New 5.11.1&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYCATEGORY: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 (Name of the Ability Category).&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;ABILITYCATEGORY begins a line which defines a category of abilities.&lt;/li&gt;
&lt;li&gt;Visible ability categories will show as a sub-tab on the
abilities tab.&lt;/li&gt;
&lt;li&gt;If no extra parameters are provided on the line the category will
default to being visible, editable, with no types, a display name
and plural name matching the category name and an editable whole
number only pool with a starting value of 0.&lt;/li&gt;
&lt;li&gt;Ability categories can also be defined as part of a source dataset,
see the &lt;a href=&#34;../../list/data/abilitycategory.html&#34;&gt;ABILITYCATEGORY file&lt;/a&gt;
documentation for details.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The following tags are used in ABILITYCATEGORY lines:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/abilitylist.html&#34;&gt;ABILITYLIST&lt;/a&gt; -
Defines a list of abilities that are included in the
associated category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/category.html&#34;&gt;CATEGORY&lt;/a&gt; - Defines
the low-level ability category the category refers to.

&lt;ul&gt;
&lt;li&gt;Class Abilities, Racial Abilities, Special Attacks, Special
Qualities, Feat, Skill, Supernatural, Extraordinary and
Spell, etc&amp;hellip;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/displaylocation.html&#34;&gt;DISPLAYLOCATION&lt;/a&gt; -
Define the name of the sub tab that the ability category will be
displayed on.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/displayname.html&#34;&gt;DISPLAYNAME&lt;/a&gt; -
Defines the display name of the category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/editable.html&#34;&gt;EDITABLE&lt;/a&gt; - Defines
whether this category of abilities is user-editable.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/editpool.html&#34;&gt;EDITPOOL&lt;/a&gt; - Sets the
flag to allow/disallow user editing of the pool.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/fractionalpool.html&#34;&gt;FRACTIONALPOOL&lt;/a&gt; -
Sets if the pool can use fractional amounts.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/plural.html&#34;&gt;PLURAL&lt;/a&gt; - Sets the
internationalized plural name for this category.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/pool.html&#34;&gt;POOL&lt;/a&gt; - Sets the formula
to use to calculate the base pool size for this category of ability.&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/type.html&#34;&gt;TYPE&lt;/a&gt; - Defines the list
of types included in this category&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../../list/system/gamemode-miscinfo/visible.html&#34;&gt;VISIBLE&lt;/a&gt; - Defines
whether this category of ability should be displayed in the UI.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYCATEGORY:Special Attack&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines a category named Special Attack.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITYCATEGORY:Special Attack &amp;lt;tab&amp;gt; PLURAL=Ambush&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines a category named Special Attacka andsets the internationalized
name to &amp;ldquo;Ambush&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ABILITYLIST (Game Mode: miscinfo.lst)</title>
      <link>http://docs.pcgen.com/list/system/gamemode-miscinfo/abilitylist.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/system/gamemode-miscinfo/abilitylist.html</guid>
      <description>

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

&lt;p&gt;New 5.15.10&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYLIST: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 (Ability Key).&lt;/li&gt;
&lt;li&gt;y: Text (Ability Sub-Choices).&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;Defines a list of abilities and their choices (aka sub keys) that
are included in the associated category.&lt;/li&gt;
&lt;li&gt;These abilities are in addition to the abilities included in the
category by the TYPE tag.&lt;/li&gt;
&lt;li&gt;When a subkey is specified for an ability, only the listed choices
will be valid for that ability in the category.&lt;/li&gt;
&lt;li&gt;This tag is valid only in &amp;ldquo;child&amp;rdquo; ability categpries. (See
&lt;a href=&#34;../../list/system/gamemode-miscinfo/category.html&#34;&gt;CATEGORY&lt;/a&gt; tag.)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ABILITYLIST:Mounted Combat|Skill Focus (Ride)|Skill Focus (Handle Animal)|Ride-By Attack&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines that Mounted Combat, Ride-By Attack and Skill Focus should be
included in the category. However only Ride and Handle Animal will be
offered if Skill Focus is chosen from this category.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ABILITYLIST:Weapon Finesse&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Defines that Weapon Finesse should be included in the category. As no
subkey is defined, the normal choices will be offered if Weapon Finesse
is chosen from this category.&lt;/p&gt;

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

&lt;p&gt;Used in
&lt;a href=&#34;../../list/system/gamemode-miscinfo/abilitycategory.html&#34;&gt;ABILITYCATEGORY&lt;/a&gt;
lines.&lt;/p&gt;
</description>
    </item>
    
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