# Other Global Tags

There are a number of tags which are available in all data-files (excluding the pcc and specialist files). There are:

*** New 5.4

Tag Name: AUTO:EQUIP|x|x

Variables Used (x): Text (<Equipment Name>)

What it does:

- This is a | (pipe) delimited list of equipment that is granted to the character for free.
- The equipment added is marked on the GUI just as AUTO:FEATs are (yellow) and can't be removed.
- The equipment must be added to the Equipment Set just as any other Equipment the PC has to come out on the OS.
- AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].
- Only one PRE is allowed, but it can be a PREMULT statement.
- CAUTION: Some trouble has been found when attempting to add two of the same item.
- CAUTION: You should not use items which have math operators (such as + and -) in thier names.

Examples:

`AUTO:EQUIP|Flurry of Blows[PRECLASS:1,Monk=1]`

The item "Flurry of Blows" is granted as a free equipment item if the character has a level of Monk.

`AUTO:EQUIP|Flurry of Blows[PREMULT:2,[PRESTAT:1,DEX=15],[PRECLASS:1,Monk=1]]`

The item "Flurry of Blows" is granted as a free equipment item if the character has a level of Monk and a DEX score of 15 or better.

*** Updated 5.7.7

Tag Name: AUTO:ARMORPROF|x|x

Variables Used (x): Text (<Armor Name>)

Variables Used (x): Text (Type=<Armor Type>)

What it does:

- This is a | (pipe) delimited list of armor that are granted as free armor proficiencies.
- You can specify individual armor or all armor of an armor proficiency type.
- You may have one TYPE with multiple "." period delimited armor types. This will grant the character proficiency with only armor that meet all off the listed choices.
- If multiple armor or types, etc, are listed type will ALL be given as free proficiences.
- You can now have multiple AUTO: tags (before you could only have 1).
- AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].
- Only one PRE is allowed, but it can be a PREMULT statement.

Examples:

`AUTO:ARMORPROF|TYPE=Light`

All Light armors are given as free armor proficiencies.

`AUTO:ARMORPROF|Leather`

Leather Armor is given as a free armor proficiency.

*** Updated 5.7.7

Tag Name: AUTO:SHIELDPROF|x|x

Variables Used (x): Text (<Shield Name>)

Variables Used (x): Text (Type=<Shield Type>)

What it does:

- This is a | (pipe) delimited list of shields that are granted as free shield proficiencies.
- You can specify individual shields or all shields of a shield proficiency type.
- You may have one TYPE with multiple "." period delimited shield types. This will grant the character proficiency with only shields that meet all off the listed choices.
- If multiple shield or types, etc, are listed type will ALL be given as free proficiences.
- You can now have multiple AUTO: tags (before you could only have 1).
- AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].
- Only one PRE is allowed, but it can be a PREMULT statement.

Examples:

`AUTO:SHIELDPROF|TYPE.Buckler|TYPE.Light|TYPE.Heavy`

All Light, Heavy and Buckler shields are given as free shield proficiencies.

`AUTO:SHIELDPROF|TYPE.Tower`

Tower Shields are given as a free armor proficiency.

*** Updated 5.4

Tag Name: AUTO:WEAPONPROF|x|x

Variables Used (x): Text (<Weapon Name>)

Variables Used (x): Text (Type=<Weapon Type>)

What it does:

- This is a | (pipe) delimited list of weapons that are granted as free weapon proficiencies.
- You can specify individual weapons or all weapons of a weapon proficiency type.
- You may have one TYPE with multiple "." period delimited weapon types. This will grant the character proficiency with only those weapons that meet all off the listed choices.
- If multiple weapons or types, etc, are listed type will ALL be given as free proficiences.
- You can now have multiple AUTO: tags (before you could only have 1).
- AUTO tags now allows the use of one PRE tag but the syntax is slightly different, you must enclose the PRExxx statement with brackets [ ].
- Only one PRE is allowed, but it can be a PREMULT statement.

