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	<title>PCGen Wiki - User contributions [en]</title>
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	<updated>2026-04-27T22:18:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://159.203.101.162/w/index.php?title=Key_Terms&amp;diff=1861</id>
		<title>Key Terms</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Key_Terms&amp;diff=1861"/>
		<updated>2009-10-27T00:29:43Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Runtime */  fix broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Associations==&lt;br /&gt;
&lt;br /&gt;
Associations are pieces of information about a CDOMObject that are only true within a specific context.&lt;br /&gt;
Examples of Associations include the specific Skill selected when the Feat Skill Focus is taken (example from &lt;br /&gt;
SRD 3.5)&lt;br /&gt;
&lt;br /&gt;
==Category==&lt;br /&gt;
&lt;br /&gt;
==CDOM List==&lt;br /&gt;
&lt;br /&gt;
A CDOMList is a specific type of CDOM Object used as an identifier to store lists of CDOM Objects.&lt;br /&gt;
It is important to note that a CDOM List does not contain CDOM Objects, rather it is an index used&lt;br /&gt;
to identify a list of CDOM Objects stored within the [[Rules Data Store]] or Character Data Store.&lt;br /&gt;
&lt;br /&gt;
==CDOM Object==&lt;br /&gt;
&lt;br /&gt;
A CDOM Object is the base type of object used to store information.  Languages, Abilities,&lt;br /&gt;
Stats, Races, Templates, and many other objects are specific implementations of (in programming &lt;br /&gt;
terms &amp;quot;extend&amp;quot;) &amp;lt;i&amp;gt;CDOMObject&amp;lt;/i&amp;gt;.  The CDOM Object should only store information that is universally&lt;br /&gt;
true, meaning it is always applicable to the CDOM Object (to all Player Characters in all&lt;br /&gt;
circumstances).  Transient or contextual information should not be stored in the CDOM Object.&lt;br /&gt;
&lt;br /&gt;
==The Data Persistence Format==&lt;br /&gt;
&lt;br /&gt;
The data persistence format is typically known to the data developers as &amp;quot;Game Mode&amp;quot;, &amp;quot;PCC&amp;quot; or &amp;quot;LST&amp;quot; files.  These vary slightly in syntax, but are generally tab-delimited text files.  Generally &amp;quot;PCC&amp;quot; files are used to identify which &amp;quot;LST&amp;quot; files should be loaded, although there is also limited support for some Global tokens to be used in &amp;quot;PCC&amp;quot; files.&lt;br /&gt;
&lt;br /&gt;
==Data Load==&lt;br /&gt;
&lt;br /&gt;
Load is the set of events that occurs when data persistence files are loaded into PCGen. The Data Load process is intended to include full parsing of the data in the data persistence files (see [[Rules_Persistence_System#Catch Errors Early|Catch Errors Early]]) and not while Player Characters are being created.&lt;br /&gt;
&lt;br /&gt;
==Deferred Objects==&lt;br /&gt;
&lt;br /&gt;
==Derived Objects==&lt;br /&gt;
&lt;br /&gt;
==File Loaders==&lt;br /&gt;
&lt;br /&gt;
File Loaders are Classes that perform the specific actions necessary to load a specific LST file from the file system (or URI) and parse the file into&lt;br /&gt;
individual tags.  The File Loaders then identify the appropriate Token and pass the value of the tag to the individual Token to be parsed.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility in the transition from PCGen 5.14, the File Loaders are in the &amp;lt;i&amp;gt;pcgen.persistence&amp;lt;/i&amp;gt; package.&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
&lt;br /&gt;
==Load Context==&lt;br /&gt;
&lt;br /&gt;
The Load Context represents the translator of information loaded in File Loaders and Tokens.  The translation is from the persistence data file format to the internal structure used by the Rules Data Store.  The LoadContext provides various services; some are discussed in later sections.&lt;br /&gt;
&lt;br /&gt;
Context Classes of the Rules Persistence System are found in the &amp;lt;i&amp;gt;pcgen.rules&amp;lt;/i&amp;gt; package.&lt;br /&gt;
&lt;br /&gt;
==Prerequisite==&lt;br /&gt;
&lt;br /&gt;
Prerequisites are limitations placed onto CDOMObjects&lt;br /&gt;
in order to constrain the ability of a PlayerCharacter to use the CDOMObject (e.g. to limit&lt;br /&gt;
selection of a Feat to a minimum Character Level).  There are a few key concepts&lt;br /&gt;
that should be recognized when dealing with Prerequisites:&lt;br /&gt;
#Prerequisite resolution must take place when a query for information is desired (Testing a Prerequisite is not a static calculation, due to temporary changes that may take place with a PlayerCharacter)&lt;br /&gt;
#CDOMObjects may have a Prerequisite as a stand-alone requirement&lt;br /&gt;
#CDOMObjects may have a Prerequisite only in a certain context (e.g. A Feat may have a certain Prerequisite only when it is granted by a specific PCClass)&lt;br /&gt;
&lt;br /&gt;
Prerequisite resolution must take place when an object is added to a PlayerCharacter.  &lt;br /&gt;
&lt;br /&gt;
==Runtime==&lt;br /&gt;
&lt;br /&gt;
Runtime processes and events are those that take place while a Player Character is being created.  The [[Rules Persistence System]] is not responsible for Runtime behavior, although the [[Rules Persistence System]] is responsible for ensuring that the Data Load process produces entries in the [[Rules Data Store]] that minimizes the possible errors or unexpected conditions at Runtime.&lt;br /&gt;
&lt;br /&gt;
==System Loader==&lt;br /&gt;
&lt;br /&gt;
The System Loader is responsible for receiving a set of Campaigns that should be loaded during Data Load.  These Campaigns are analyzed by the System Loader, and then the System Loader provides a list of Source Entries to each File Loader to indicate what files (or more generally, URIs) should be loaded.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility in the transition from PCGen 5.14, the System Loader is in &amp;lt;i&amp;gt;LstSystemLoader&amp;lt;/i&amp;gt; in the &amp;lt;i&amp;gt;pcgen.persistence.lst&amp;lt;/i&amp;gt; package.&lt;br /&gt;
&lt;br /&gt;
==Token Library==&lt;br /&gt;
&lt;br /&gt;
The Token Library is the storage location for the Tokens, and is queried by the LoadContext once the key and value of a tag has been established by a File Loader.  The Token Library is initialized by the Startup System when plugins are loaded by PCGen.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Tir_Gwaith&amp;diff=946</id>
		<title>Tir Gwaith</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Tir_Gwaith&amp;diff=946"/>
		<updated>2008-09-28T17:52:13Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* (Lesser used) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
