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:


Class TYPE

Tag Name: TYPE:x

Variables Used (x): Text (Class type)

What it does:

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:

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:

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:

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 at least one of the 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:

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 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 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 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 circumstancial bonus to one or more saving throws. This is used in some newer stat block formats where the bonus is listed with saving throws.

SaveBonus

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

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


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:

Example:

TYPE:Foo Games.Core Rules.Core


Race TYPE

Tag Name: TYPE:x

Variables Used (x): Text (Race type)

What it does:

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:

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:

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:

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:

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:

Example:

TYPE:Simple

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