Examples:

`AUTO:WEAPONPROF|Sword (Long)|Shortbow (Composite)`

The "Sword (Long)" and "Shortbow (Composite)" are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=Simple`

All "Simple" weapons are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=Simple|TYPE=Martial`

All "Simple" and "Martial" weapons are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=Ranged|TYPE=Piercing|TYPE=Simple`

All "Ranged", "Piercing" and "Simple" weapons are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=Martial.Slashing`

All "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=Martial.Slashing.Melee`

All "Melee" type "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.

*** Updated

Tag Name: CSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type=<Skill Type>)

What it does:

Grants the listed skills as class skills. When used in a classes.lst, it grants the class skills only to the class it is actually in. When used in a domains.lst, it grants the class skills only to the classes that grant the domain. When used anywhere else it grants the class skills to all classes the character possesses.

Examples:

`CSKILL:Listen|Spot`

The "Listen" and "Spot" skills are made class skills.

`CSKILL:Search|TYPE.Knowledge`

The "Search" and "Knowledge" type skills are made class skills.

Tag Name: CCSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type.<Skill Type>)

What it does:

Grants the listed exclusive skills as cross class skills.

Examples:

`CCSKILL:Listen|Spot`

The "Listen" and "Spot" skills are made cross class skills.

`CCSKILL:Search|TYPE.Knowledge`

The "Search" and "Knowledge" type skills are made cross class skills.

*** New 5.3.13

Tag Name: CHANGEPROF:x,x=y|x,x=y

Variables Used (x): Text (Name of weapon)

Variables Used (x): TYPE.Text (weapon type)

Variables Used (y): Text (Category of Proficiency to change to)

What it does:

- Changes named or types of weapons to new Proficiency category.
- Valid everywhere.

Examples:

`CHANGEPROF:Urgrosh (Dwarven),Waraxe (Dwarven)=Martial`

Changes the above weapons to be Martial weapons for proficiency purposes.

`CHANGEPROF:TYPE.Hammer=Simple`

Changes all weapons of TYPE Hammer to be Simple weapons for proficiency purposes.

Tag Name: DESCISPI:x

Variables Used (x): BOOLEAN (YES or NO)

What it does:

YES means it will bold and italicize the description of an item in the info boxes in PCGen, to indicate that the name of the item is Product Identity. This is only visible in the Domain, Feats, and Spells tabs since no other objects display a description. Default is NO.

Example:

`DESCISPI:YES`

It will bold and italicize the description of an item in the info boxes in PCGen, to indicate that the name of the item is Product Identity.

Tag Name: DR:x

Variables Used (x): Text (Damage reduction text)

What it does:

- This defines the damage reduction this feat/class/template/etc. bestows.
- Damage Reduction's must be first defined in this manner before a BONUS:DR tag can be used to add to them.
- If a lst file tries to do a BONUS:DR|+1|10 and no DR:xx/+1 has ever been defined, the bonus will do nothing.

Example:

`DR:10/+1`

Grants DR of 10/+1 on output.

Tag Name: KIT:x|y|y

Variables Used (x): Number (number of options user may select).

Variables Used (y): Text (Name of kit).

What it does:

Offers a choice starting kits.

Examples:

`KIT:1|Wizard1|Illusionist1`

Offers a choice of the Wizard1 or Illusionist1 starting kits.

Tag Name: LANGAUTO:x,x

Variables Used (x): Text (<Language Name>)

What it does:

This is a comma delimited list of languages that the character automatically gains.

Example:

`LANGAUTO:Common,Gnome`

Character automatically gains "Common" & "Gnome".

Tag Name: MOVE:x,y,x,y

Variables Used (x): Text (Momement Mode)

Variables Used (y): Number (Rate per round)

What it does:

Determines the Type and Speed of the different movement types the race has.

