# Global TYPE Page

The LST file tag `TYPE` has many uses within the PCGen, most commonly it is used to sort objects by type within the display or to identify a group of objects to another object that grants a choice from that type. Additionally there are certain types which have uses beyond sorting the display and identification within the data. Examples of this include types used to identify objects for the output sheets and special case types used by the code for various purposes. This page will list these types and explain their uses. This page will not detail all TYPEs used in our data (that would be a long list) just the ones more commonly used and/or which have uses outside of the dataset which may not be immediately apparent.

The following Objects utilize TYPE tags:

- Classes
- Companion Modifiers
- Deities
- Equipment
- Equipment Modifiers
- Feats and Abilities
- Languages
- PCC Files
- Races
- Skills
- Spells
- Starting Kits
- Templates
- Weapon Proficiencies

## Class TYPE

Tag Name: TYPE:x

Variables Used (x): Text (Class type)

What it does:

- This is used within the filters of PCGen to sort the classes by their respective types (makes it easier to find a specific class).
- In addition to sorting classes in the display, class type is used by the gameMode to define certain properties of the class as set by the miscinfo.lst tag CLASSTYPE. These properties include how much (if any) CR is added per level of the class, whether or not the class is considered a monster class and if the class is subject to an XP penalty for multiclassing.
- See also CRFORMULA, ISMONSTER and XPPENALTY

Example:

`TYPE:Base.PC`

The class will appear if the "Base" or "PC" filter options are selected.

Where it is used:

Class Line.

Commonly Used Types:

RSRD

`PC`

`NPC`

`Prestige`

`Monster`

MSRD

`Advanced`

## Companion Modifier TYPE

Tag Name: TYPE:x

Variables Used (x): Text (Companion type)

What it does:

- Used to define what the creature is for the purposes of display on the resources tab.
- Companion Modifiers can be composed of several lines, each requiring the `TYPE` tag.
- Each companion Modifier line begins with a FOLLOWER or MASTERBONUSRACE tag and not a name or KEY, using the type as the primary identifier instead.
- Types in Companion Modifiers can contain Spaces, though this is normally not recommended.

Example:

`TYPE:Familiar`

Defines the creature as a "Familiar" for resources tab display purposes.

Commonly Used Types:

`Familiar`

`Animal Companion`

`Special Mount`

## Deity TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Deity Type)

What it does:

- This is a period-delimited (".") list of the types the deity belongs to.
- TYPE is not commonly used in Deity files.

Examples:

`TYPE:Good`

The deity belongs to the "Good" type.

`TYPE:Good.Chaotic`

The deity belongs to the "Good" and "Chaotic" types.

## Equipment TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Item Type)

What it does:

- The `TYPE` tag is used for many filtering and PRExxx tags. Please follow the conventions used in the Players Rules for the `TYPE` tag.
- The `TYPE` tag may also be used to identify which "slot" the item will be equiped to. See Equipment Type Slots below

Example:

`TYPE:Weapon.Simple.Melee.Slashing.Metal`

Item is a Simple Melee Slashing Metal Weapon.

`Scythe.MOD <tab> TYPE:.CLEAR <tab> TYPE:Weapon.Exotic.Melee.Piercing.Slashing.Standard`

Modifying the Scythe to have a few more capabilities.

Special Case and Commonly Used Types:

> Equip Slot Types - Equipment slot types are specific types which are used to control how many of a specific equipment TYPE a character can Equip to any one Equipset. Equipment slots and their associated types are defined in the equipmentslots.lst gameMode file. Since Slot TYPEs control where an item can be equipped no item should have more than one of these types, an item with more than one slot type will confuse PCGen and may not be equipped into the expected slot. A slot type is not required and any item with no slot type designated can still be equipped. There is no limit on how many such items can be equipped.

> Common Equip Slot Types

> `Eyegear`

> `Headgear`

> `Amulet`

> `Armor`

> `Robe`

> `Cape`

> `Shirt`

> `Clothing`

> `Belt`

> `Shield`

> `Bracer`

> `Glove`

> `Weapon`

> `Ring`

> `Legwear`

> `Boot`

> Uncommon Equip Slot Types

> `PsionicTattoo` - used in SRD and RSRD

> `Tattoo` - used in MSRD

> `Transportation` - used in MSRD

> `Vehicle` - used in Spycraft

> Output Sheet Types

> Items with the following types are not listed in the Equipment List but are instead listed in a separate block labeled Money.

> `Coin`

> `Gem`

> The following types trigger special blocks for these types of equipment and are mutually exclusive.

> `Armor`

> `Ammunition`

> `Shield`

> `Weapon`

> The following is used to identify Equipment which can be useful in combat during ones turn but which is not a Weapon or Ammunition (and thus already listed under attacks). This is used in some newer stat block formats. Examples might include a wand of Fireballs, a Thunderstone and a Tanglefoot Bag.

> `OffensiveGear`

> The following is used to identify Equipment which can be useful for defense in combat but which is not an Armor or Shield item (and thus already listed under Armor Class). This is used in some newer stat block formats. Examples might include a Cloak of Displacement and a Ring of Invisibility.

