# 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 5.11.1

Tag Name: ABILITY:x|y|z|z

Variables Used (x): Ability Category (The Ability Category this ability will be added to).

Variables Used (y): Ability Nature (The nature of the added ability: NORMAL, AUTOMATIC, or VIRTUAL)

Variables Used (z): Ability Key (The Ability to add. Can have choices specified in "()")

What it does:

- Adds an Ability to a character.
- The Ability is added to the Ability Category specified and that category's pool will be charged if the Nature is NORMAL.
- This tag will not cause a chooser to appear so all required choices must be specified in the tag.
- Choices can be specified by including them in parenthesis after the ability key name (whitespace is ignored).
- The standard list for the ability category will be used to find a matching ability.
- This tag is a replacement for the following tags: FEAT, VFEAT, and FEATAUTO.

Examples:

`ABILITY:FEAT|AUTOMATIC|Empower Spell`

Adds the empower spell feat as an Auto feat.

`ABILITY:CLASSFEATURE|VIRTUAL|Stunning Fist`

Adds the Stunning Fist ability as a virtual class feature.

*** 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 their names.
- AUTO:EQUIP won't take (%)LIST or (%)CHOICE for substitution. See futureequipment_equipmods_gadgets.lst.

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 proficiencies.
- 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.
- TYPE.xxx for reference, TYPE=xxx for assignment.

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.

`AUTO:ARMORPROF|TYPE=Light|TYPE=Medium`

Light and Medium 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 proficiencies.
- 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.
- TYPE.xxx for reference, TYPE=xxx for assignment.

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.

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

Light, Heavy and Buckler Shields are given as a free armor proficiency.

*** Updated 5.11.1

Tag Name: AUTO:WEAPONPROF|x|x

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

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

Variables Used (x): DEITYWEAPONS

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 proficiencies.
- 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.
- TYPE.xxx for reference, TYPE=xxx for assignment.

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.

`AUTO:WEAPONPROF|DEITYWEAPONS`

All favored weapons of the character's deity are given as free weapon proficiencies.

`AUTO:WEAPONPROF|TYPE=NoProfReq|Longspear|Javelin`

All "NoProfReq" and "Longspear" and "Javelin" weapons are given as free weapon proficiencies.

`CLASS:Rogue.MOD <tab> AUTO:WEAPONPROF|Gladius`

Modified the Rogue Class to include the Gladius weapon.

*** Updated 5.9.5

Tag Name: CSKILL:x|x

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

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

Variables Used (x): ALL

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.

`CSKILL:ALL`

All skills are made class skills.

`CLASS:Sorcerer.MOD <tab> CSKILL:.CLEAR.Scry <tab> CSKILL:Drive|TYPE.Knowledge|Perform`

Modifies the Class Sorcerer, droping the class skill Scry and adding Drive, Perform and all TYPE.Knowledge skills.

`CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride`

Modified Class that changes all of these Tags from their starting values.

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.

`CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride`

Modified Class that changes all of these Tags from their starting values..

*** 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.

*** New 5.10.1+

Tag Name: COMPANIONLIST:x|y,y|z

Variables used (x): Text (The type of companion list to add to).

Variables used (y): Text (A race of companion to allow to the character).

Variables used (y): RACETYPE=Text (all races with the specified RACETYPE are available as this type of companion).

Variables used (y): ANY (Any race can be a companion of this type).

Variables used (z): FOLLOWERADJUSTMENT=<number> (Adjustment to the follower level variable).

What it does:

? Adds a specific race or races to the list of available companions for the specified companion type.

? PRExxx tags can be added at the end of COMPANIONLIST tags, PRExxx tags are checked against the master.

? If the master does not meet the prereqs the companion will be displayed in the list but will be listed in red and cannot be added as a companion.

Where it is used:

Global.

Example:

`COMPANIONLIST:Familiar|Bat,Cat,Hawk,Lizard,Owl,Rat,Raven,Snake(Tiny/Viper),Toad, Weasel`

Would build the list of standard familiars available to a Sorcerer or Wizard.

`COMPANIONLIST:Pet|RACETYPE=Animal`

Would build a list of all animals to available as a Pet.

`COMPANIONLIST:Familiar|Quasit|PREFEAT:1,Special Familiar|PREALIGN:CE`

A Quasit can be chosen as a Familiar but only if the master is evil and has the Special Familiar feat.