Example:

`MOVE:Walk,30,Fly,10`

This would grant a walking speed of 30 ft per round and a flying speed of 10 feet per round

Tag Name: MOVECLONE:w,x,y,z

Variables Used (w): Text (Movement Mode)

Variables Used (x): Number (Correction to 1st Mode Movement Rate per round)

Variables Used (y): Text (2nd Movement Mode)

Variables Used (z): Mathematical (Calculation for 2nd Mode Movement Rate per round)

What it does:

- Creates a new type of movement based on another type.
- "z" is applied to the original movement rate, then it is copied to the new movement type and the second modifier is applied.
- If no symbol is in the matematical expression then addition is assumed

Examples:

`MOVECLONE:Walk,0,Fly,*2`

Do nothing to "Walk", create the "Fly" movement type and set it equal to "Walk" multiplied by 2.

`MOVECLONE:Walk,10,Tunnel,/3`

Add 10 to "Walk", create "Tunnel" movement type and set it equal to 1/3 of the new "Walk" movement rate.

Tag Name: NAMEISPI:x

Variables Used (x): BOOLEAN (YES or NO)

What it does:

"YES" means it will bold the item in the program, to indicate that the name of the item is the Product Identity. The Default is "NO".

Example:

`NAMEISPI:YES`

The name is the Product Identity

Tag Name: OUTPUTNAME:x

Variables Used (x): Text (Name to appear on the output sheet)

Variables Used (x): [NAME] (This is replaced by anything in parenthesis on output)

What it does:

Alters the name of the object when output.

When the [NAME] tag is used it will be replaced by whatever is in parenthesis in the objects name.

This is useful when the name you wish to appear on the output sheet would contains symbols that might interfere with the program. It also helps to keep the list orderly as you can group a series of objects like scrolls and potions together without sacrificing the preferred name of the object.

You can use a % to add a variable number to the output in the same way the SA tag works. See the global tag SA for details

Example:

`OUTPUTNAME:[NAME] Elf`

LST entry "Elf (Gray)" will output as "Gray Elf".

`OUTPUTNAME:Huge Water Elemental`

LST entry "Elemental (Water/Huge)" will output as "Huge Water Elemental".

`OUTPUTNAME:Formian [NAME]`

LST entry "Formian (Queen)" will output as "Formian Queen".

`OUTPUTNAME:Potion of [NAME]`

LST entry "Potion (Glibness)" will output as "Potion of Glibness".

`OUTPUTNAME:Magic Sword +%|((TL/5)+1)`

If the character is level 10 this would output as "Magic Sword +2".

Tag Name:REGION

Variables Used: Text or Yes

What it does:

- This sets the name of the region the character is from, the default is none.
- If Yes is specified then it will place the name of the template in parenthesis after the race on character output sheet.
- You have to specify `REGION:Yes` first, then `REGION:<region name>` - IN THAT ORDER - to achieve the desired effect.

Example:

`REGION:Yes`

Will place the name of the template in parentesis after the race on the character output sheet.

`REGION:Timbuktu`

The PC is from the "Timbuktu" region.

Tag Name: SA:x

Variables Used (x):Text (Special Ability Name)

Variables Used (x):.CLEAR.Text (Clear Special Ability Totals)

What it does:

- This grants the character a Special Ability that will get listed together with all other special abilities the character has.
- The "%" tag 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).
- Each variable needs to be defined (via the global DEFINE tag.)
- `SA:.CLEAR..` will only clear a previous SA in the same object (class, template, etc.). It will not clear them across objects.
- SA tags can be qualified with PRExxx tags. SA tags qualified with PRExxx tags will not display unless the character meets the prerequisites.

Examples:

`SA:Fire in the Hole`

Grants the special ability "Fire in the Hole".

`SA:Sneak Attack +%d%|Sneak Attack|Sneak Attack Die`

If the PCs <Sneak Attack> was 5 and <Sneak Attack Die> was 6, this would grant the special ability "Sneak Attack" at +5d6.

`SA:.CLEAR..+1d6 to natural weapons SA:.+1d8 to natural weapons`

Clears the "Natural Weapons" value and makes it +1d8 instead.

`SA:Bananna toss|PRERACE:monkey`

Grants the special ability "Bananna toss" if the characters race is "monkey".

*** Updated 4.3.10

Tag Name:SOURCELONG:x

Variables Used (x):Text (Long Source Name)

What it does:

The full product/book name.

