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	<id>http://159.203.101.162/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Barak</id>
	<title>PCGen Wiki - User contributions [en]</title>
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	<updated>2026-04-20T22:55:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://159.203.101.162/w/index.php?title=Localization&amp;diff=3136</id>
		<title>Localization</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Localization&amp;diff=3136"/>
		<updated>2012-08-25T13:16:39Z</updated>

		<summary type="html">&lt;p&gt;Barak: Fixed quote characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Localization (l8n) is the process of adapting software for its use in a particular location. It can only be done if the software has been [[Internationalization|internationnalized]] (i10n). It is mainly translation.&lt;br /&gt;
&lt;br /&gt;
In the case of PCGen, as with other free software, localization can only be done with the help of the community.&lt;br /&gt;
&lt;br /&gt;
PCGen both need translation for its user interface (UI) and its data. The data can not be translated for now (as of August 25th 2012), because the internationnalization for the data is not yet done. &lt;br /&gt;
&lt;br /&gt;
The translation of the UI is simpler. There is a file for each language, and basically you need to translate all the messages. Beware that, as of August 25th 2012, there are still many unused strings in the files.&lt;br /&gt;
&lt;br /&gt;
== My Process ==&lt;br /&gt;
&lt;br /&gt;
By [[User:Masaru20100|Masaru20100]] 03:44, 25 August 2012 (MIST)&lt;br /&gt;
&lt;br /&gt;
PCGen uses Java's ResourceBundle, and use cryptic text as the key of strings (unlike PO that indicate to use ASCII text as keys). It means you need to see two text files at the same time to view original files. Do not edit a copy of another language file, because you'd have a file with a mix of the target language and the copied language, which make it difficult to see what is not yet translated (and also harder to merge). I don't like the ResourceBundle format because it does not allow me to keep the information that my translations on some strings might not be good. That's why I keep my main translation in po files and not in bundles.&lt;br /&gt;
&lt;br /&gt;
Another reason to keep separated files, is that only ASCII characters can be included in a ResourceBundle, other characters need to be unicode escaped (things like \u0145).&lt;br /&gt;
&lt;br /&gt;
Each time I update my svn copy, I create a new POT file from the default resource bundle. Then I update my latest po file of the language I'm working on, update it with the POT file and save it with a new name (using the svn version number). I then proceed to edit the po file. I save the file, update the resource bundle in the code directory then (I think its needed to see changes) build pcgen.&lt;br /&gt;
&lt;br /&gt;
To update, I just do&lt;br /&gt;
&lt;br /&gt;
 # svn up&lt;br /&gt;
&lt;br /&gt;
To create the new POT, I use prop2po which is part of the package translate-toolkit on Debian. I have a little script that I usually call with the svn number.&lt;br /&gt;
&lt;br /&gt;
 # newpot 17045&lt;br /&gt;
&lt;br /&gt;
''newpot''&lt;br /&gt;
&lt;br /&gt;
 #!/bin/zsh&lt;br /&gt;
 &lt;br /&gt;
 # argument is name of version&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;if [[ -z $1 ]];&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 then&lt;br /&gt;
         echo Argument needed&lt;br /&gt;
         exit 1&lt;br /&gt;
 else&lt;br /&gt;
         name=.$1&lt;br /&gt;
 fi&lt;br /&gt;
 &lt;br /&gt;
 # Create the new POT from the Language bundle&lt;br /&gt;
 prop2po ../pcgen-svn/code/src/java/pcgen/resources/lang/LanguageBundle.properties LanguageBundle$name.pot&lt;br /&gt;
 #po2xliff -P LanguageBundle$name.pot LanguageBundle$name.xlf&lt;br /&gt;
&lt;br /&gt;
I use virtaal to open the latest po file, update it with the POT then save it with the new version number (poedit would work fine but doesn’t show the comments in the po file). I then edit the file.&lt;br /&gt;
&lt;br /&gt;
Once my change are done, or I want to view them, I use a script to update the resource bundle file. You’ll have to change the name of the language you’d work with there (fr ja en_GB in my case). It uses po2prop also part of the translate-toolkit package.&lt;br /&gt;
&lt;br /&gt;
 # updatebundle 17045&lt;br /&gt;
&lt;br /&gt;
''updatebundle''&lt;br /&gt;
&lt;br /&gt;
 #!/bin/zsh&lt;br /&gt;
 &lt;br /&gt;
 # argument is name of version&lt;br /&gt;
 if &amp;lt;nowiki&amp;gt;[[ -z $1 ]];&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 then&lt;br /&gt;
         echo Argument needed&lt;br /&gt;
         exit 1&lt;br /&gt;
 fi&lt;br /&gt;
 &lt;br /&gt;
 # Create the new POT from the Language bundle&lt;br /&gt;
 for lang in fr ja en_GB&lt;br /&gt;
 do&lt;br /&gt;
         &amp;lt;nowiki&amp;gt;if [[ -f LanguageBundle.$1.$lang.po ]];&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
         then&lt;br /&gt;
                 po2prop --fuzzy --errorlevel=traceback -t ../pcgen-svn/code/src/java/pcgen/resources/lang/LanguageBundle.properties LanguageBundle.$1.$lang.po ../pcgen-svn/code/src/java/pcgen/resources/lang/LanguageBundle_$lang.properties&lt;br /&gt;
         fi&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
I hope those scripts help some one, you’ll probably need to change them (to fix the path for example).&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Jota_Setup&amp;diff=2986</id>