`COMPANIONLIST:Animal Companion|Ape|FOLLOWERADJUSTMENT:-3`

An Ape companion to a 4th level Druid gains the benefits normally granted to a companion of a 1st level Druid..

Tag Name: DEFINE:LOCK.x|y

Variables Used (x): Ability Score (STR, DEX, CON, INT, CHA, WIS or other stat defined in the gameMode)

Variables Used (y): Number (Value stat is to be locked to)

What it does:

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 undeads lack of a constitution score.

Example:

`DEFINE:LOCK.CON|10`

Constitution is set to 10 and an asterisk is output.

*** Updated 5.11.1

Tag Name: DESC:x

Variables Used (x): Text (ability description)

Variables Used (x): Text (deity description)

Variables Used (x): Text (domain description)

Variables Used (x): Text (equipment description)

Variables Used (x): Text (feat description)

Variables Used (x): Text (spell description)

What it does:

- Ability File: Provides the flavor text of the ability from the source material.
- Deity File: Provides a quick description of the deity.
- Domain File: Provides a simple explanation of the domains granted powers.
- Equipment File: Provides a brief description of the item.
- Feat File: Provides the flavor text of the feat from the source material.
- Spell File: Provides a one line description of what the spell does.
- Multiple DESC tags are now supported.
- DESC tags now take PRExxx tags.
- All qualifying DESC tags will be concatonated for output separated by commas (,).
- `DESC:.CLEAR` will clear all DESC tags.
- `DESC:.CLEAR.<regular expression match>` will clear specific instances.
- DESC tags now take variable substitution.

- Within the text a % followed by a number will substitute the #th variable from the variable list associated with the DESC. For example, %1 will substitute the first variable into that position in the DESC
- Variables are specified after the descriptive text and are pipe (|) separated.
- The special parameter %% will insert an actual % character into the text.
- If the parameter needs to be next to a number the parameter number should be surrounded in curly brackets { }. For example, %{1000}gp.

- The following special variables are allowed within the variable list:

- `%NAME` - The name of the object this DESC tag is in.
- `%CHOICE` - Will replace the first associated choice in the object.
- `%LIST` - Will substitute all choices comma separated into that parameter.

- Formulas can be parsed and the results replaced in the output by enclosing the variables and formulas within parentheses.

- CASTERLEVEL, a variable specifically designed for this purpose, is commonly used though other variables can be used as well.
- Because anything within parentheses is assumed to be a formula to be parsed, text containing parentheses must substitute brackets [ ] in place of parentheses.
- Java has a Regular Expression library built in that is very similar to Perl regular expressions. Basically it allows for pattern matching in strings. You can create fairly powerful match structures using things like character groups "[a-zA-Z]" match any alphabetic character or groupings "(bat|super)man" match batman or superman and many many more. So, for example, you could do a CLEARALL by doing DESC:.CLEAR..*, or clear all exceptional abilities by doing DESC:.CLEAR.\(Ex\), or clear everything that's non-numeric with `DESC:.CLEAR.[A-Za-z]`.

Example:

`DESC:This domain grants the turn code monkey speech into english`

The domain description.

`DESC:This is a description of the item.`

Adds a description for the equipment.

`DESC:This is sample text for the example purposes`

Adds feat description.

`DESC:Kick Butt (level 3)|PRELEVEL:3`

Adds feat description only if the PC is level 3 or higher.

`DESC:Assembly ~ 1 table|PREVAREQ:AssemblyTables,1
DESC:Assembly ~ %1 tables|AssemblyTables|PREVARGTEQ:AssemblyTables,2`

Adds a feat description which is dependent upon the value of the variable AssemblyTables.

`DESC:You get a +2 bonus on all %1 saving throws|%CHOICE`

Adds feat description and replaces %1 with the first choice made.

`DESC:You get a +3 bonus on all checks involving %1|%LIST.`

Adds feat description replaces %LIST with all choices made.

`DESC:%3 Sneak Attacks per day for +%1d%2 damage|SneakAttack|SneakAttackDie|SneakAttackTimes`

Adds feat description substituting the variables from the positions specified.

`Advanced Combat Martial Arts.MOD <tab> DESC:.CLEAR <tab> DESC:When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage`

Changes the feat description, substituting the specified.