Example:

`SOURCELONG:Core Rulebook I (Foo Handbook)`

The long source name for this file is "Core Rulebook I (Foo Handbook)".

*** Updated 4.3.10

Tag Name:SOURCESHORT:x

Variables Used (x):Text (Short Source Name)

What it does:

The short product/book name.

Example:

`SOURCESHORT:FHB`

The short source name for this file is "FHB".

*** Updated 4.3.10

Tag Name:SOURCEWEB:x

Variables Used (x):Text (Source Web Site)

What it does:

The URL that points directly to this product/book.

Example:

`SOURCEWEB:http://www.foogames.com/product.php?products=654321`

The web site for this source is "SOURCEWEB:http://www.foogames.com/product.php?products=654321".

*** Deprecated, use SPELLS

Tag Name: SPELL:x|y|z|x|y|z

Variables Used (x):Text (name of spell)

Variables Used (y):Number (number of times per day)

Variables Used (z):Text (<spellbook>)

What it does:

- This grants the character spell like abilities.
- The <spellbook> should never be the same name as a Class, as it will cause an exception in PCGen.
- "-1" in the times per day will result in "At will" on the Output Sheets.
- You can apply PRExxx tags to the SPELL tag. If a SPELL tag requires multiple PRExxx statements it is "|" delimited. Some of the PRExxx statements have "|" delimiting in them, if a spell requires a PRExxx statement that has "|" delimiting in it, simply put that PRExxx statement in a separate SPELL tag by itself.
- NOTE: The [PRExxx:blah] syntax has been deprecated and will soon cease to function.

Examples:

`SPELL:Acid Fog|1|Innate`

"Acid Fog" is granted once per day as an "Innate" ability.

`SPELL:Acid Fog|1|Innate|Spider Climb|3|ClassAbility`

"Acid Fog" is granted once per day as an "Innate" ability and "Spider Climb" three times a day as a "Class" ability.

`SPELL:Bless|1|Innate|PRELEVEL:1|PRESTAT:2,WIS=8,CHA=8`

Would add "Bless" as an Innate spell usable once per day if the PC was level 1 or higher and had both Wisdom and Charisma 8 or higher.

`SPELL:Bless|1|Innate|Detect Evil|3|Innate|PRERACE:Human|PRESIZE:M`

Would add both "Bless" and "Detect Evil" as Innate and usable 1 and 3 times per day if the PC was of race 'Human' and size Medium.

`SPELL:Holy Aura|3|Innate|Hallow|1|Innate|PRELEVEL:13|PRESTAT:1,INT=8,WIS=8`

The above example shows two spells in one SPELL tag. While this is perfectly legal, please remember that the PRExxx tags at the end apply to ALL spells in the tag, so if the spells have different Prereq's than they must have separate SPELL tags.

*** Updated 5.4

Tag Name: SPELLLEVEL:CLASS|x|y,y|x|y,y

Variables Used (x): text (<Classname>=<spell level being assigned>)

Variables Used (x): SPELLCASTER.Type (<Spellcaster type, i.e. Arcane, Divine or Psionic>=<spell level being assigned>)

Variables Used (y): text (<spellname>)

What it does:

Assigns spells to a class or spellcaster type at a level specified.

Example:

`SPELLLEVEL:CLASS|Assassin=1|Change Self,Detect Poison,Spider Climb|Assassin=2|Alter Self,Darkness`

Adds "Change Self", "Detect Poison" and "Spider Climb" as level 1 "Assassin" spells and "Alter Self" and "Darkness" as level 2 "Assassin" spells.

`SPELLLEVEL:CLASS|SPELLCASTER.Arcane=1|Cure Light Wounds`

Adds Cure Light Wounds to any arcane spellcaster's list of 1st level spells.

*** New 5.3.3

Tag Name: SPELLLEVEL:DOMAIN|x|y,y|x|y,y

Variables Used (x): text (<Domain name>=<spell level being assigned>)

Variables Used (y): text (<spellname>)

What it does:

Assigns spells to a domain at a level specified.