		<title>Jota Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Jota_Setup&amp;diff=2986"/>
		<updated>2012-02-01T16:12:45Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/Jota/?view=tar PCGen Jota Syntax Highlight File]   Once you have Jota installed, get &amp;quot;lst.conf&amp;quot; (li...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/Jota/?view=tar PCGen Jota Syntax Highlight File]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have Jota installed, get &amp;quot;lst.conf&amp;quot; (link above) and copy it to /sdcard/.jota/keyword/user/ and you'll be all set to edit .lst files.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Text_Editors&amp;diff=2985</id>
		<title>Text Editors</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Text_Editors&amp;diff=2985"/>
		<updated>2012-02-01T16:08:01Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most important tool is a good text editor with syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
Some good choices out there that have been used by previous data monkeys:&lt;br /&gt;
&lt;br /&gt;
* '''WINDOWS SYSTEM'''&lt;br /&gt;
** [http://www.emeraldeditor.com/ Crimson Editor]]  (Freeware)&lt;br /&gt;
*** [[Crimson Editor Setup]]&lt;br /&gt;
** [http://www.contexteditor.org/ CONText] (Freeware)&lt;br /&gt;
*** [[CONText Setup]]&lt;br /&gt;
** [http://www.pspad.com/ PSPad] (Freeware)&lt;br /&gt;
*** [[PSPad Setup]]&lt;br /&gt;
** [http://www.editplus.com Editplus] (Shareware for 30 days I believe)&lt;br /&gt;
*** [[EditPlus Setup]]&lt;br /&gt;
** [http://textpad.com/ Textpad] (Shareware)&lt;br /&gt;
*** [[TextPad Setup]]&lt;br /&gt;
** [http://www.ultraedit.com/ UltraEdit] (Shareware)&lt;br /&gt;
*** [[UltraEdit Setup]]&lt;br /&gt;
** [http://sourceforge.net/projects/notepad-plus/ Notepad++] (no Syntax Highlighter available, but free)&lt;br /&gt;
&lt;br /&gt;
* '''MAC SYSTEMS'''&lt;br /&gt;
** [http://www.barebones.com/products/bbedit/ BBEdit] (Shareware)&lt;br /&gt;
*** [[BBEdit Setup]]&lt;br /&gt;
** [http://www.barebones.com/products/textwrangler/ TextWrangler] (Freeware)&lt;br /&gt;
*** [[TextWrangler Setup]]&lt;br /&gt;
&lt;br /&gt;
* '''JAVA Supported Systems'''&lt;br /&gt;
** [http://www.jedit.org/ jEDit]&lt;br /&gt;
*** [[jEdit Setup]]&lt;br /&gt;
&lt;br /&gt;
* '''Android'''&lt;br /&gt;
** [https://market.android.com/details?id=jp.sblo.pandora.jota&amp;amp;feature=search_result Jota] (Freeware)&lt;br /&gt;
*** [[Jota Setup]]&lt;br /&gt;
&lt;br /&gt;
* '''OTHER SYSTEMS'''&lt;br /&gt;
** [http://www.vim.org/ vim] This is a VIM Clone Site; vim is distributed with Linux-based systems&lt;br /&gt;
*** [[vim Setup]]&lt;br /&gt;
** [http://kate-editor.org/ Kate] Linux KDE distributions&lt;br /&gt;
*** [[Kate Setup]]&lt;br /&gt;
&lt;br /&gt;
Most of these have PCGen specific syntax highlight files (Links to them are on the setup page for each editor). There are other good text editors, but you would need to create your own syntax highlight file for them.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=2922</id>
		<title>Data LST Standards</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=2922"/>
		<updated>2011-09-09T12:14:42Z</updated>

		<summary type="html">&lt;p&gt;Barak: Added Comments Standard section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Object Naming Standards===&lt;br /&gt;
&lt;br /&gt;
These are general rules for the naming of classes, feats, races and other objects.&lt;br /&gt;
&lt;br /&gt;
Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe ('), parentheses (), slash (/), and a tilde (~).&lt;br /&gt;
&lt;br /&gt;
Characters which should never be used in object names are Commas (,), Pipes (|), Backslashes (\), Colons (:), Semicolons (;), Periods (.), Brackets ([]), Percent (%), Asterisk (*) and Equals (=).&lt;br /&gt;
&lt;br /&gt;
Two words separated by a dash should both be capitalized.&lt;br /&gt;
&lt;br /&gt;
Within these limits the name should be as close as possible to the published source.&lt;br /&gt;
&lt;br /&gt;
EXCEPTION to the Naming Convention, if you use a KEY name, the Name acts as OUTPUTNAME and may use commas. The KEY MUST ADHERE to the General rules for the naming of all objects at ALL times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
&lt;br /&gt;
No object may be named a valid number (even 0x45 or 1e20 could be a problem) as items with optional count can fail.&lt;br /&gt;
&lt;br /&gt;
No object may be called &amp;quot;ANY&amp;quot; or &amp;quot;ALL&amp;quot; or &amp;quot;LIST&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
No Class may be called &amp;quot;HIGHESTLEVELCLASS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
No Equipment may be called &amp;quot;Total&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
No Weaponprof may be called &amp;quot;DEITYWEAPON&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
No equipment (or eqmod ITYPE) may use the types &amp;quot;ADD&amp;quot; or &amp;quot;REMOVE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
Variables syntax should start with a letter and should be composed of only letters, _ and numbers. The standard Convention is to use only letters, capitalizing individual words for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
