Equipment Modification Files

The first field in the equipmods.lst files must be the name of the modifier, after that, the tags do not need to be in any special order.

SCP_STD.MOD

The item named "SCP_STD" is to be modified.

Autofire.FORGET

The item named "Autofire" is to be forgotten.


Tag Name: ARMORTYPE:x|y

Variables Used (x): Text (Current armor TYPE)

Variables Used (y): Text (New armor TYPE)

What it does:

This will change the armor type and is | (pipe) delimited.

Example:

ARMORTYPE:Medium|Heavy

Changes the armor type from "Medium" to "Heavy".


Tag Name: ASSIGNTOALL:x

Variables Used (x): Boolean (YES)

What it does:

This is for double weapons only. If this tag is present then the modifiers will be applied to both heads.

Example:

ASSIGNTOALL:YES

Assigns modifiers to both heads.

Default Value:

NO


Tag Name: BONUS:EQM|HANDS|x|y

Variables Used (x): Number, variable or formula (Number of hands)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Examples:

BONUS:EQM|HANDS|1

Sets the number of hands required by the item to one.

BONUS:EQM|HANDS|-EQHANDS

Sets the number of hands required by the item to zero.


Tag Name: BONUS:EQM|WEIGHTADD|x|y

Variables Used (x): Number, variable or formula (Weight added)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQM|WEIGHTADD|0.5

Adds half a weight unit to the item's weight.

BONUS:EQM|WEIGHTADD|-10|TYPE=Enhancement

Subtracts 10 from the item's weight due to enhancement.


Tag Name: BONUS:EQM|WEIGHTDIV|x|y

Variables Used (x): Number, variable or formula (Weight divisor)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQM|WEIGHTDIV|2

Divides the weight of the item in half.

BONUS:EQM|WEIGHTDIV|2|TYPE=Enhancement.REPLACE

Divides the weight of the item in half, replaces the original amount by enhancement.


Tag Name: BONUS:EQM|WEIGHTMULT|x|y

Variables Used (x): Number, variable or formula (Weight multiplier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQM|WEIGHTMULT|2

Doubles the weight of the item.

BONUS:EQM|WEIGHTMULT|1.2|TYPE=Enhancement

Multiples the weight of the item by 1.2 by enhancement.


Tag Name: BONUS:EQMARMOR|ACCHECK|x|y

Variables Used (x): Number, variable or formula (Armor check penalty)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMARMOR|ACCHECK|3

Decreases the armor check penalty by 3.

BONUS:EQMARMOR|ACCHECK|2|TYPE=Enhancement

Decreases the armor check penalty by 2 by enhancement.


Tag Name: BONUS:EQMARMOR|EDR|x|y

Variables Used (x): Number, variable or formula (Damage resistance modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMARMOR|EDR|1

Makes the damage resistance for the armor 1 higher.


Tag Name: BONUS:EQMARMOR|MAXDEX|x|x

Variables Used (x): Number, variable or formula (Max dex modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMARMOR|MAXDEX|2

Increases maximum dexterity bonus of the armor by 2.

BONUS:EQMARMOR|MAXDEX|2|TYPE=Enhancement

Increases maximum dexterity bonus of the armor by 2, by enhancement.


Tag Name: BONUS:EQMARMOR|SPELLFAILURE|x|y

Variables Used (x): Number, variable or formula (Spell failure modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMARMOR|SPELLFAILURE|-10

Decreases the spell failure chance of the armor by 10%.

BONUS:EQMARMOR|SPELLFAILURE|-10|TYPE=Enhancement

Decreases the spell failure chance of the armor by 10% by enhancement.


Tag Name: BONUS:EQMWEAPON|CRITRANGEADD|x|y

Variables Used (x): Number, variable or formula (Critical range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMWEAPON|CRITRANGEADD|1

Increases the critical threat range of the weapon by 1.


Tag Name: BONUS:EQMWEAPON|CRITRANGEDOUBLE|x|y

Variables Used (x): Number, variable or formula (Critical range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMWEAPON|CRITRANGEDOUBLE|1

Doubles the critical threat range of the weapon.

BONUS:EQMWEAPON|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit

Adds one to the non-stacking-critical threat range of the weapon.


Tag Name: BONUS:EQMWEAPON|DAMAGESIZE|x|y

Variables Used (x): Number, variable or formula (Damage size modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMWEAPON|DAMAGESIZE|1

Modifies the weapon's damage as if it were 1 size larger.


Tag Name: BONUS:EQMWEAPON|RANGEADD|x|y

Variables Used (x): Number, variable or formula (Range modifier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMWEAPON|RANGEADD|10

Adds 10 distance units to the weapon's range.