> `DefensiveGear`

> The following is used to identify Equipment which can be used to cast illumination. The item should also contain certain `QUALITY` tags which define the brightness and duration of the light source.

> `LightSource`

> Weapon Types:

> All items of type `Weapon` must also have one, and only one, of types `Melee` or `Ranged`.

> The type `Thrown` is designates a weapon as a thrown weapon and activates a second output block showing the weapons Ranged statistics.

> The type `Double` designates a weapon as a double weapon and activates the three ALTxxx tags for the statistics for the second head.

> Weapon Damage Types

> Weapon Damage types are defined in the miscinfo.lst gameMode file by the WEAPONTYPE tag.

> `Bludgeoning`

> `Piercing`

> `Slashing`

> `Fire`

> `Acid`

> `Electricity`

> `Cold`

> `Poison`

> `Sonic
> `

> Additional MSRD Weapon Damage Types:

> `Ballistic`

> `Concussion`

> `Radiation`

> `Disintegration`

> Miscellaneous Types:

> `Container` designates the item is a container and activates the CONTAINS tag in the item.

## Equipment Modifier TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Type name)

What it does:

- Provides a list of the types of items that the modifier can be applied to.
- Equipment must have at least one type that an equipment modifier has in order for that modifier to be applied.
- Used in conjunction with `PRETYPE` and `ITYPE`.

Example:

`TYPE:Armor.Shield`

Item is of the "Armor" & "Shield" types.

`EDF Combat Armor.MOD <tab> TYPE:.CLEAR <tab> TYPE:Armor.Medium.Suit.Tactical.PL6`

Modifies the item is of the "Armor" "Medium" "Suit" "Tactical" "PL6" types.

Special Case:

`BaseMaterial`

The BaseMaterial TYPE is used to identify Equipment Modifiers which represent materials an item can be made from such as Mithral, Adamantine, Steel and Wood. An equipment item can only have one Equipment Modifier with the "BaseMaterial" type, if a second one is applied the first is automatically removed.

## Feat and Ability TYPEs

Tag Name: TYPE:x

Variables Used (x): Text (Feat or Ability type)

What it does:

This is a period-delimited (.) list of the types assigned to the feat or ability.

Example:

`TYPE:General.Fighter`

This Feat is part of the "General" and "Fighter" feat types.

`Acrobatic.MOD <tab> TYPE:.CLEAR <tab> TYPE:General.Fast.Pugilist.Rustler.Showman`

Modification of the Acrobatic Class to be "General", "Fast", "Pugilist", "Rustler", "Showman", feat types.

`Charm.MOD <tab> TYPE:Efficacious`

This modification adds the "Efficacious" feat type to the list of types for this feat.

Special Case and Common Types:

> Feat and Ability types fall into three general uses; Game Rule types, Class Bonus Feat or Ability types, and types used by the Output Sheets. Game rule types represent the types the game itself groups the feats or abilities into and are derived from the source material. Class bonus feat or ability types are used to create a group of feats or abilities from which a class is granted a selection.

> Common Game Rule Types

> `General`

> `ItemCreation`

> `Metamagic`

> Common Class Bonus Feat or Ability Types

> `Fighter`

> `Wizard`

> `FavoredEnemy`

> `Turning`

> `RogueAbilities`

> Output Sheet types

> Types used by the output sheets require more explanation since their purpose is not evident in the data files.

> The following two types are used in Abilities of CATEGORY=Special Ability (in the RSRD). Every Ability in this category should have one of these types or the other. Depending on the type the output sheet will list the ability in the Special Attacks block or the Special Qualities block.

> `SpecialAttack`

> `SpecialQuality`

> Abilities designated as Extraordinary, SpellLike, Supernatural or PsiLike in the source material do so with an abbreviation at the end of the name, (Ex), (Sp), (Su) and (Ps). The output sheet can use this type to add the abbreviation to the end of the ability name if it is appropriate for that sheet. Not all sheets will want to display the name in that way and by using a type rather than having the abbreviation be part of the name this makes it optional.

> `Extraordinary`

> `SpellLike`

> `Supernatural`

> `PsiLike`

> The following type identifies the Feat or Ability as one which provides an alternate attack or modifies a standard attack. This is used in some newer stat block formats.

> `AttackOption`

> The following type identifies the Feat or Ability as one which represents an Aura or continuous area of effect ability. This is used in some newer stat block formats.

> `Aura`

> The following type identifies the Feat or Ability of a Defensive nature other than Resistances, Immunities, AC or HP effecting abilities. This is used in some newer stat block formats.

> `Defensive`

> The following type identifies the Feat or Ability as one which grants some ability to communicate. This is used in some newer stat block formats where the ability is listed with languages.

> `Communicate`

> The followng type identifies the Feat or Ability as one which represent a specific immunity. This is used in some newer stat block formats.

> `Immunity`

> The following type identifies the Feat or Ability as one which provide a circumstantial AC bonus or other defensive benefit. This is used in some newer stat block formats where the ability is listed with AC details.