Where it is possible to do so there should be only one DEFINE statement per variable and the DEFINE should be set at 0 with a BONUS:VAR used to adjust the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded variables or variables defined within the system files.&lt;br /&gt;
&lt;br /&gt;
Where it is possible to do so variables should be DEFINEd within the parent object where it is first used or encountered.&lt;br /&gt;
&lt;br /&gt;
It is good practice to leave comments within the data sets LST code explaining what variables have been used in the set, what their purpose is and how they are to be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General EQMOD Naming Standards===&lt;br /&gt;
&lt;br /&gt;
EQMOD keys are to be in all capital letters and may only contain letters, numbers and underscores (&amp;quot;_&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Each word should be separated by an underscore character for ease in reading.&lt;br /&gt;
&lt;br /&gt;
For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7.&lt;br /&gt;
&lt;br /&gt;
EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs.&lt;br /&gt;
&lt;br /&gt;
Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Usages===&lt;br /&gt;
&lt;br /&gt;
KEY use should follow the following format&lt;br /&gt;
&lt;br /&gt;
* For EQMODS&lt;br /&gt;
** ALL UPPERCASE&lt;br /&gt;
** Spaces will be underscores '_'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For Abilities&lt;br /&gt;
** Prime Ability ~ ClassGranting&lt;br /&gt;
** Grouping ~ Abilities&lt;br /&gt;
** Example: Archetypes are a Grouping, 'Barbarian Archetype ~ Name of Archetype/Ability'&lt;br /&gt;
** Example: Poison is an Ability,  'Poison ~ Druid'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commenting In .lst Files Standard===&lt;br /&gt;
&lt;br /&gt;
In an effort to make our use of comments in .lst files more uniform (and hopefully more useful), the following standard has been adopted regarding what comments should be in the file and how they should be done.&lt;br /&gt;
&lt;br /&gt;
At the top of the file the original author should enter the following (this should be in every file from the date of adoption of this standard forward):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY: &amp;lt;name, handle, etc.&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY DATE: &amp;lt;####/##/## date of original entry&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the date should be in the format of YEAR/MONTH/DAY&lt;br /&gt;
&lt;br /&gt;
The rest of these recommendations are to be used on an as needed basis.  These types of entries should appear immediately above the item/feat/object they are referring to.  For ease of reading, please restrict each line to one screen width, using multiple lines (all with the appropriate comment heading in front) if necessary.  As a further aid to reading the comments and identifying what they apply to, a blank line should be left above the first of these comment lines and there should also be a blank line below the object line the comment(s) refer to (see examples below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK:  &amp;lt;explanation of code work needed, tracker # if there is one&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS DATA WORK:  &amp;lt;explanation of data work needed&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; WORKAROUND:  &amp;lt;explanation of workaround being used&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; PARTIAL WORKAROUND:  &amp;lt;explanation of partial workaround and what is supposed to be happening but isn't&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT:  &amp;lt;elaboration on a difficult concept/implementation that the creator feels needs explanation (like all the barbarian rage vars)&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More than one of these could be used in concert if there were a workaround in place but a better solution was expected from code, you might have a NEEDS CODE WORK and a WORKAROUND for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Examples as they should appear in a .lst file'':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY: Barak &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;# ORIGINAL ENTRY DATE: 2011/06/23&lt;br /&gt;
&lt;br /&gt;
Feat 1&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 2&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Cannot track *when* feat was taken, so adding +1 hp per level after is impossible - CDOM should fix this &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; WORKAROUND: Will implement the +1 hp - but it won't be correct. Basing calculation on fighter levels TL-6 &amp;lt;br&amp;gt;&lt;br /&gt;
Feat 4&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 5&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Need a way to tally total ranks in type.knowledge where you must have at least 3 different knowledge skills. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Current tag can get 20, but not the three part. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; PARTIAL WORKAROUND: Coding to test for the total ranks, DM will have to monitor the total of three knowledge skills required &amp;lt;br&amp;gt;&lt;br /&gt;
Feat 7&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 8&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 9&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 10&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 11&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT: The ExtShokQual variable will override the normal PREREQs for those classes that&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT: gain this as a class ability without having to meet the prereqs.&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File Naming and Folder Names===&lt;br /&gt;