BONUS:EQMWEAPON|RANGEADD|5|TYPE=CONVERSION

Adds 5 distance units to the weapon's range by conversion.


Tag Name: BONUS:EQMWEAPON|RANGEMULT|x|y

Variables Used (x): Number, variable or formula (Range multiplier)

Variables Used (y): TYPE=Text (Bonus type. Optional.)

What it Does:

Example:

BONUS:EQMWEAPON|RANGEMULT|2

Doubles the range of the weapon.


Tag Name: CHARGES:x|y

Variables Used (x): Number (Minimum number of charges)

Variables Used (y): Number (Maximum number of charges)

What it does:

Sets the charges for a magic item.

Example:

CHARGES:1|50

Sets the charges for a magic item at a minimum of 1 and maximum of 50.


*** New 5.13.9

Tag Name: CHOOSE:ABILITY|x|y,y

Variables Used (x): Text (Ability category)

Variables Used (y): Text (Ability name)

Variables Used (y): TYPE=Text (Ability type)

What it does:

Example:

CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities

A list of all "Rogue Abilities" type feats will be presented.


*** Updated 5.14.0

Tag Name: CHOOSE:EQBUILDER.SPELL|w|x|y|z

Variables Used (w): Text (Spell Type, i.e. Arcane, Divine, Psionic, ANY, optional)

Variables Used (x): SCHOOL.Text (School Name, optional)

Variables Used (x): SUBSCHOOL.Text (Sub-School Name, optional)

Variables Used (x): DESCRIPTOR.Text (Descriptor Text, optional)

Variables Used (y): Number (Minimum Level, optional, default 0)

Variables Used (z): Number (Maximum Level, optional, default MAX_LEVEL)

What it does:

Example:

CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment;SUBSCHOOL.Compulsion

Show all spells that are Evocation AND Compulsion.

CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment|SCHOOL.Abjuration

Show all spells that are Evocation OR Abjuration.

CHOOSE:EQBUILDER.SPELL|Arcane,Divine|0|3

Allows the user to quickly generate a minor scroll

CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Evocation|0|3

Allows the user to quickly generate a minor wand with only evocation spells

CHOOSE:EQBUILDER.SPELL|Psionics|0|3

Allows a minor powerstone

CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Illusion,DESCRIPTOR.Fear|SCHOOL.Abjuration

Indicates Spells which are: (School Illusion AND Descriptor Fear) OR School Abjuration


*** New 5.10.1 RC3

Tag Name: CHOOSE:EQUIPMENT|x,x

Variables Used (x): Text (Equipment name)

Variables Used (x): TYPE=Text (Type Name)

What it does:

Example:

CHOOSE:EQUIPMENT|TYPE=Goods

A list of all equipment of type 'Goods'.

CHOOSE:EQUIPMENT|TYPE=Martial|TYPE=Finessable

A list of all equipment of types 'Martial' and 'Finessable'.

CHOOSE:EQUIPMENT|TYPE=Natural|TYPE=Bludgeoning

A list of all equipment of types 'Natural' and 'Bludgeoning'.

CHOOSE:EQUIPMENT|TYPE=Alchemical|TYPE=Consumable

A list of all equipment of types 'Alchemical' and 'Consumable'.


Tag Name: CHOOSE:FEAT|x,x

Variables Used (x): Text (Feat name)

Variables Used (x): TYPE=Text (Feat type)

What it does:

Example:

CHOOSE:FEAT|TYPE=Fighter

A list of all "Fighter" type feats will be presented.


*** Updated 5.13.8

Tag Name: CHOOSE:NOCHOICE

What it does:

This CHOOSE tag will NOT produce a pop up window.

Example:

CHOOSE:NOCHOICE

The associated feat is added without a chooser window.


*** Updated 5.13.8

Tag Name: CHOOSE:NUMBER|v|w|x|y|z

Variables Used (v): Number (Number choice)

Variables Used (w): MIN=Number (Lowest value to choose from. Not used if descrete number choices provided.)

Variables Used (x): MAX=Number (Highest value to choose from)

Variables Used (y): INCREMENT=Number (Steps between Min and Max. Optional - Used only if MIN and Max are used.)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

Produces a pop-up dialogue with title (z) with a list of that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

CHOOSE:NUMBER|MIN=2|MAX=5|TITLE=Roll 1d4+1 and pick a number

Will let you choose a number between 2 and 5. (Simulates rolling 1d4+1).


*** Updated 5.13.8

Tag Name: CHOOSE:SKILL|x|x|y

Variables Used (x): Text (Skill name)

Variables Used (x): TYPE=Text (Skill type)

Variables Used (y): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a "Skill" from the presented list.