Andrew McDougall (aka Tir Gwaith) is a long serving member of the PCGen team. Any questions involving Data tags, or the history of the data structure, he can probably discuss in more detail than even he would like. He's the original monkey that went by &amp;quot;LST Chimp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Teams I belong to=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Team !! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Code]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Data]] || [[Explanation_of_Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Documentation]] || [[Explanation_of_Teams#Gibbon|Gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations]] - [[Data License]] || [[Explanation_of_Teams#Tamarin|Tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Release]] || [[Explanation_of_Teams#Lemur|Lemur]] - prettylst.pl&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations]] - [[Advertising]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Contact Details=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Time Zone || GMT -6&lt;br /&gt;
|-&lt;br /&gt;
| Email || [mailto:tir.gwaith@gmail.com tir.gwaith@gmail.com]&lt;br /&gt;
|-&lt;br /&gt;
| IRC || TirGwaith (freenode)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===(Lesser used)===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AIM || Tir Gwaith&lt;br /&gt;
|-&lt;br /&gt;
| Yahoo || tir_gwaith&lt;br /&gt;
|-&lt;br /&gt;
| MSN || [mailto:tir_gwaith@hotmail.com tir_gwaith@hotmail.com] (spam email only)&lt;br /&gt;
|-&lt;br /&gt;
| ICQ || -&lt;br /&gt;
|-&lt;br /&gt;
| Google Talk || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Other Tasks=&lt;br /&gt;
* UA OGC into LST format for PCGen release&lt;br /&gt;
* Trackers assigned to me&lt;br /&gt;
* Skill conditionals improvement Spec design and implementation&lt;br /&gt;
* Clear New Data Source Development trackers into /alpha or /d20ogl&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Tir_Gwaith&amp;diff=945</id>
		<title>Tir Gwaith</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Tir_Gwaith&amp;diff=945"/>
		<updated>2008-09-28T17:51:23Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Contact Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
Andrew McDougall (aka Tir Gwaith) is a long serving member of the PCGen team. Any questions involving Data tags, or the history of the data structure, he can probably discuss in more detail than even he would like. He's the original monkey that went by &amp;quot;LST Chimp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Teams I belong to=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Team !! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Code]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Data]] || [[Explanation_of_Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Documentation]] || [[Explanation_of_Teams#Gibbon|Gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations]] - [[Data License]] || [[Explanation_of_Teams#Tamarin|Tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Release]] || [[Explanation_of_Teams#Lemur|Lemur]] - prettylst.pl&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations]] - [[Advertising]] || [[Explanation_of_Teams#Lemur|Lemur]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Contact Details=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Time Zone || GMT -6&lt;br /&gt;
|-&lt;br /&gt;
| Email || [mailto:tir.gwaith@gmail.com tir.gwaith@gmail.com]&lt;br /&gt;
|-&lt;br /&gt;
| IRC || TirGwaith (freenode)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==(Lesser used)==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AIM || Tir Gwaith&lt;br /&gt;
|-&lt;br /&gt;
| Yahoo || tir_gwaith&lt;br /&gt;
|-&lt;br /&gt;
| MSN || [mailto:tir_gwaith@hotmail.com tir_gwaith@hotmail.com] (spam email only)&lt;br /&gt;
|-&lt;br /&gt;
| ICQ || -&lt;br /&gt;
|-&lt;br /&gt;
| Google Talk || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Other Tasks=&lt;br /&gt;
* UA OGC into LST format for PCGen release&lt;br /&gt;
* Trackers assigned to me&lt;br /&gt;
* Skill conditionals improvement Spec design and implementation&lt;br /&gt;
* Clear New Data Source Development trackers into /alpha or /d20ogl&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=944</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=944"/>
		<updated>2008-09-27T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* SKILLCOST Global tag */  PARENTCLASS, and CLASSLIST= as alternate part of tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Current discussion notes ==&lt;br /&gt;
&lt;br /&gt;
So I've thought about the ADDTOLEVEL issues, and I don't think that works well as proposed. The challenge in what was proposed is that CL has a specific meaning in formula, and we don't want to change that based on the context - meaning in this formula and not in others. That's very difficult to get correct... I ran through about 4 alternatives only to find they have some other problem, so it's&lt;br /&gt;
easiest to just define a new variable (I use CSL - that's open for discussion), and keep the concept of ADDTOLEVEL as Tir defined it.&lt;br /&gt;
&lt;br /&gt;
This is an updated proposal based on the discussions - can we have someone wikify this, please? (Done, that is this page. :p - Tir)&lt;br /&gt;
&lt;br /&gt;
Note there are still 4 open issues, some with &amp;quot;R1&amp;quot; &amp;quot;R2&amp;quot; (response 1,&lt;br /&gt;
response 2) showing the ongoing discussion that is not resolved. I&lt;br /&gt;
left &amp;quot;D&amp;quot; open due to the SpellList discussions that took place and&lt;br /&gt;
just wanted to double check on what this should be.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
===Deprecations===&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
===SKILLCOST Global tag===&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Syntax:&lt;br /&gt;
SKILLCOST:x|[CLASSLIST=y|]z,z&lt;br /&gt;
SKILLCOST:.CLEARALL&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File &lt;br /&gt;
  (COST in Game Mode file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
&lt;br /&gt;
Variables Used (y): CLASSLIST=ALL (Default)&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class Name)&lt;br /&gt;
Variables Used (y): CLASSLIST=TYPE.Text (Class Type) (Alternate CLASSLIST=TYPE=Text)&lt;br /&gt;
Variables Used (y): CLASSLIST=CLASSLIST &lt;br /&gt;
  (usable only in CLASS objects, for ease of .COPY, refers to containing class name)&lt;br /&gt;
Variables Used (y): CLASSLIST=PARENTCLASS&lt;br /&gt;
  (usable only in Domain objects, adds to class that grants domain object)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL (all skills)&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE: token in the object)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
SKILLCOST:CLASS|Spot,Listen&lt;br /&gt;
  Add Spot and Listen to Class skills for all of character's classes&lt;br /&gt;
SKILLCOST:CROSSCLASS|CLASSLIST=Spy|Read Lips&lt;br /&gt;
  Add Read Lips as a Cross Class from Exclusive for the &amp;quot;Spy&amp;quot; class.&lt;br /&gt;
SKILLCOST:CLASS|CLASSLIST=CLASSLIST|Use Magic Device&lt;br /&gt;
  Add Use Magic Device to current Class object (in class.lst)&lt;br /&gt;
SKILLCOST:CLASS|CLASSLIST=PARENTCLASS|Knowledge (History)&lt;br /&gt;