`DESC:Toasts the monsters with fire`

What the spell does.

`DESC:Target is prone for (CASTERLEVEL) rounds.`

If the value of CASTERLEVEL is equal to 3 then this would output: "Target is prone for 3 rounds.".

`Maximize Power.MOD <tab> DESC:.CLEAR <tab> DESC:You can manifest powers to maximum effect.`

Replaces the standard spell DESC with the attached.".

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/y

Variables Used (x): Number or Formula (Amount of Damage Reduction)

Variables Used (y): Text (Damage Type that bypasses this Reduction)

Prerequisites Allowed: Yes

What it does:

- This defines the damage reduction this feat/class/template/etc. bestows.
- Multiple damage types can be specified by separating them with "and" or "or" as appropriate.
- 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.

*** New 5.10.1+

Tag Name: FOLLOWERS:x|y

Variables Used (x): Text (The type of companion the limit will apply to).

Variables Used (x): Number, variable or formula (Number of this type of companion the master can have)

What it does:

? Limits the number of the specified type of companion the master can have.

? Optional, if this tag is not present no limits are placed on the number of companions the character can have.

? If more than one tag is encountered the highest value is used.

? The value can be adjusted with the BONUS:FOLLOWERS tag.

Where it is used:

Global tag, would most often be used in class and feat (ability) files, should also be enabled for templates and Domains.

Examples:

`FOLLOWERS:Familiar|1`

A character is allowed only 1 companion of type Familiar.

*** New 5.10.4

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".

`Gnome.MOD <tab> LANGAUTO:.CLEAR <tab> LANGAUTO:Low Coryani,Gnome`

Race Gnome is modified, clearing all of the Auto Languages and replaces with "Low Coryani" & "Gnome".

`Human.MOD <tab> LANGAUTO:Remarian <tab> LANGAUTO:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian`

THIS IS AN ERROR... The .CLEAR has cleared all of the LANGAUTO: freebies, if it were not for the LANGBONUS: this race could not speak or write.

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

Variables Used (x): Text (Movement 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 mathematical 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

*** New 5.11.13

Tag Name: NATURALATTACKS:w,x.x,y,z|w,x.x,y,z

Variables Used (w): Text (Natural weapon name)

Variables Used (x): Text (Natural weapon type)

Variables Used (y): Number (Number of attacks)

Variables Used (z): Text (Natural weapon damage)

What it does:

- This tag is used to define non-equipment attacks a race may possess.
- As a global tag, this rag is used in abilities, feats, races and templates, adding the natural attacks to the character when the object is assigned to the character.
- Though this tag is a global tag, it has no effect when applied in deities, domains, equipment, skills or spells files.
- This is a comma (,) and pipe (|) delimited list of the natural attacks a creature has. If the creature has multiple attacks pipes are used to separate the entries. Commas are used to delimit variables within a single attack listing. All four variables separated by three commas must be present or PCGen will hang when attempting to load the .pcc file.
- Natural weapon typesshould be delimited with periods (.). This must always start with "Weapon" and "Natural" and must be followed by either "Melee" or "Ranged". After that the weapons damage types are listed which can be "Bludgeoning", "Piercing" or "Slashing" or any combination of the three.
- If the number of attacks (y) has an asterisk in front of the number it indicates that the number of attacks is non-iterative, that is it is not based on the creatures attack progression but rather how many of the natural weapons it possesses.
- The damage the natural weapon does is entered in the standard dice notation such as "1d8" and "4d10".
- The NATURALATTACKS tag creates a proficiency for the its attacks on the fly which allows the use of the BONUS:WEAPONPROF tag to effect it. For example, if you used the NATURALATTACKS tag to create a Bite attack you could then use `BONUS:WEAPONPROF=Dagger|DAMAGE,TOHIT|2` to add 2 to the attack and damage rolls.

Example:

`NATURALATTACKS:Claw,Weapon.Natural.Melee.Piercing.Slashing,*2, 1d4|Bite,Weapon.Natural.Melee.Bludgeoning.Piercing.Slashing,*1,1d6`

Race has 2 Claw attacks and a Bite attack.

*** Updated 5.9.5

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 object's name, or the object name if no parenthetical exists in the object's 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:Jason's [NAME]`

LST entry "Magic Spell" will output as "Jason's Magic Spell"

`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".