Example:

`SPELLLEVEL:DOMAIN|Air=1|Obscuring Mist|Animal=4|Repel Vermin`

Adds "Obscuring Mist" as a level 1 "Air" domain spell and "Repel Vermin" as a level 4 "Air" domain spell.

*** New 5.7.9

Tag Name: SPELLS:u|[v]|[w]|x,[y]|x,[y]|z|z

Variables Used (u): Text (name of spellbook)

Variables Used (v): TIMES=<formula> (Cast times per day, Optional)

Variables Used (w): CASTERLEVEL=<formula> (Sets caster level, Optional)

Variables Used (x): Text (Spell name)

Variables Used (y): Number or Formula (Spell DC, Optional)

Variables Used (z): PRExxx tag

What it does:

- This grants the character spell like abilities.
- The <spellbook> should never be the same name as a Class, as it will cause an exception in PCGen.
- TIMES is an optional parameter and if not present will default to 1.
- CASTERLEVEL is an optional parameter and if not present will default to 1.
- "-1" in the times per day will result in "At will" on the Output Sheets.
- There should never be more than one TIMES and CASTERLEVEL tag used within a SPELLS tag.
- <formula for DC> is totally optional for each spell, and fills in the DC value in the appropriate OS field.
- You can apply PRExxx tags to the SPELLS tag. If a SPELLS tag requires multiple PRExxx statements it is "|" delimited. Some of the PRExxx statements have "|" delimiting in them, if a spell requires a PRExxx statement that has "|" delimiting in it, simply put that PRExxx statement in a separate SPELLS tag by itself.
- Once one PRExxx tag is reached at the end, all subsequent fields must also be PRExxx tags. PRExxx's apply to the whole tag.
- Formulas which use comma's within them should be encapsulated using parentheses "( )", see example.
- Because the SPELLS tag is not associated with any one class the variable "CL" will not work in it.

Examples:

`SPELLS:Innate|TIMES=3|CASTERLEVEL=(max(TL,1))|Acid Arrow,12+CHA|PRESTAT:1,CHA=12`

"Acid Arrow" is granted as an "Innate" spell 3 times per day if the character has a Charisma score of at least 12. DC is 12+CHA, and the Caster level is the character's level (minimum 1).

`SPELLS:Innate|TIMES=-1|CASTERLEVEL=TL|Fireball|Cure Light Wounds`

Grants "Fireball" and "Cure Light Wounds" at will with a caster level equal to your hitdice in the spellbook "Innate"

`SPELLS:Innate|Charm Person,15`

Grants "Charm Person" once per day, first level with a DC of 15 in the spellbook "Innate"

`SPELLS:Dragon|CASTERLEVEL=18|Death Ward|PRESTAT:1,WIS=20|PREALIGN:LG,NG,CG`

Grants "Death Ward" once per day with a caster level of 18 in spellbook "Dragon" requiring a Wisdom of 20 and any good alignment.

`SPELLS:Innate|TIMES=5|Wall of Stone`

Grants "Wall of Stone", 5 times a day at 1st level in Spellbook "Innate".

Tag Name: SR:x

Variables Used (x): Number (Number or formula of Spell Resistance)

What it does:

This indicates the Spell Resistance this feat/class/template/etc. bestows.

Example:

`SR:TL+10`

This would set the Spell Resistance to be the characters total class levels + 10 on output for their total spell resistance.

*** New 5.3.3

Tag Name: STAT.x.NOTEMP

Variables Used (x): STR, DEX, CON, INT, WIS or CHA (Stat)

What it does:

This tag outputs the value of the given stat (i.e. STR, DEX, CON, INT, WIS and CHA) without any temporary modifiers applied.

Example:

`STAT.STR.NOTEMP`

This would output the character's unmodified strength score when used.

`STAT.INT.NOTEMP`

This would output the character's unmodified intelligence score when used.

*** New 5.3.3

Tag Name: STAT.x.NOTEMPMOD

Variables Used (x): STR, DEX, CON, INT, WIS or CHA (Stat)

What it does:

This tag outputs the modifier of the given stat (i.e. STR, DEX, CON, INT, WIS and CHA) without any temporary modifiers applied.