  Knowledge (History) becomes a class skill for class granting domain&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=943</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=943"/>
		<updated>2008-09-27T21:58:00Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* SKILLCOST Global tag */  layout for SKILLCOST syntax defintion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Current discussion notes ==&lt;br /&gt;
&lt;br /&gt;
So I've thought about the ADDTOLEVEL issues, and I don't think that works well as proposed. The challenge in what was proposed is that CL has a specific meaning in formula, and we don't want to change that based on the context - meaning in this formula and not in others. That's very difficult to get correct... I ran through about 4 alternatives only to find they have some other problem, so it's&lt;br /&gt;
easiest to just define a new variable (I use CSL - that's open for discussion), and keep the concept of ADDTOLEVEL as Tir defined it.&lt;br /&gt;
&lt;br /&gt;
This is an updated proposal based on the discussions - can we have someone wikify this, please? (Done, that is this page. :p - Tir)&lt;br /&gt;
&lt;br /&gt;
Note there are still 4 open issues, some with &amp;quot;R1&amp;quot; &amp;quot;R2&amp;quot; (response 1,&lt;br /&gt;
response 2) showing the ongoing discussion that is not resolved. I&lt;br /&gt;
left &amp;quot;D&amp;quot; open due to the SpellList discussions that took place and&lt;br /&gt;
just wanted to double check on what this should be.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
===Deprecations===&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
===SKILLCOST Global tag===&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Syntax:&lt;br /&gt;
SKILLCOST:x|y|z,z&amp;lt;b&amp;gt;&lt;br /&gt;
SKILLCOST:.CLEAR&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): Text (Class Name)&lt;br /&gt;
Variables Used (y): TYPE=Text (Class Type)&lt;br /&gt;
Variables Used (y): CLASS (usable only in CLASS files, for ease of .COPY)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE:&lt;br /&gt;
token in the object)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3c1 - ISSUE C)&lt;br /&gt;
&lt;br /&gt;
Make y something like like CLASS=ALL, CLASS=&amp;lt;classname&amp;gt;,&lt;br /&gt;
CLASS=TYPE.&amp;lt;class type&amp;gt; (there is that TYPE= vs. TYPE. thing again),&lt;br /&gt;
and a very funky CLASS=CLASS?&lt;br /&gt;
&lt;br /&gt;
R1- Is this thinking out loud or a change you want in the syntax? If&lt;br /&gt;
it's actually a proposal change, then I'd prefer&lt;br /&gt;
CLASSLIST=&amp;lt;classname&amp;gt;. We may also want to use something like&lt;br /&gt;
CLASSLIST=&amp;lt;this&amp;gt; (literally using the &amp;quot;&amp;lt;this&amp;gt;&amp;quot; string) to improve&lt;br /&gt;
clarity vs. CLASSLIST=CLASS&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=942</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=942"/>
		<updated>2008-09-27T21:52:10Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Global LST changes */  break into subsections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Current discussion notes ==&lt;br /&gt;
&lt;br /&gt;
So I've thought about the ADDTOLEVEL issues, and I don't think that works well as proposed. The challenge in what was proposed is that CL has a specific meaning in formula, and we don't want to change that based on the context - meaning in this formula and not in others. That's very difficult to get correct... I ran through about 4 alternatives only to find they have some other problem, so it's&lt;br /&gt;
easiest to just define a new variable (I use CSL - that's open for discussion), and keep the concept of ADDTOLEVEL as Tir defined it.&lt;br /&gt;
&lt;br /&gt;
This is an updated proposal based on the discussions - can we have someone wikify this, please? (Done, that is this page. :p - Tir)&lt;br /&gt;
&lt;br /&gt;
Note there are still 4 open issues, some with &amp;quot;R1&amp;quot; &amp;quot;R2&amp;quot; (response 1,&lt;br /&gt;
response 2) showing the ongoing discussion that is not resolved. I&lt;br /&gt;
left &amp;quot;D&amp;quot; open due to the SpellList discussions that took place and&lt;br /&gt;
just wanted to double check on what this should be.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
===Deprecations===&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
===SKILLCOST Global tag===&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
SKILLCOST:x|y|z,z&lt;br /&gt;
SKILLCOST:.CLEAR&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): Text (Class Name)&lt;br /&gt;
Variables Used (y): TYPE=Text (Class Type)&lt;br /&gt;
Variables Used (y): CLASS (usable only in CLASS files, for ease of .COPY)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE:&lt;br /&gt;
token in the object)&lt;br /&gt;
&lt;br /&gt;
(3c1 - ISSUE C)&lt;br /&gt;
&lt;br /&gt;
Make y something like like CLASS=ALL, CLASS=&amp;lt;classname&amp;gt;,&lt;br /&gt;
CLASS=TYPE.&amp;lt;class type&amp;gt; (there is that TYPE= vs. TYPE. thing again),&lt;br /&gt;
and a very funky CLASS=CLASS?&lt;br /&gt;
&lt;br /&gt;
R1- Is this thinking out loud or a change you want in the syntax? If&lt;br /&gt;
it's actually a proposal change, then I'd prefer&lt;br /&gt;
CLASSLIST=&amp;lt;classname&amp;gt;. We may also want to use something like&lt;br /&gt;
CLASSLIST=&amp;lt;this&amp;gt; (literally using the &amp;quot;&amp;lt;this&amp;gt;&amp;quot; string) to improve&lt;br /&gt;
clarity vs. CLASSLIST=CLASS&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=379</id>
		<title>Pathfinder feat progression</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=379"/>
		<updated>2008-08-12T14:59:26Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: LEVELSPERFEAT, not FEATSPERLEVEL.  D'Oh!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be implemented under the following code FREQ:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=2044260&amp;amp;group_id=25576&amp;amp;atid=384722 2044260 Pathfinder bonus feat progression]&lt;br /&gt;
&lt;br /&gt;
This is a freq/proposal for the implementation of code to support the Pathfinder PRG.&lt;br /&gt;
&lt;br /&gt;
Monsters and characters have different progressions for feats per level. While characters get a feat for each odd character level, feats for racial hit dice are still done as in D&amp;amp;D 3.5, i.e. one at 1 HD, and then one more for each 3 HD.&lt;br /&gt;
&lt;br /&gt;
An example: Consider a 7th level fire giant barbarian. As a fire giant he has 15 racial hit dice. He gets feats at hit dice 1, 3, 6, 9, 12, and 15, just as in D&amp;amp;D 3.5. For his class levels, however, he gets feats at levels 1, 3, 5, and 7 (in D&amp;amp;D he would get two more, at hit dice 18 and 21).&lt;br /&gt;
&lt;br /&gt;
== 5.16 proposal ==&lt;br /&gt;
&lt;br /&gt;
=== LST Token change (Code) ===&lt;br /&gt;
&lt;br /&gt;
class line: LEVELSPERFEAT tag&lt;br /&gt;
&lt;br /&gt;
LEVELSPERFEAT:x|LEVELTYPE=y&lt;br /&gt;
&lt;br /&gt;
x = formula / number, # of feats per class level of given class.&lt;br /&gt;