* Submitted Oct 15th, 2010&lt;br /&gt;
&lt;br /&gt;
* All titles and folders will adhere to lower case and spaces will be replaced by '_' underscores.&lt;br /&gt;
* Sorted by Alpha or d20ogl &amp;gt; Determined if Bug Free and Stable by the Data Team&lt;br /&gt;
* Publisher &amp;gt; All books are identified by Primary Publisher or one holding current License if known&lt;br /&gt;
* Book Type &amp;gt; Core / Supplemental Title Group&lt;br /&gt;
* Book Name&lt;br /&gt;
* Files shall follow short name of book using short pub name and book name. Adhere to 3 to 5 letter book abbreviation by publisher if known. The PCC master file will be the full name of the book.&lt;br /&gt;
&lt;br /&gt;
* Example:&lt;br /&gt;
** paizo&lt;br /&gt;
** pathfinder_rpg&lt;br /&gt;
** core_rulebook&lt;br /&gt;
** core_rulebook.pcc&lt;br /&gt;
** pfcr_abilities.lst&lt;br /&gt;
** etc.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2731</id>
		<title>Equipment Variables</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2731"/>
		<updated>2010-12-11T05:40:26Z</updated>

		<summary type="html">&lt;p&gt;Barak: Added list of associated trackers for implementation of spec.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This feature would enable the ability of defining variables whose values would be associated with individual equipment items rather than the character it belongs to. This is needed for particularly complex equipment such as Mechas, Vehicles, Traps, Intelligent magic items, pretty much anything which brings a host of stats along with it. All equipment has stats and most of the commonly used stats have LST tags to handle them, stuff like DAMAGE, COST, WT to name a few. Complex equipment can have a number of new stats which we don't have LST tags for and it would be difficult for the code team to keep up with them. Being able to set a variable to a specific item gives us a mechanism to create any number of stats in the data which would be supported by one feature in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Trackers===&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1041467&amp;amp;group_id=25576&amp;amp;atid=384722 1041467 - MSRD Vehicle tags]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=987661&amp;amp;group_id=25576&amp;amp;atid=384722 987661 - Localalized Variables]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=857044&amp;amp;group_id=25576&amp;amp;atid=384722 857044 - Intelligent items]&lt;br /&gt;
&lt;br /&gt;
===JIRA Trackers for spec implementation (entered 12/10/10)===&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-231 NEWTAG-231 DEFINE:EQVAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-232 NEWTAG-232 BONUS:EQVAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-233 NEWTAG-233 PREEQVAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-234 NEWTAG-234 EQVAR for PREITEM]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-235 NEWTAG-235 EQVAR for PREEQUIP]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-236 NEWTAG-236 EQVAR for EQ output token]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://jira.pcgen.org/browse/NEWTAG-237 NEWTAG-236 HASEQVAR for EQ output token]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LST Tags ==&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' DEFINE:EQVAR|x|y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Number (Initial value)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Defines a variable who's value is specific to the Equipment it is defined in.&lt;br /&gt;
* If more than one DEFINE tag for the same EQVAR is encountered the highest value is used.&lt;br /&gt;
* Usage: once defined you can use EQVARs anywhere you can use a number, formula or normal VAR within equipment and EQMODs but not outside of them. This is because an EQVAR has it value in context of the equipment so using an EQVAR in a bonus formula within a feat is meaningless because it does not know from which equipment you want this value to be derived from and you may have several items with the same EQVAR but with different values.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* Valid in Equipment and EQMOD files only&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;DEFINE:EQVAR|MaxSpeed|0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Defines an Equipment variable named MaxSpeed and sets the initial value to 0.&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' BONUS:EQVAR|x,x|y,y|z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Optional, Equipment item name, applies to a specific item)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* BONUSes an EQVAR.&lt;br /&gt;
* The Y property is meant to address the problem of how to bonus EQVARs across objects. Since you can have multiple items with the same EQVAR but with different values.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs without any Y options will only effect EQVARs within the equipment item.&lt;br /&gt;