`Clenched Fist.MOD <tab> OUTPUTNAME:Big [NAME]`

This spell will output as "Big Clenched Fist".

*** Updated 5.11.7

Tag Name: QUALIFY:x|y|y

Variables Used (x): Text (Object TYPE), Valid types are:

- CLASS
- DEITY
- DOMAIN
- EQUIPMENT
- EQMOD
- FEAT
- RACE
- SPELL
- SKILL
- TEMPLATE
- WEAPONPROF

Variables Used (y): Text (Object KEY)

What it does:

Counters PRExxx tags. Any objects listed will ignore all PRE tags and be a valid selection for the character.

Where it is used:

Valid in most objects except .pcc files and class level lines.

Example:

`QUALIFY:FEAT|Mounted Combat|Ride-By Attack`

The character would be able to take the above feats whether they meet the prereqs or not.

`QUALIFY:CLASS|Monk`

The character would be able to take the Monk class whether they meet the prereqs or not.

`QUALIFY:CLASS|Battle Mind|Telepath`

The character would be able to take either the Battle Mind or Telepath class whether they meet the prereqs or not.

Tag Name: REGION:x|y|y

Variables Used (x): Number (Number of selections to allow)

Variables Used (y): Text (Region name)

What it does:

- Allows a choice of the character's region.
- The first parameter is the number of selections to allow. This should always be one.

Example:

`REGION:1|Region1|Region2|Region3`

Will allow the choice of Region1, Region2, or Region3 as the character's region.

`REGION:1|Timbuktu`

The PC is from the "Timbuktu" region.

*** New 5.11.13

Tag Name: REMOVE:FEAT(x,x)y

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

Variables Used (x): TYPE.Text (Name of feat type)

Variables Used (x): CLASS.Text (Name of feat type)

Variables Used (x): CHOICE (pops a chooser box)

Variables Used (y): Number (Number of feats to remove, Optional)

Variables Used (y): ALL (Removes all indicated feats without prompting)

What it does:

Provides options for removing feats, this works with hidden feats as well as standard feats but not on those applied with the VFEAT or MFEAT tags. The (y) variable is optional, if not present the tag simply removes whatever feats are specified in variable (x).

Where it can be used:

Works in class and template files.

Example:

`REMOVE:FEAT(Alertness)`

Removes the Alertness feat, no choice is presented, the feat is simply removed.

`REMOVE:FEAT(TYPE.Fighter)3`

Presents a list of Fighter type feats and allows the removal of up to 3.

`REMOVE:FEAT(CHOICE)2`

Presents a list of all feats the character has and allow removal of 2 of them. If a feat has a COST:# associated with it, it returns that # back to the feat pool.

`REMOVE:FEAT(CLASS.Paladin)ALL`

Removes all feats that have been granted/taken by the Paladin Class.

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).
- This can be specified via number of %#, with each successive numbered "%" relating to the next variable listed after another "|" (pipe). The count starts at 0 and counts up.
- Each variable needs to be defined (via the global DEFINE tag.)
- The SA will NOT be displayed if the last variable or formula equals 0.
- `SA:.CLEAR` will only clear a previous SA in the same object (class, template, etc.). It will not clear them across objects.
- `SA:.CLEAR.Text to be removed` will only clear a SA that has that exact text in the same object (class, template, etc.). It will not clear them across objects. The CLEAR and Replace TAGs should be at the end of the line, so the new and old tags are not
- SA tags can be qualified with PRExxx tags. SA tags qualified with PRExxx tags will not display unless the character meets the prerequisites.
- SA tags can be used with %CHOICE tags to display the result of a CHOOSE tag result.

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:Banana toss|PRERACE:monkey`

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

`SA:Banana toss via (%CHOICE) <tab> STACK:NO <tab> MULT:YES <tab> CHOOSE:Air|Earth|Fire|Water`

Offers a Choice between Air/Earth/Fire/Water for banana tossing, may be used multiple times, but selected only once.

`4 <tab> SA:.CLEAR.Shield Brother (full round action) <tab> SA:Shield Brother (standard action)`

Clears the 4th level value and makes it "Shield Brother (standard action)"instead.