y = text, name of group.&lt;br /&gt;
&lt;br /&gt;
Fractional numbers will be stacked together within LEVELTYPE, but not between groups.&lt;br /&gt;
&lt;br /&gt;
=== Data structure change ===&lt;br /&gt;
&lt;br /&gt;
3.0 / 3.5e Monster classes will need |LEVELTYPE=Monster to all LEVELSPERFEAT tags.  This will fix a Bug in monsters with PC classes feats at wrong level bug.&lt;br /&gt;
&lt;br /&gt;
Possibly a Scripted (PL) change. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Post 5.16 (tabled discussion ) ==&lt;br /&gt;
&lt;br /&gt;
The following discussion / proposal is currently tabled until after 5.16.  The clean up in GameMode does need to happen, but tearing out that code will delay 5.16.  Discussion should continue after 5.16, since this structure change will help ambiguity in the 6.0 code.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tom's proposal to address this feature:&lt;br /&gt;
&lt;br /&gt;
(1) Deprecate CLASSTYPE: in Misc Info files&lt;br /&gt;
&lt;br /&gt;
(2) Deprecate BONUSFEATLEVELSTARTINTERVAL in Misc Info Files&lt;br /&gt;
&lt;br /&gt;
(3) Add a comma delimited list token MONSTERCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that produce Monsters, replaces ISMONSTER from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(4) Add a comma delimited list token IMMUNETOXPPENALTYCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that do not get an XP Penalty. This replaces the XPPENALTY from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(5) Add a CLASSGROUP: in Misc Info files, which allows additional tokens on that line&lt;br /&gt;
&lt;br /&gt;
(6) Add CR: as an additional token for CLASSGROUP: (replaces CR from CLASSTYPE)&lt;br /&gt;
&lt;br /&gt;
(7) Add BONUSFEATLEVELSTARTINTERVAL as an additional token for CLASSGROUP:) (replaces BONUSFEATLEVELSTARTINTERVAL as a stand-alone token)&lt;br /&gt;
&lt;br /&gt;
(8) Add a CLASSGROUP: token to Class LST files.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
(3,4) can be auto-generated based on the CLASSTYPE lines.&lt;br /&gt;
(5,6,7) can be auto-generated from what remains of CLASSTYPE and the existing BONUSFEATLEVELSTARTINTERVAL&lt;br /&gt;
(8) can be auto-generated from the existing TYPE token based on what CLASSGROUPs were created.&lt;br /&gt;
&lt;br /&gt;
Thus we can automatically convert existing game modes to this new syntax in the move to 5.16 (homebrews, et al.)&lt;br /&gt;
&lt;br /&gt;
The only problem will be if a class doesn't have a TYPE that is using a CLASSTYPE: line from Misc Info.&lt;br /&gt;
&lt;br /&gt;
[http://tech.groups.yahoo.com/group/pcgen_experimental/message/11022 See this post] for an in-depth explanation of the rational behind this proposal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;MONSTERCLASSTYPES:Monster&amp;lt;br&amp;gt;&lt;br /&gt;
IMMUNETOXPPENALTYCLASSTYPES:Prestige,Monster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASSGROUP:PC      CR:CL  &amp;lt;tab&amp;gt; BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:NPC     CR:max(CL-1,0) BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:Monster CR:0 BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=378</id>
		<title>Pathfinder feat progression</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=378"/>
		<updated>2008-08-12T12:10:01Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: 5.16 proposal, and tabled post 5.16 spec on same page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be implemented under the following code FREQ:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=2044260&amp;amp;group_id=25576&amp;amp;atid=384722 2044260 Pathfinder bonus feat progression]&lt;br /&gt;
&lt;br /&gt;
This is a freq/proposal for the implementation of code to support the Pathfinder PRG.&lt;br /&gt;
&lt;br /&gt;
Monsters and characters have different progressions for feats per level. While characters get a feat for each odd character level, feats for racial hit dice are still done as in D&amp;amp;D 3.5, i.e. one at 1 HD, and then one more for each 3 HD.&lt;br /&gt;
&lt;br /&gt;
An example: Consider a 7th level fire giant barbarian. As a fire giant he has 15 racial hit dice. He gets feats at hit dice 1, 3, 6, 9, 12, and 15, just as in D&amp;amp;D 3.5. For his class levels, however, he gets feats at levels 1, 3, 5, and 7 (in D&amp;amp;D he would get two more, at hit dice 18 and 21).&lt;br /&gt;
&lt;br /&gt;
== 5.16 proposal ==&lt;br /&gt;
&lt;br /&gt;
=== LST Token change (Code) ===&lt;br /&gt;
&lt;br /&gt;
class line: FEATSPERLEVEL tag&lt;br /&gt;
&lt;br /&gt;
FEATSPERLEVEL:x|LEVELTYPE=y&lt;br /&gt;
&lt;br /&gt;
x = formula / number, # of feats per class level of given class.&lt;br /&gt;
y = text, name of group.&lt;br /&gt;
&lt;br /&gt;
Fractional numbers will be stacked together within LEVELTYPE, but not between groups.&lt;br /&gt;
&lt;br /&gt;
=== Data structure change ===&lt;br /&gt;
&lt;br /&gt;
3.0 / 3.5e Monster classes will need |LEVELTYPE=Monster to all FEATSPERLEVEL tags.  This will fix a Bug in monsters with PC classes feats at wrong level bug.&lt;br /&gt;
&lt;br /&gt;
Possibly a Scripted (PL) change. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Post 5.16 (tabled discussion ) ==&lt;br /&gt;
&lt;br /&gt;
The following discussion / proposal is currently tabled until after 5.16.  The clean up in GameMode does need to happen, but tearing out that code will delay 5.16.  Discussion should continue after 5.16, since this structure change will help ambiguity in the 6.0 code.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tom's proposal to address this feature:&lt;br /&gt;
&lt;br /&gt;
(1) Deprecate CLASSTYPE: in Misc Info files&lt;br /&gt;
&lt;br /&gt;
(2) Deprecate BONUSFEATLEVELSTARTINTERVAL in Misc Info Files&lt;br /&gt;
&lt;br /&gt;
(3) Add a comma delimited list token MONSTERCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that produce Monsters, replaces ISMONSTER from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(4) Add a comma delimited list token IMMUNETOXPPENALTYCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that do not get an XP Penalty. This replaces the XPPENALTY from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(5) Add a CLASSGROUP: in Misc Info files, which allows additional tokens on that line&lt;br /&gt;
&lt;br /&gt;
(6) Add CR: as an additional token for CLASSGROUP: (replaces CR from CLASSTYPE)&lt;br /&gt;
&lt;br /&gt;
(7) Add BONUSFEATLEVELSTARTINTERVAL as an additional token for CLASSGROUP:) (replaces BONUSFEATLEVELSTARTINTERVAL as a stand-alone token)&lt;br /&gt;
&lt;br /&gt;
(8) Add a CLASSGROUP: token to Class LST files.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
(3,4) can be auto-generated based on the CLASSTYPE lines.&lt;br /&gt;
(5,6,7) can be auto-generated from what remains of CLASSTYPE and the existing BONUSFEATLEVELSTARTINTERVAL&lt;br /&gt;
(8) can be auto-generated from the existing TYPE token based on what CLASSGROUPs were created.&lt;br /&gt;
&lt;br /&gt;