Example:

`SR:STAT.INT.NOTEMP`

This would set the character's spell resistance to their natural (unmodified) intelligence modifier.

*** New 5.5.1

Tag Name: TEMPDESC:x

Variables Used (x): Text

What it does:

A sentence of any length used to describe what the BONUS: with PREAPPLY tags are going to do or when they should be used.

The text will only be displayed in the Temporary Bonus Sub-Tab.

Example:

`TEMPDESC:This bonus can be applied when the character is in an underground environment.`

Describes the conditions needed for the bonus to be valid.

Where it is used:

Any line with a BONUS tag qualified with a PREAPPLY tag.

Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used: ADDCHOICE

What it does:

This is a | (pipe) delimited list of template choices that are added to the list presented by the original TEMPLATE tag found in other lst files.

Example:

`TEMPLATE:ADDCHOICE:Celestial|Outsider`

The PC receives the "Celestial" and "Outsider" templates.

*** Deprecated.

Tag Name: TEMPLATE:x.REMOVE

Tag Name: UDAM:x,x,x,x,x,x,x,x,x

Variables Used (x): Text (By Creature Size)

What it does:

This indicates the unarmed damage the character does. There should always be 9 fields, one for each size. From Finite to Colossal, left to right.

Example:

`UDAM:1,1d2,1d3,1d4,1d6,1d8,1d10,1d12,2d8`

This sets unarmed damage done as 1 for finite to 2d8 for colossal.

Tag Name: UMULT

Variables Used: Number (Unarmed damage critical multiplier)

What it does:

This indicates the unarmed damage critical multiplier the character has. This tag ONLY works with the UDAM tag on the same line.

Examples:

`UMULT:2`

This set unarmed damage critical multiplier as x2.

*** New 5.5.2

Tag Name: UNENCUMBEREDMOVE:x

Variables Used (x): LightLoad

Variables Used (x): MediumLoad

Variables Used (x): HeavyLoad

Variables Used (x): Overload

Variables Used (x): LightArmor

Variables Used (x): MediumArmor

Variables Used (x): HeavyArmor

What it does:

This is a global tag that allows the character to ignore encumberance penalties to movement.

This tag is backwards inclusive, so if you have UNENCUMBEREDMOVE:MediumLoad it means you also have UNENCUMBEREDMOVE:LightLoad.

This can be | (pipe) delimited in order to negate both the encumberance and armor penalties.

Example:

`UNENCUMBEREDMOVE:HeavyLoad|HeavyArmor`

This is used in the Race entry for Dwarves, Dwarves ignore encumberance penalties to movement for heavy armor and heavy loads.

*** Updated

Tag Name: VFEAT:x|x

Variables Used (x): Text (Name of Feats)

What it does:

- This is a | (pipe) delimited list of feats that the character gains as virtual feats.
- Virtual Feats are granted to the character regardless of the prerequisites.
- New prerequisites can be assigned by appending PRExxx tags.

Examples:

`VFEAT:Simple Weapon Proficiency`

The character gains "Simple Weapon Proficiency" as a virtual feat.

`VFEAT:Alertness|Blind Fight`

The character gains "Alertness" and "Blind Fight" as virtual feats.

`VFEAT:Banana Barrage|PRECLASS:1,Ninja Monkey=1`

The character gains "Banana Barrage" as virtual feats only if they have at least one level of "Ninja Monkey".

Tag Name: VISION:x (y)|x (y)

Variables Used:Text, | deliminated

What it does:

This tag is "|" pipe delimited. This grants the specified vision to the character and formulas can be used to determine the distance.

Examples:

`VISION:Low-light`

This gives the "Low-Light" vision mode to the PC.

`VISION:Darkvision (60')`

This gives the "Dark" vision mode of 60 foot to the PC.

`VISION:Darkvision (10*TL)`

This gives the "Dark" vision mode of 10 x their total level to the PC.

`VISION:Darkvision (120')|Low-light`

This gives the "Dark" vision mode of 120 foot and the "Low-Light" vision mode to the PC.