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

CHOOSE:SKILL|Climb|Jump|Balance|Tumble|TITLE=Acrobatics Skill Bonus

Will let you select "Climb", "Jump", "Balance", or "Tumble" as an "Acrobatic Skill Bonus".


*** Updated 5.13.8

Tag Name: CHOOSE:SKILLBONUS|w|x|y|z

Variables Used (w): Text (Skill name)

Variables Used (w): TYPE=Text (Skill type)

Variables Used (x): MIN=Number (Lowest value to choose from)

Variables Used (y): MAX=Number (Highest value to choose from)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

CHOOSE:SKILLBONUS|Climb|MIN=2|MAX=5|TITLE=Enhancement Bonus

Will let you choose a number between 2 and 5 as an enhancement bonus to the "Climb" skill.


*** Updated 5.13.8

Tag Name: CHOOSE:STATBONUS|w|x|y|z

Variables Used (w): Text (Stat abbreviation. Optional)

Variables Used (x): MIN=Number (Lowest value to choose from)

Variables Used (y): MAX=Number (Highest value to choose from)

Variables Used (z): TITLE=Text (Chooser dialog title)

What it does:

You get a pop-up dialogue that allows you to select a number between (and including) the high and low values

Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

Example:

CHOOSE:STATBONUS|INT|MIN=2|MAX=5|TITLE=Enhancement Bonus

Will let you choose a number between 2 and 5 as an enhancment bonus to the "Intelligence" bonus.


*** Updated 5.13.8

Tag Name: CHOOSE:STRING|x|x|y

Variables Used (x): Text (Choice to be offered)

Variables Used (y): TITLE=Text (Chooser dialog title)

What it does:

This will produce a list of the provided strings.

Example:

CHOOSE:STRING|+1|+2|TITLE=Enhancement Bonus

This will produce an "Enhancement Bonus" list consisting of "+1" and "+2".

CHOOSE:STRING|Undead|Constructs|Monkeys|TITLE=Biggest Irritant

This will produce a list consisting of "Undead", "Constructs" and "Monkeys".


Tag Name: COST:x

Variables Used (x): Number (Cost or Formula)

What it does:

Example:

COST:300

Adds 300 gold to the equipments cost.

COST:BASECOST/2

Adds half the base cost of the equipment to the cost.

COST:500*WT

Adds 500 gold per lb. to the equipments cost.

COST:((BASECOST/50)*%CHARGES)-BASECOST

Assuming this modifier adds 50 charges to the item, this formula makes the value of a charge one fiftieth of the basecost making the cost of the equipment proportional to the number of charges left in it.

COST:(25*((%SPELLLEVEL)MAX(1/2))*%CASTERLEVEL)+%SPELLCOST+(5*%SPELLXPCOST)

This is the cost formula from a scroll EQMOD.


Tag Name: COSTDOUBLE:x

Variables Used (x): Boolian ('YES' or 'NO')

What it does:

Example:

COSTDOUBLE:YES

Cost of item is doubled.


Tag Name: COSTPRE:x

Variables Used (x): Number (Cost before resizing)

What it does:

The cost applied to the equipment before resizing an item occurs.

Example:

COSTPRE:100

Item cost is 100 gold before resizing.


*** New 5.11.0

Tag Name: FORMATCAT:x

Variables Used (x): FRONT

Variables Used (x): MIDDLE

Variables Used (x): PARENS

What it does:

Defines how the equipment modifier's name will be displayed when an equipment item name is being automatically generated. The valid values and their actions are listed below:

Example:

Masterwork[tab]FORMATCAT:PARENS[tab]NAMEOPT:TEXT=MW

when applied to a battleaxe would give battleaxe (MW)

MAGIC_PLUS_1[tab]FORMATCAT:FRONT[tab]NAMEOPT:TEXT=+1

when applied to a battleaxe would give +1 battleaxe

MAGIC_PLUS_1[tab]FORMATCAT:MIDDLE[tab]NAMEOPT:TEXT=+1

when applied to a battleaxe would give battleaxe +1


*** New 5.7.15

Tag Name: FUMBLERANGE:x

Variables Used (x): Text (Equipment fumble range)

What it does:

This is text which indicates the equipments fumble or error range. This tag may also be used in Equipment lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supersedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).

Example:

FUMBLERANGE:1-3

Indicates and error range of 1-3.

FUMBLERANGE:Natural 1

Indicates and error range of a natural 1.


Tag Name: ITYPE:x.x

Variables Used (x): Text (Type name)

What it does:

This is a period (.) delimited list of types that will be granted, in addition to any existing types, to the item being created.

Example:

ITYPE:Magic.Ranged.Thrown

The item gains the types "Magic", "Ranged" & "Thrown".