Thus we can automatically convert existing game modes to this new syntax in the move to 5.16 (homebrews, et al.)&lt;br /&gt;
&lt;br /&gt;
The only problem will be if a class doesn't have a TYPE that is using a CLASSTYPE: line from Misc Info.&lt;br /&gt;
&lt;br /&gt;
[http://tech.groups.yahoo.com/group/pcgen_experimental/message/11022 See this post] for an in-depth explanation of the rational behind this proposal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;MONSTERCLASSTYPES:Monster&amp;lt;br&amp;gt;&lt;br /&gt;
IMMUNETOXPPENALTYCLASSTYPES:Prestige,Monster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASSGROUP:PC      CR:CL  &amp;lt;tab&amp;gt; BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:NPC     CR:max(CL-1,0) BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:Monster CR:0 BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=368</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=368"/>
		<updated>2008-08-05T10:38:14Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* WEAPON Token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&amp;lt;br&amp;gt;&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&amp;lt;br&amp;gt;&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=367</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=367"/>
		<updated>2008-08-05T05:12:57Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* New EQUIP / EQUIPMOD tag */  More hard returns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&amp;lt;br&amp;gt;&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&amp;lt;br&amp;gt;&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=366</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=366"/>
		<updated>2008-08-05T05:12:16Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* New EQUIP / EQUIPMOD tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&amp;lt;br&amp;gt;&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=365</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=365"/>
		<updated>2008-08-05T05:11:13Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* WEAPON Token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&amp;lt;br&amp;gt;&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=364</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=364"/>
		<updated>2008-08-05T05:10:53Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* EQ Token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=363</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=363"/>
		<updated>2008-08-05T05:10:27Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* OS Token */  breakouts sub-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=362</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=362"/>
		<updated>2008-08-05T05:09:21Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: cleanup, and expanding specific examples in the Wiki to make Spec clearer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&lt;br /&gt;
This tag takes PRExxx&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
WEAPON.[q.][r.]s.z&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&lt;br /&gt;
Would we need an ALTADDITIOANLDAMAGE ??&lt;br /&gt;
&lt;br /&gt;
New Equipment tokens:&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=360</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=360"/>
		<updated>2008-08-05T00:29:02Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=359</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=359"/>
		<updated>2008-08-05T00:27:40Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Modification to NATURALATTACKS tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
===ISSUE=== Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=358</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=358"/>
		<updated>2008-08-05T00:26:54Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Modification to NATURALATTACKS tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
'''ISSUE:''' Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=357</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=357"/>
		<updated>2008-08-05T00:22:42Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Modification to NATURALATTACKS tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
ISSUE: Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=356</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=356"/>
		<updated>2008-08-05T00:20:16Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=355</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=355"/>
		<updated>2008-08-05T00:18:33Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=354</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=354"/>
		<updated>2008-08-05T00:17:50Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=353</id>
		<title>ASPECT tag for Abilities and Feats</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=353"/>
		<updated>2008-08-05T00:08:43Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This specifically addresses the need to model powers in 4e with ability objects. Powers use a format with a number of structured elements not unlike spells, such as Duration, Range, Attack, Hit, Miss, Sustain, etc.. The problem being that Ability Objects don't have tags to hold these stat values, other than maybe cramming them all in the DESC.&lt;br /&gt;
&lt;br /&gt;
Rather than creating a number of specific tags for this purpose I propose we create one tag that has the versatility to hold all the stats. Basically all these stats need the same thing (hold a text string). This is conceptually similar to the QUALITY tag we made for use in equipment&lt;br /&gt;
&lt;br /&gt;
== LST Token, Ability object ==&lt;br /&gt;
&lt;br /&gt;
Tag Name: ASPECT:x|y|z|z&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Text (Name of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (y): Text (Value of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (z): Number or formula (Optional, values to replace % in y)&lt;br /&gt;
&lt;br /&gt;
What it does:&lt;br /&gt;
&lt;br /&gt;
Determines that the feat or ability has the aspect and sets it's value in that feat or ability. &lt;br /&gt;
&amp;lt;br&amp;gt;Can be used multiple times within an ability but each time it should be a new aspect (name). &lt;br /&gt;
&amp;lt;br&amp;gt;The text in the y variable can use %z for replacing numerical values set by the z variable, %1 is replaced by the first z, %2 is replaced by the second z, etc.. &lt;br /&gt;
&amp;lt;br&amp;gt;The y text can also use other special variables, also usable in the DESC tag:&lt;br /&gt;
&lt;br /&gt;
:%CHOICE - Will replace the first associated choice in the object.&amp;lt;br&amp;gt;&lt;br /&gt;
:%LIST - Will substitute all choices comma separated into that parameter.&amp;lt;br&amp;gt;&lt;br /&gt;
:%NAME - The OUTPUTNAME or name of the object this DESC tag is in.&lt;br /&gt;
&lt;br /&gt;
ASPECT tags can be modified by .MODing the feat or ability and inserting a&lt;br /&gt;
new ASPECT tag, Since each aspect name can hold only one value per ability&lt;br /&gt;