> `ModifyAC`

> The following type identifies the Feat or Ability as one which provide a bonus or other defensive benefit related to hit points. This is used in some newer stat block formats where the ability is listed with hit points.

> `ModifyHP`

> The following type identifies the Feat or Ability as one which provides some for of special movement or modifies the movement rate. This is used in some newer stat block formats where the ability is listed with movement rates.

> `ModifyMovement`

> The following type identifies the Feat or Ability as one which represent a specific resistance. This is used in some newer stat block formats.

> `Resistance`

> The following type identifies the Feat or Ability as one which represent a specific weakness. This is used in some newer stat block formats.

> `Weakness`

> The following type identifies the Feat or Ability as one which represent a specific special sense or perception. This is used in some newer stat block formats.

> `Sense`

## Language TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Language type)

What it does:

This is a period-delimited (".") list of the types that languages are.

Example:

`TYPE:Spoken.Written.Read`

Language is "Spoken", "Written" and "Read".

`Celestial <tab> TYPE:Spoken`

Language Celestial is "Spoken", not "Written" or "Read".

Commonly Used Types:

`Read`

`Spoken`

`Written`

## PCC TYPE

Tag Name: TYPE:x.x

Variables Used (x):Text (Source types)

What it does:

- This tag MUST be the third tag in the file.
- The `TYPE` tag is used to set the source display tree in the Sources Tab.
- PCC types can contain spaces.
- PCC `TYPE` tags cannot have more than three type elements as follows:
  - element 1 is the name of the company or individual that produced the material that the data files are based.
  - element 2 is the format of that original material (e.g., Sourcebook, Web Enhancement, Magazine, Supplement, etc.).
  - element 3 is the "campaign setting" for the original material (such as the publisher's campaign realm) and is optional.
- Caution: If two PCC files use the same types but in different order the display in the Sources Tab can potentially be disrupted. Side effects can include sources being displayed more than once. Duplicate types should be used in the same order in every file.

Example:

`TYPE:Foo Games.Core Rules.Core`

## Race TYPE

Tag Name: TYPE:x

Variables Used (x): Text (Race type)

What it does:

- Defines the Type of creature the race is.
- Important for matching up with Monster HD, and for references to race, such as the Rangers Favored Enemy.
- Currently existing selections from the Monster List include:
  Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin
- Note: In the past, the `TYPE` tag in race files has been used to set the races Creature Type as defined in the game rules. This function is now being performed by the RACETYPE tag and the use of the `TYPE` tag to set this is being phased out.

Example:

`TYPE:Outsider`

The race is of the "Outsider" type.

Commonly Used Types:

`Aberration
Animal
Beast
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Magical Beast
Monstrous Humanoid
Ooze
Outsider
Plant
Shapechanger
Undead
Vermin`

## Skill TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Skill type)

What it does:

- All skill type tags should use the skill's key attribute as the first type ("None" is an acceptable option).
- Multiple types can be specified as a period-delimited (".") list.

Example:

`TYPE:Charisma.Perform`

This skill belongs to the "Charisma" and "Perform" types.

`Craft (Electronic - class skill).MOD <tab> TYPE:.CLEAR <tab> TYPE:Scientist_Skills.Terraformer_Skills`

This skill is modified to be in the "Scientist_Skills" and "Terraformer_Skills" types.

Commonly Used Types:

To group by relevant ability

`Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma`

To group by relevant skill type

`Craft
Knowledge
Perform`

## Spell TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Spell type)

What it does:

- Indicates what "types" are associated with the spell.
- You can also Specify multiple types using the . (period) delimiter.

Example:

`TYPE:Arcane.Divine`

Spell is both "Arcane" and "Divine".

Commonly Used Types:

`Arcane`

`Divine`

`Psionic`

## Starting Kit TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Start Kit type)

What it does:

- Indicates what "types" are associated with the starting kit.
- You can also specify multiple types using the period-delimiter.

Example:

`TYPE:DefaultMonster`

Kit is a "DefaultMonster" kit.

Commonly Used Types:

`DefaultMonster`

`Treasure`

`NPC`

`PC`

`StartingKit`

## Template TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Template type)

What it does:

- Defines the Type of creature members of the template are.
- Important for matching up with Monster HD, and for references to race, such as the Rangers Favored Enemy
- Note: In the past, the `TYPE` tag in tTemplate files have been used to alter the races Creature Type as defined in the game rules. This function is now being performed by the RACETYPE tag and the use of `TYPE` to alter this is being phased out.

Example:

`TYPE:Outsider`

Is a "Outsider" if this template is selected.

## Weapon Proficiency TYPE

Tag Name: TYPE:x.x

Variables Used (x): Text (Type name)

What it does:

- Defines what type of weapon proficiency isrequired for a character to be able to use a particular weapon.
- Proficiency types are used to grant proficiencies and to grant bonuses to weapons of a certain proficiency.
- Types generally represent broad groups of weapons, such as Simple, Martial and Exotic, or a smaller, more specific group of weapons such as Axe, Sword, Crossbow and Thrown used for granting bonuses.

Example:

`TYPE:Simple`

Characters with "Simple" weapon proficiency can use this weapon.