*** Updated 5.10

Tag Name:SOURCELONG:x

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

What it does:

Specifies the full product/book name. SOURCELONG tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCELONG tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCELONG on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.

Example:

`SOURCELONG:Core Rulebook I (Foo Handbook)`

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

Tag Name: SOURCEPAGE:x

Variables Used (x): Number (Source Page Number)

What it does:

This is used to show where in the source is listed. SOURCEPAGE should always be used, since display of any of the SOURCE information requires its presence.

Example:

`SOURCEPAGE:p.102`

Further information can be found on page 102 of the source.

`CLASS:Strong.MOD <tab> SOURCEPAGE:p. 28`

Further information can be found on page 28 of the changed source.

*** Updated 5.10

Tag Name:SOURCESHORT:x

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

What it does:

Specifies the short product/book name. SOURCESHORT tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCESHORT tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCESHORT on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.

Example:

`SOURCESHORT:FHB`

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

*** Updated 5.10

Tag Name:SOURCEWEB:x

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

What it does:

Specifies the URL that points directly to this product/book. SOURCEWEB tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCEWEB tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCEWEB on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.

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 5.x.x - Remove 6.0 -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 5.11.4

Tag Name:SPELLLEVEL:v|w=x|y|w=x|y|w=x|y|w=x|y|w=x|y|z

Variables Used (v): Text (DOMAIN or CLASS Tag)

Variables Used (w): Text (domain or class name)

Variables Used (x): Number (level of spell)

Variables Used (y): Text (domain or class spell name)

Variables Used (z): PRExxx tag

What it does:

This is the character's spell list for this Class.

The SPELLLEVEL tag takes PRExxx tags. They must be the last thing in the tag and they are PIPE separated.

Examples:

`SPELLLEVEL:DOMAIN|Cold=1|Endure Elements|Cold=2|Chill Metal|Cold=3|Sleet Storm|Cold=4|Wall of Ice|Cold=5|Cone of Cold|Cold=6|Freezing Sphere|Cold=7|Control Weather|Cold=8|Finger of Death|Cold=9|Elemental Swarm`

This is the character's spell's for this Cold domain.

`SPELLLEVEL:CLASS|Arawnite Guardian=0|Create Water,Detect Magical Aura,Light,Mending,Read Magic,Resistance,Virtue`

This is the character's spell's for this Arawnite Guardian class.

`1 <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman=0|Create Water,Cure Minor Wounds,Detect Magic,Guidance,Mending,Purify Food and Drink`

This is the character's spell's for this first level Trundlefolk Shaman class.

`SUBCLASSLEVEL:1 <tab> SPELLLEVEL:CLASS|Holy Warrior=1|Bless,Bless Water,Bless Weapon,Create Water,Cure Light Wounds,Detect Poison,Detect Undead,Divine Favor,Endure Elements,Magic Weapon,Protection from Evil,Read Magic,Resistance,Virtue`

This is the character's spell's for this first level subclass Holy Warrior class.

`The Dead <tab> NAMEISPI:NO <tab> SPELLLEVEL:DOMAIN|The Dead=1|Detect Return|The Dead=2|Consecrate|The Dead=3|Negative Energy Protection|The Dead=4|Touch of Return|The Dead=5|Hallow|The Dead=6|Heal|The Dead=7|Greater Restoration|The Dead=8|Greater Return|The Dead=9|Imprison Soul`

This is the character's spell's for this Domain.

`Trundlefolk Shaman.MOD <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman.CLEAR <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman=0|Comprehend Languages,Expeditious Retreat,Grease,Identify,Sleep,Summon Monster I,Unseen Servant`

This changes the character's spell's for this first level Trundlefolk Shaman class.

Where it is used:

Class Level Line or SubClassLevel Line.

*** Deprecated 5.11.4 - Use SPELLLEVEL

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

*** Deprecated 5.11.4 - Use SPELLLEVEL

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

*** 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".

`Barkskin.COPY=Earthskin`

Renames "Barkskin" to "Earthskin".

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.

*** New 5.11.4

Tag Name: (TEMPLATENAME).MOD or .COPY or .CLEAR

Variables Used (x): Text (.MOD or .COPY or .CLEAR)

What it does:

- Allows for changes to the defined Template in the Template file.