.MODing a new ASPECT tag will overwrite the only value of the aspect by that&lt;br /&gt;
name in the feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Melee weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Strength vs. AC&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And using variable substitution:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Attack Type|Ranged %1|PowerRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Effect|Double damage to %CHOICE creatures&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's how the Lance of Faith cleric power could be modeled:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
:Lance of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:PREVARGTEQ:ClericLevel,1&amp;lt;br&amp;gt;&lt;br /&gt;
:DESC:A brilliant ray of light sears your foe with golden radiance&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithDamageDie|1&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithRange|5&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:VAR|LanceofFaithDamageDie|1|PRELEVEL:MIN=21&amp;lt;br&amp;gt;&lt;br /&gt;
:CATEGORY:Power&amp;lt;br&amp;gt;&lt;br /&gt;
:TYPE:At-Will.Divine.Implement.Radiant&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Ranged %1|LanceofFaithRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Wisdom vs. Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Hit|1%d8 + 2% radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target|LanceofFaithDamageDie|WIS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Output: In the GUI when selecting an ability all the aspects are displayed&lt;br /&gt;
in a string in the information pane. For example, here is how the first 4&lt;br /&gt;
examples above might appear in the info pane:&lt;br /&gt;
&lt;br /&gt;
:Aspects: Action Type: Standard Action, Attack Type: Melee weapon, Target:&lt;br /&gt;
One creature, Attack: Strength vs. AC&lt;br /&gt;
&lt;br /&gt;
On the OS we'll need some new tokens to support this tag. There are a number&lt;br /&gt;
of feat and ability tokens which use the same format but target different&lt;br /&gt;
groups of abilities. This is the list of tokens which will need to be revised:&lt;br /&gt;
&lt;br /&gt;
:ABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYALL&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:FEAT&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATALL&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:VABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:VFEAT&lt;br /&gt;
&lt;br /&gt;
These tokens all have DESC as a variable, the new variables will be used in the same location in the token that DESC is used. Each will have the following additions:&lt;br /&gt;
&lt;br /&gt;
ASPECT - Will output a text string of all the aspects associated with the&lt;br /&gt;
ability in the same format as the GUI uses as described above.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;number&amp;gt; - Will output the name/value of the aspect of that number on&lt;br /&gt;
a 0 based index.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;text&amp;gt; - Will output the value of the named aspect.&lt;br /&gt;
&lt;br /&gt;
ASPECTCOUNT - Outputs the total number of Aspects associated with the ability.&lt;br /&gt;
&lt;br /&gt;
HASASPECT.&amp;lt;text&amp;gt; - Reports a Boolean result on the named aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples using the Lance of Faith example from above:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Action Type: Standard Action, Attack Type: Ranged 5, Target: One&lt;br /&gt;
creature, Attack: Wisdom vs. Reflex, Hit: 2d8 + 4 radiant damage, and one&lt;br /&gt;
ally you can see gains a +2 power bonus to his or her next attack roll&lt;br /&gt;
against the target&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;ActionType: Standard Action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.Attack Type&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Ranged 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECTCOUNT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.HASASPECT.Miss&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;N&amp;quot;&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=306</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=306"/>
		<updated>2008-07-29T22:42:57Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Current discussion notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Current discussion notes ==&lt;br /&gt;
&lt;br /&gt;
So I've thought about the ADDTOLEVEL issues, and I don't think that works well as proposed. The challenge in what was proposed is that CL has a specific meaning in formula, and we don't want to change that based on the context - meaning in this formula and not in others. That's very difficult to get correct... I ran through about 4 alternatives only to find they have some other problem, so it's&lt;br /&gt;
easiest to just define a new variable (I use CSL - that's open for discussion), and keep the concept of ADDTOLEVEL as Tir defined it.&lt;br /&gt;
&lt;br /&gt;
This is an updated proposal based on the discussions - can we have someone wikify this, please? (Done, that is this page. :p - Tir)&lt;br /&gt;
&lt;br /&gt;
Note there are still 4 open issues, some with &amp;quot;R1&amp;quot; &amp;quot;R2&amp;quot; (response 1,&lt;br /&gt;
response 2) showing the ongoing discussion that is not resolved. I&lt;br /&gt;
left &amp;quot;D&amp;quot; open due to the SpellList discussions that took place and&lt;br /&gt;
just wanted to double check on what this should be.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
SKILLCOST:x|y|z,z&lt;br /&gt;
SKILLCOST:.CLEAR&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): Text (Class Name)&lt;br /&gt;
Variables Used (y): TYPE=Text (Class Type)&lt;br /&gt;
Variables Used (y): CLASS (usable only in CLASS files, for ease of .COPY)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE:&lt;br /&gt;
token in the object)&lt;br /&gt;
&lt;br /&gt;
(3c1 - ISSUE C)&lt;br /&gt;
&lt;br /&gt;
Make y something like like CLASS=ALL, CLASS=&amp;lt;classname&amp;gt;,&lt;br /&gt;
CLASS=TYPE.&amp;lt;class type&amp;gt; (there is that TYPE= vs. TYPE. thing again),&lt;br /&gt;
and a very funky CLASS=CLASS?&lt;br /&gt;
&lt;br /&gt;
R1- Is this thinking out loud or a change you want in the syntax? If&lt;br /&gt;
it's actually a proposal change, then I'd prefer&lt;br /&gt;
CLASSLIST=&amp;lt;classname&amp;gt;. We may also want to use something like&lt;br /&gt;
CLASSLIST=&amp;lt;this&amp;gt; (literally using the &amp;quot;&amp;lt;this&amp;gt;&amp;quot; string) to improve&lt;br /&gt;
clarity vs. CLASSLIST=CLASS&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=305</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=305"/>
		<updated>2008-07-29T22:42:19Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Current discussion notes ==&lt;br /&gt;
&lt;br /&gt;