Variables Used: .SET, or .CLEAR

What it does:

.CLEAR. will clear the vision listed after it from the character. The .SET. will change the characters vision to the new vision.

Example:

`VISION:.CLEAR.Low-light`

Removes the Low-light vision from the character

*** Deprecated. Use AUTO:WEAPONPROF

Tag Name: WEAPONAUTO:x

## The .MOD Tag

Warning: This section is nowhere near complete and will be expanded on as time progresses.

*** New

Tag Name: <name>.MOD

Variables Used: Text, First field of the item to be modified

What it does:

- This defines what object is going to be modified.
- Please note that the name must match EXACTLY (case sensitive, and the classes need the beginning CLASS: tag).
- Any tags that are listed 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.

Examples:

`Human.MOD`

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

`Dagger.MOD`

Modifies the Dagger weapon (in equipment.lst file)

`CLASS:Ranger.MOD`

Modifies the Ranger class (in class.lst)

`Skill Focus.MOD`

Modifes the Skill Focus feat (in feat.lst)

*** New

Tag Name: <name>.COPY=<new name>

Variables Used: Text, First field of the item to be copied

What it does:

- This defines what object is going to be copied.
- This creates a new object with the same properties of the original object.
- Tags following the .COPY line modify the new object in the same way the .MOD tag modifies objects.
- Please note that the name must match EXACTLY (case sensitive, and the classes need the beginning CLASS: tag).
- Warning! While it can be done copying a Class is not recommended, the reason being 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 you r new class will not inherit any class abilities that reference the old class name, some of these include: Spellcasting, Favored enemies and other special abilities.
- Any tags that are listed 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.

Examples:

`Human.COPY=Aboriginee`

Creates a new race called Aboriginee based on the Human race. (in a race.lst file)

`Dagger.COPY=Hunting Knife`

Creates a new weapon called Hunting Knife based on the weapon Dagger. (in equipment.lst file)

`CLASS:Ranger.COPY=Woodsman`

Creates a new class called the Woodsman based on the Ranger class. (in class.lst, see warning above)

`Skill Focus.COPY=Heighten Knowledge`

Creates a new feat called Heighten Knowledge based on the Skill Focus feat. (in feat.lst)

*** New

Tag Name: <tag>.CLEAR.<variable>

Variables Used: Text, Last field is the item to be cleared

What it does:

- This is used in conjunction with the .MOD and .COPY tags.
- This tag is also useful in CLASS lines. (see entry for SA in Other global tags)
- Tags that can have multiple items (such as TYPE) and tags that can be used multiple times can be eliminated.

Examples:

`Dagger.COPY=Hunting Knife <tab> TYPE:Exotic <tab> TYPE:.CLEAR.Simple`

Creates a new weapon called Hunting Knife, adds the exotic type and then clears the simple type from the new weapon. (in equipment.lst file)

`CLASS:Ranger.MOD <tab> CSKILL:.CLEAR.Animal Empathy`

Modifies the Ranger class by eliminating the Animal Empathy skill from its class skill list (in class.lst)

`CLASS:Toto`

`1 <tab> SA:Big Papa`

`2 <tab> SA:Big Mama`

`3 <tab> SA:.CLEAR.Big Papa <tab> SA:Very Big Papa`

At level 3 .CLEAR is used to delete the SA 'Big Papa' because it becomes redundant or unnecessary when the class gets the SA 'Very Big Papa'. (in class.lst)

*** New

Tag Name: <name>.FORGET

Variables Used: Text, First field of the item to be removed

Examples:

`Human.FORGET`

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

`Dagger.FORGET`

Removes the Dagger weapon (in equipment.lst file)

`CLASS:Ranger.FORGET`

Removes the Ranger class (in class.lst)

`Skill Focus.FORGET`

Removes the Skill Focus feat (in feat.lst)

What it does:

This is a variation of .MOD. Unlike .MOD, this tag has no other tags following it. .FORGET completely removes a class from a listing. Since this is done last, you can not .FORGET the Ranger class, then load up your own modified Ranger class.