Example:

`Dream of the Dawn A.COPY=Dream of Stormfells`

Copy the Template possesses the "Dream of the Dawn A" identifyer to "Dream of Stormfells " in all aspects.

`Heroic Path (Fellhunter).MOD <tab> LEVEL:1:FEAT:Sense the Dead LEVEL:2:FEAT:Touch of the Living LEVEL:4:FEAT:Unseen to Undead LEVEL:6:FEAT:Disrupting Attack LEVEL:20:SA:Grave Severance (Su)`

Adds these feats to the ones in the template.

`Animal Man (Bear).MOD <tab> PRE:.CLEAR`

Modifies the Template "Animal Man (Bear)" by getting rid of all PRE: tags.

`Familiar within arms reach.FORGET`

Forget the Template " Familiar within arms reach ".

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 5.11.11 - Remove 6.0 - Use (TEMPLATENAME).MOD or .COPY or .CLEAR tag instead.)

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 encumbrance 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 encumbrance and armor penalties.

Example:

`UNENCUMBEREDMOVE:HeavyLoad|HeavyArmor`

This is used in the Race entry for Dwarves, Dwarves ignore encumbrance 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.
- Depends on if it has a CHOOSE or not. Armor Proficiency (xxx) is a set of feats, none with a CHOOSE, so those have the space. Weapon Focus(yyy) is a single feat with a CHOOSE, so it can't have the space.

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, | delimited

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.

Think of VISION tag like the DEFINE tag - the highest value from a VISION tag wins, and then BONUS tags are added to that.

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

`VISION:Darkvision (0')<tab>BONUS:VISION|Darkvision|30`

If character does not have Darkvision, receives it at 30, or extends Darkvision by 30 if it already has it.

*** Deprecated 5.11.11 - Remove 6.0 - Use AUTO:WEAPONPROF tag instead.

Tag Name: WEAPONAUTO:x

## The .MOD Tag

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

*** Updated 5.11.11

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, see examples).
- If you want to .MOD the name, you need to include the NAME: designator (see examples).
- 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.
- Since names in abilities are not unique within different categories, a new syntax specifically for the .MOD of abilities has been added.

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)

`Acid Arrow.MOD <tab> NAME: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

`Skill Focus.MOD`

Modifies the Skill Focus feat (in feat.lst)

`CATEGORY=<foo>|<key>.MOD`

The new syntax to be used to .MOD an ability.

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)

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.

The .CLEAR syntax has not yet been standardized as many of the other tags have been and there are at least 3 variations on how it can be used.

Some experimentation may be required to see which usage is required with which tags. Note: Although listed as global not all tags will work with .CLEAR.

Syntax usage:

`TAG:.CLEAR.<Values to be cleared>`

This syntax works with the SA tag and the CSKILL tag, the items which follow the .CLEAR. are cleared

`TAG:.CLEAR`

This syntax clears ALL the values of the original object. Once cleared follow it with a second tag which sets the new values. Caution: PCGen works in a sequential manor and if the two tags order is swapped the new value will be cleared as well as the original values.

Deprecated syntax:

`TAG:.CLEAR.<New values to be added>`

This syntax clears ALL the values of the original object and then adds back any items which follow the .CLEAR. This should not be used. Instead use `TAG:.CLEAR` followed by a new tag to set the new values as shown above.

Examples:

`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)

`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)

`Dagger.COPY=Hunting Knife
TYPE:.CLEAR
TYPE:Weapon.Melee.Finesseable.Exotic.Standard.Piercing.Slashing.Dagger`

Creates a new weapon called Hunting Knife, clears ALL the types from the new weapon and then adds back the desired types (in equipment.lst file), Note that in this example tabs are represented with line breaks.

`Acid Arrow.MOD <tab> SCHOOL:.CLEAR <tab> SCHOOL:Lesser Conjuration`

Modifies the Acid Arrow spell by eliminating the original value of the SCHOOL tag and then sets the new value with a second SCHOOL tag (in spell.lst)

Tag Name: <name>.FORGET

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

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.

.FORGET is ALWAYS done last. Use either .MOD or Ranger (New class).

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)

Tag Name: TAGNAME:% "Wildcard"

Variables Used: Tagname

Examples:

`PRERACE:%`

Match any race in a race.lst file

`Level %`

Any Level

`Knowledge%`

Any Knowledge skills