So I've thought about the ADDTOLEVEL issues, and I don't think that works well as proposed. The challenge in what was proposed is that CL has a specific meaning in formula, and we don't want to change that based on the context - meaning in this formula and not in others. That's very difficult to get correct... I ran through about 4 alternatives only to find they have some other problem, so it's&lt;br /&gt;
easiest to just define a new variable (I use CSL - that's open for discussion), and keep the concept of ADDTOLEVEL as Tir defined it.&lt;br /&gt;
&lt;br /&gt;
This is an updated proposal based on the discussions - can we have someone wikify this, please?&lt;br /&gt;
&lt;br /&gt;
Note there are still 4 open issues, some with &amp;quot;R1&amp;quot; &amp;quot;R2&amp;quot; (response 1,&lt;br /&gt;
response 2) showing the ongoing discussion that is not resolved. I&lt;br /&gt;
left &amp;quot;D&amp;quot; open due to the SpellList discussions that took place and&lt;br /&gt;
just wanted to double check on what this should be.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
SKILLCOST:x|y|z,z&lt;br /&gt;
SKILLCOST:.CLEAR&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): Text (Class Name)&lt;br /&gt;
Variables Used (y): TYPE=Text (Class Type)&lt;br /&gt;
Variables Used (y): CLASS (usable only in CLASS files, for ease of .COPY)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE:&lt;br /&gt;
token in the object)&lt;br /&gt;
&lt;br /&gt;
(3c1 - ISSUE C)&lt;br /&gt;
&lt;br /&gt;
Make y something like like CLASS=ALL, CLASS=&amp;lt;classname&amp;gt;,&lt;br /&gt;
CLASS=TYPE.&amp;lt;class type&amp;gt; (there is that TYPE= vs. TYPE. thing again),&lt;br /&gt;
and a very funky CLASS=CLASS?&lt;br /&gt;
&lt;br /&gt;
R1- Is this thinking out loud or a change you want in the syntax? If&lt;br /&gt;
it's actually a proposal change, then I'd prefer&lt;br /&gt;
CLASSLIST=&amp;lt;classname&amp;gt;. We may also want to use something like&lt;br /&gt;
CLASSLIST=&amp;lt;this&amp;gt; (literally using the &amp;quot;&amp;lt;this&amp;gt;&amp;quot; string) to improve&lt;br /&gt;
clarity vs. CLASSLIST=CLASS&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=304</id>
		<title>Skill Cost and CSKILL Overhaul</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Skill_Cost_and_CSKILL_Overhaul&amp;diff=304"/>
		<updated>2008-07-29T22:41:11Z</updated>

		<summary type="html">&lt;p&gt;Tir-Gwaith: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Pathfinder does not have the concept of &amp;quot;Cross-Class&amp;quot; skills, instead it has a Class skills and &amp;quot;Non Class&amp;quot; skills, with equal cost, but Class skills getting a bonus.  Display name of Non Class skills is important, since the Cost of both Class and Non Class skills is the same.&lt;br /&gt;
&lt;br /&gt;
In order to accomplish this, and remove hardcoding for future game systems, this is a proposal to move much of the back-bone framework of class skill lists into GameMode defined terms.  The other major goal is to remove ambiguity, especially in the global vs. class-only tags &amp;quot;CSKILL&amp;quot; and &amp;quot;CCSKILL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Game Mode Level file changes==&lt;br /&gt;
&lt;br /&gt;
# Deprecate CSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
# Deprecate CCSKILLMAX {value placed into SKILLCOSTGROUP:&amp;lt;br&amp;gt;MAXRANKBASE and MAXRANKINCREMENT, 2h, 2i}&lt;br /&gt;
&lt;br /&gt;
==Game Mode Misc Info File changes==&lt;br /&gt;
&lt;br /&gt;
(2a) Deprecate SKILLCOST_CLASS [default is 1 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2b) Deprecate SKILLCOST_CROSSCLASS [default is 2 if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2c) Deprecate SKILLCOST_EXCLUSIVE [default is 0 (illegal to &amp;quot;buy&amp;quot;) if not used in Game Mode Misc Info file] {value placed into COST, 2f}&amp;lt;br&amp;gt;&lt;br /&gt;
(2d) Create a new line Tag SKILLCOSTGROUP: in Game Mode Misc Info&amp;lt;br&amp;gt;&lt;br /&gt;
(2e) Create a new token in SKILLCOSTGROUP: line, called DISPLAY, is display name&amp;lt;br&amp;gt;&lt;br /&gt;
(2f) Create a new token in SKILLCOSTGROUP: line, called COST, special value PROHIBITED (for SRD EXCLUSIVE cost), takes an integer&amp;lt;br&amp;gt;&lt;br /&gt;
(2g) Create a new variable called CSL (Class Skill Level), controlled by the ADDTOLEVEL item {see 2h}. This variable must be resolved in context to a ClassSkillList (if you don't understand what this means, it's a code thing {the source argument to getVariableValue}, not a data thing)&amp;lt;br&amp;gt;&lt;br /&gt;
(2h) Create a new token in SKILLCOSTGROUP: line, called ADDTOLEVEL, controls CSL variable&amp;lt;br&amp;gt;&lt;br /&gt;
(2i) Create a new token in SKILLCOSTGROUP: line, called MAXRANK, takes a Formula.&amp;lt;br&amp;gt;&lt;br /&gt;
(2j) Create a new token in SKILLCOSTGROUP: line, called MODIFIER, defines how the base formula for a skill is derived. (assists Pathfinder.)&amp;lt;br&amp;gt;&lt;br /&gt;
(2j1 - ISSUE A) MODIFIER cannot be used if COST is PROHIBITED?&lt;br /&gt;
R1- why not? I don't think it will do anything...&lt;br /&gt;
R2- Because if it doesn't perform a function, there isn't need to let&lt;br /&gt;
a user do it - leads to false expectations of behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
(2k - ISSUE B) Looking at the docs, spotted a UI Change. Right now, there is Max Ranks for Class and Cross class skills. I think that will need to be dynamically set up from the GameMode defines? Would that require another tag in the SKILLCOSTGROUP line, or should we just show them all?&lt;br /&gt;
R1 - where is this in the UI?&amp;lt;br&amp;gt;&lt;br /&gt;
(2l) Create a new token in SKILLCOSTGROUP: line, called DEFAULTCOST: takes argument YES. Is allowed on one (and only one) SKILLCOSTGROUP line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential Examples of gamemode tags (3.5e doesn't have Exclusive, but you get the idea, separate lines in the LST file are separated by blank lines in this message)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamemode 3.0/3.5&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL+3 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:CROSSCLASS DISPLAY:Cross Class COST:2&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:(CSL+3)/2 MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:EXCLUSIVE DISPLAY:Exclusive COST:PROHIBITED&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:NO MAXRANK:0 MODIFIER:KEYSTAT&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pathfinder&amp;gt;&lt;br /&gt;
SKILLCOSTGROUP:CLASS DISPLAY:Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT+if(RANK&amp;gt;=1,TrainedBonus,0)&lt;br /&gt;
&lt;br /&gt;
SKILLCOSTGROUP:NONCLASS DISPLAY:Non-Class COST:1&amp;lt;br&amp;gt;&lt;br /&gt;
ADDTOLEVEL:YES MAXRANK:CSL MODIFIER:min(RANK,MAXRANK)+KEYSTAT&lt;br /&gt;
&lt;br /&gt;
==Global LST changes==&lt;br /&gt;
&lt;br /&gt;
(3a) Deprecate CSKILL, CCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
For CSKILL outside of CLASS LST files, just use SKILLCOST:&lt;br /&gt;
SKILLCOST:CLASS|ALL|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