*** Updated 5.9.8

Tag Name: NAMEOPT:x

Variables Used (x): NOLIST

Variables Used (x): NONAME

Variables Used (x): NORMAL

Variables Used (x): NOTHING

Variables Used (x): SPELL

Variables Used (x): TEXT=<text>

What it does:

This is used to set the naming convention used when an EQMOD is added to an equipment item. Without this tag the EQMOD name is added as is to the equipment name in parentheses after the original equipment name and separated from other EQMOD names by slashes. If an EQMOD has a CHOOSE in it normally the choice made will follow the name of the EQMOD in parentheses. Available options work as follows:

Example:

Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]

selecting "Craft (Armorsmithing)" in the chooser with:

Example:

NAMEOPT:SPELL

Customizing boots with an invisibility spell might generate: Boots (Invisibility/Extend Spell/Wizard/5th).


Tag Name: PLUS:x

Variables Used (x): Number

What it does:

The numeric value supplied is the plus of the item.

Example:

PLUS:1

Item is treated as +1.


Tag Name: PRETYPE:x,y,y

Variables Used (x): Number (The number of types that must match the specified requirements).

Variables Used (y): Text (Equipment type).

Variables Used (y): EQMODTYPE=Text (Equipment Modifier type).

Variables Used (y): EQMOD=Text (Equipment Modifier KEY).

What it does:

Note : PRETYPE has a different use outside of Equipment and Equipment Modifier files, it checks for race types. See the Global PRETYPE entry for usage outside of Equipment and Equipment Modifier files.

Examples:

PRETYPE:1,Magic <tab> PRETYPE:1,Piercing,Slashing

Type must be magic and piercing or slashing

PREMULT:2,[PRETYPE:1,Magic],[PRETYPE:1,Piercing,Slashing]

This example, utilizing the PREMULT tag, accomplishes the same thing as the example above it but as it is one statement it can be attached to a BONUS statement.

!PRETYPE:1,Heavy

Type must NOT be Heavy

PRETYPE:1,EQMODTYPE=Mundane

Use to test for any modifier with "Mundane" type.

PRETYPE:1,EQMOD=IRONWOOD

Use to test for the "Ironwood" Equipment Modifier.

Secondary Syntax: PRETYPE:y,y|y

Variables Used (y): Same as above.

What it does:

Examples of secondary syntax:

PRETYPE:Magic,Piercing,Slashing

Type must be Magic, Piercing and Slashing.

PRETYPE:Magic,Armor|Shield,Piercing,Slashing

Type must be Magic, Piercing, Slashing and (Armor OR Shield).


Tag Name: PREWIELD:x,y,y

Variables Used (x): Number (The number of the wield categories that must match)

Variables Used (y): Text (Light, OneHanded or TwoHanded)

What it does:

Example:

PREWIELD:1,Light,OneHanded

Weapon must be either Light or OneHanded.

PREWIELD:1,TwoHanded

Weapon must be TwoHanded.


Tag Name: REPLACES:x,x

Variables Used (x): Number (Key Name)

What it does:

This is the list of eqmod keys that are replaced in the existing item by the specified eqmod keys in this tag.

Example:

REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5

Replaces keys "WEAP+1", "WEAP+2", "WEAP+3", "WEAP+4" or "WEAP+5" with the keys specified in this tag.


*** Updated 5.7.7

Tag Name: SPROP:x

Variables Used (x): Text (Special property)

What it does:

Examples:

SPROP:Shines with an inner light

Output sheet reads "Shines with an inner light" under the item.

SPROP:Squash code bugs % times per day|TL

For a 5th level character the output sheet would read "Squash code bugs 5 times per day" under the item.

SPROP:+2 against undead|PRECLASS:Paladin=1

Outputs the text if the character has at least 1 level of Paladin.

SPROP:+% vs. code bugs|ColaIntake|PRESKILL:1,Programming=10

If the character has the Programming skill of at least 10 and the variable "ColaIntake" is defined as equal to 4 then the output sheet reads "+4 vs. code bugs".

SPROP:+2 against %CHOICE

If one of the choices offered by the EQMOD were "Dragons" the SPROP might read "+2 against Dragons".

SPROP:Unreliable (%CHOICE) <tab> CHOOSE:5%|10%|15%|20%|25%|30%|35%|40%|45%|50%|55%|60%|65%|70%|75%|80%|85%|90%|95%|100%

Chooser to select the level of unreliablty.


Tag Name: VISIBLE:x

Variables Used (x): YES (Default)

Variables Used (x): NO

Variables Used (x): QUALIFY

What it does:

Example:

VISIBLE:YES

This will always show the modifier in the customizer window.