NOTE: SKILLCOST does not behave differently in CLASS files, if you&lt;br /&gt;
want the effect of CSKILL in a Class LST file, you must use the Class&lt;br /&gt;
as an argument to SKILLCOST, see below.&lt;br /&gt;
&lt;br /&gt;
(3b) Deprecate MONCSKILL, MONCCSKILL {replaced by SKILLCOST, 3c}&lt;br /&gt;
&lt;br /&gt;
MONCSKILL changes to look like:&lt;br /&gt;
SKILLCOST:CLASS|TYPE=Monster|Knowledge (Arcana)&lt;br /&gt;
&lt;br /&gt;
(3c) Create SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
SKILLCOST:x|y|z,z&lt;br /&gt;
SKILLCOST:.CLEAR&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): Text (Class Name)&lt;br /&gt;
Variables Used (y): TYPE=Text (Class Type)&lt;br /&gt;
Variables Used (y): CLASS (usable only in CLASS files, for ease of .COPY)&lt;br /&gt;
Variables Used (z): Text (Skill name)&lt;br /&gt;
Variables Used (z): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (z): ALL&lt;br /&gt;
Variables Used (z): LIST (pulls from items selected in the CHOOSE:&lt;br /&gt;
token in the object)&lt;br /&gt;
&lt;br /&gt;
(3c1 - ISSUE C)&lt;br /&gt;
&lt;br /&gt;
Make y something like like CLASS=ALL, CLASS=&amp;lt;classname&amp;gt;,&lt;br /&gt;
CLASS=TYPE.&amp;lt;class type&amp;gt; (there is that TYPE= vs. TYPE. thing again),&lt;br /&gt;
and a very funky CLASS=CLASS?&lt;br /&gt;
&lt;br /&gt;
R1- Is this thinking out loud or a change you want in the syntax? If&lt;br /&gt;
it's actually a proposal change, then I'd prefer&lt;br /&gt;
CLASSLIST=&amp;lt;classname&amp;gt;. We may also want to use something like&lt;br /&gt;
CLASSLIST=&amp;lt;this&amp;gt; (literally using the &amp;quot;&amp;lt;this&amp;gt;&amp;quot; string) to improve&lt;br /&gt;
clarity vs. CLASSLIST=CLASS&lt;br /&gt;
&lt;br /&gt;
(3d - ISSUE D)&lt;br /&gt;
&lt;br /&gt;
There are some interactions we need to resolve:&lt;br /&gt;
&lt;br /&gt;
CLASS:Foo SKILLCOST:CLASS|CLASS|Sk1 SKILLCOST:CLASS|Foo|Sk2&lt;br /&gt;
SKILLCOST:CLASS|ANY|Sk3&lt;br /&gt;
&lt;br /&gt;
CLASS:Bar=Foo.COPY SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does Bar's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:BooHoo SKILLLIST:1,Foo&lt;br /&gt;
&lt;br /&gt;
So what does BooHoo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
CLASS:Goo=Foo.COPY SKILLLIST:1,Ranger&lt;br /&gt;
&lt;br /&gt;
So what does Goo's Class Skill List look like? Does it contain Sk1,&lt;br /&gt;
Sk2, and/or Sk3?&lt;br /&gt;
&lt;br /&gt;
The key questions center around whether CLASS in this case is a&lt;br /&gt;
&amp;quot;special&amp;quot; entry that places the item on to a &amp;quot;Class Skill List&amp;quot; (like&lt;br /&gt;
the CLASSES token in the Skill file does)... and whether other entries&lt;br /&gt;
that assign directly to the class from within the class perform the&lt;br /&gt;
same special function, etc.&lt;br /&gt;
&lt;br /&gt;
Examples using Syntax option #2:&lt;br /&gt;
&lt;br /&gt;
in class.lst, CSKILL goes to: SKILLCAT:CLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in other object files, CSKILL goes to:&lt;br /&gt;
SKILLCAT:CLASS|ALL|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CCSKILL in class goes to SKILLCAT:CROSSCLASS|CLASS|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MONCSKILL goes to: SKILLCAT:CLASS|TYPE=Monster|&amp;lt;skill1&amp;gt;,&amp;lt;skill2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global CHOOSE changes==&lt;br /&gt;
&lt;br /&gt;
(4a) Deprecate CHOOSE:CCSKILLLIST, CHOOSE:CSKILLS,&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST, CHOOSE:SKILLS, CHOOSE:SKILLSNAMED,&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCCSKILL, CHOOSE:SKILLSNAMEDTOCSKILL {replaced by a&lt;br /&gt;
combination of 3c [LIST] and 4b}&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS [currently has no args] would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|USEUNTRAINED=YES|MINRANK=1&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMEDTOCSKILL|CROSSCLASS would change to:&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|SKILLCOST=CROSSCLASS&lt;br /&gt;
SKILLCOST:CLASS|LIST&lt;br /&gt;
&lt;br /&gt;
others have similar changes&lt;br /&gt;
&lt;br /&gt;
(4b) Rebuild CHOOSE:SKILLS similar to the CHOOSE:SPELLS in 5.14&lt;br /&gt;
&lt;br /&gt;
Tag Name: CHOOSE:SKILLS|x,y|x|y&lt;br /&gt;
Variables Used (x): Text (Skill name)&lt;br /&gt;
Variables Used (x): Text% (Skill name pattern)&lt;br /&gt;
Variables Used (x): TYPE=Text (Skill type)&lt;br /&gt;
Variables Used (y): ALL&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): !SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): MINRANK=Number (Mininum Number of Ranks)&lt;br /&gt;
Variables Used (y): MAXRANK=Number (Maximum Number of Ranks)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
, is AND&lt;br /&gt;
| is OR&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLS|MINRANK=1,MAXRANK=4|TYPE=Knowledge,MAXRANK=4&lt;br /&gt;
&lt;br /&gt;
List all skills where&lt;br /&gt;
- the PC has at least one rank and at most 4 ranks&lt;br /&gt;
OR&lt;br /&gt;
- the Skill is TYPE=Knowledge and the PC has &amp;lt;= 4 ranks&lt;br /&gt;
&lt;br /&gt;
==Global ADD Changes==&lt;br /&gt;
&lt;br /&gt;
(5a) Deprecate ADD:CLASSSKILLS&lt;br /&gt;
(5b) Build ADD:SKILLCOST&lt;br /&gt;
&lt;br /&gt;
Tag Name: ADD:SKILLCOST:v|w|u|x,y&lt;br /&gt;
Variables Used (v): Skill Cost from Game Mode File (COST in Game Mode&lt;br /&gt;
file for this Skill Cost must NOT be PROHIBITED)&lt;br /&gt;
Variables Used (w): Number, Variable or Formula (Number of choices&lt;br /&gt;
granted. Optional)&lt;br /&gt;
Variables Used (x): Text (Name of skill)&lt;br /&gt;
Variables Used (x): TYPE=Text (Type of skill)&lt;br /&gt;
Variables Used (y): ANY&lt;br /&gt;
Variables Used (y): CLASSLIST=Text (Class name)&lt;br /&gt;
Variables Used (y): SKILLCOST=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): SKILLCOST!=Text (Skill Cost from Game Mode File)&lt;br /&gt;
Variables Used (y): USEUNTRAINED=Text (&amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;)&lt;br /&gt;
Variables Used (u): [OPTIONAL] AUTORANK=Number (Number of free ranks&lt;br /&gt;
granted to selections)&lt;br /&gt;
&lt;br /&gt;
==Global PRExxx changes==&lt;br /&gt;
&lt;br /&gt;
(6a) Deprecate PRECSKILL&lt;br /&gt;
&lt;br /&gt;
(6b) Build PRESKILLCOST&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
PRESKILLCOST:x,y,z,z&lt;br /&gt;
&lt;br /&gt;
x is a number&lt;br /&gt;
y is a Skill Cost from the Game Mode File&lt;br /&gt;
z is a skill or TYPE=Text&lt;br /&gt;
&lt;br /&gt;
==Skill LST Changes==&lt;br /&gt;
&lt;br /&gt;
(7a) Deprecate EXCLUSIVE:YES {replaced by 7b, DEFAULTSKILLCOST:EXCLUSIVE}&lt;br /&gt;
&lt;br /&gt;
(7b) Create a new SKILL token, DEFAULTSKILLCOST, can take any SKILLCOSTGROUP as the argument&lt;br /&gt;
&lt;br /&gt;
DEFAULTSKILLCOST:EXCLUSIVE replaces EXCLUSIVE:YES in Skills for those that start as &amp;quot;EXCLUSIVE&amp;quot; rather than CROSSCLASS.&lt;/div&gt;</summary>
		<author><name>Tir-Gwaith</name></author>
		
	</entry>
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