* A BONUS:EQVAR outside of Equipment or EQMODs without any Y options will not effect anything. BONUS:EQVAR tags outside equipment must use one of the Y options to target equipment for bonusing. A BONUS:EQVAR outside of Equipment or EQMODs without any Y options should throw a message in the Debug Console.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs with any Y options will effect all EQVARs contained in equipment targeted by the Y options including the item the bonus is in if it qualifies.&lt;br /&gt;
* This bonus can be appended with standard PRExxx tags as well as bonus TYPE tags like most PRExxx tags.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;BONUS:EQVAR|x,x|y,y|z&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::BONUSes an EQVAR&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' PREEQVARx:y,z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' EQ (Equals).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GT (Greater Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GTEQ (Greater Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LT (Less Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LTEQ (Less Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' NEQ (Not Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (The name of a variable - as used in a DEFINE: or BONUS:VAR statement).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (z):''' Number (The value the variable is to be compared to).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Tests the value of EQVARs.&lt;br /&gt;
* When used as a stand alone tag in an EQMOD it is used to qualify an equipment item for the EQMOD. The equipment item must possess the EQVAR at the specified value to qualify for the EQMOD.&lt;br /&gt;
* Can be used to qualify BONUSes and SPROPs in equipment and EQMOD files, when used this way it tests the value of the EQVAR in the equipment item and any attached EQMODs but does not look outside of itself (at other equipment the character possesses).&lt;br /&gt;
* 0 is a valid value to test for, in the case of 0 PREEQVAR is testing to see if the EQVAR has been defined in the equipment item. If an item does not have a DEFINE or an EQMOD with a DEFINE for a specific EQVAR all PREEQVAR tests for it will fail.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* As a stand alone tag it is valid only in EQMOD files.&lt;br /&gt;
* As a qualifier it is valid in equipment and EQMOD files.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAREQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARNEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must NOT equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARGTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or greater than 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARLTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or less than 55&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Testing for EQVARs outside of equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The need here is to test to see if the character has an item with a particular EQVAR. You might have an ability or bonus which is granted when in possession of a specific item, Like a Charisma bonus if you own a car with a top speed of 120+ or an enhancement to your Wisdom skills if you have an intelligent weapon with a high Charisma. I propose an enhancement to the PREITEM and PREEQUIP tags:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREITEM:1,EQVAR=Speed=&amp;gt;120&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have one item with the Speed EQVAR with a value of greater than or equal to 120.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Output Tokens ==&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.EQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
* Outputs the specified EQVAR for the specified equipment.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.EQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs the value of MaxSpeed for the first equipment item.&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.HASEQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
:&amp;lt;tt&amp;gt;IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&amp;lt;br&amp;gt;&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.HASEQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs Y (Yes) if the item has the EQVAR or N (No) if not.&lt;br /&gt;
&lt;br /&gt;
== Examples of usage ==&lt;br /&gt;
&lt;br /&gt;
Here is how we might use EQVARs to code various source features (only relevant tags shown):&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Shoe&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:GADGETSLOTS|2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Gadget Slots&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:GADGET_SLOTS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|AvailableGadgetSlots|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Gadget Slots|MIN=1|MAX=10&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Hidden Telephone&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:HIDDEN_PHONE&amp;lt;br&amp;gt;&lt;br /&gt;
:PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|-1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the EQVAR AvailableGadgetSlots is used to control the number of gadget EQMODs which can be added to an item (something which is very difficult to do now).&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Vehicle Stats&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleSpeed|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleManuver|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleCargo|0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;VW bug&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleSpeed|60&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleManuver|4&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleCargo|120&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example a number of EQVARs are used to track specific vehicle stats for which PCGen does not already have a specialized tag for. A single EQMOD would have all the EQVARs needed for a broad equipment type (such as vehicles). A special block can then be created on the outputsheet for that equipment type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Intelligent Magic Item&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:INT_ITEM&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item INT&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_INT&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemINT|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Intelligence|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemINT|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemWIS|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Wisdom|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemWIS|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemCHA|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Charisma|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemCHA|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;MoSaT's Magic Slingshot&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example three EQVARs are used for an intelligent items mental attributes. It is coded in such a way as to allow such a weapon to be created in the customizer or coded in a dataset like the example slingshot.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Development_Specs&amp;diff=2730</id>
		<title>Development Specs</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Development_Specs&amp;diff=2730"/>
		<updated>2010-12-11T05:31:27Z</updated>

		<summary type="html">&lt;p&gt;Barak: Moved Equipment Var Spec to &amp;quot;Finalized Specs which now have associated code FREQ trackers &amp;quot;&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;
This section lists the various Data Driven specifications under development&lt;br /&gt;
&lt;br /&gt;
== Specs currently under development ==&lt;br /&gt;
&lt;br /&gt;
[[Limiting Known Spells from Domains]]&lt;br /&gt;
&lt;br /&gt;
[[Skill Cost and CSKILL Overhaul]]&lt;br /&gt;
&lt;br /&gt;
[[Spell Improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Spell Chooser]]&lt;br /&gt;
&lt;br /&gt;
[[Prerequisites for Armor and Shield Proficiencies]]&lt;br /&gt;
&lt;br /&gt;
[[DONOTADD Tag Proposal Updates]] &amp;lt; Handy for Eclipse, but not required &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Method to Grant Companions Benefits direct from Master's Selections]] &amp;lt; Definitely handy for Eclipse &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[New Tag - Ability to Dynamically Handle HD/HP as a Var in a Single Class]] &amp;lt;Definitely Handy for Eclipse&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ability to Alter Skill Points per Level in a Single Class Dynamically]] &amp;lt;Almost crucial to better support Eclipse&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Ability to Add additional Skill Cost changes dynamically]] &amp;lt;Needed for Eclipse&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Ability to Dynamically add spells to a Spell List]] &amp;lt;Multiple Sets can use this&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Ability to Choose an Ability/Feat from a list and have it be assigned to a character]] &amp;lt;Handy for any set&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Ability to Adjust the Cost of an Ability/Feat]] &amp;lt;Crucial for Eclipse Support&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[We need a method to track when an ability was gained]] &amp;lt;Crucial for Practical Enchanter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[COMPANIONLIST Improvements]] Something that would be helpful for new sources support&lt;br /&gt;
&lt;br /&gt;
[[Eclipse Master List]] Showing List of Issues for Eclipse&lt;br /&gt;
&lt;br /&gt;
[[Conditional Skill Proposal]] Better design to handle conditional skills&lt;br /&gt;
&lt;br /&gt;
[[BONUSTYPE to replace TYPE in assigning bonuses]]&lt;br /&gt;
&lt;br /&gt;
== Finalized Specs which now have associated code FREQ trackers ==&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder bonus feat progression]]&lt;br /&gt;
&lt;br /&gt;
[[Additional Weapon Damage]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment Variables]]&lt;br /&gt;
&lt;br /&gt;
== Finalized Specs which are now closed ==&lt;br /&gt;
&lt;br /&gt;
[[SORTKEY - The Ability to Sort Items other than default NAME alphabetical]] 5.17.4&lt;br /&gt;
&lt;br /&gt;
[[Spells Tab Revamp]] in 5.14.0&lt;br /&gt;
&lt;br /&gt;
[[ASPECT tag for Abilities and Feats]] in 5.15.3&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder feat progression]] in 5.15.4&lt;br /&gt;
&lt;br /&gt;
[[Quick Source Loading Page]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2729</id>
		<title>Equipment Variables</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2729"/>
		<updated>2010-12-11T05:24:46Z</updated>

		<summary type="html">&lt;p&gt;Barak: Fixed formatting errors I introduced with last edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This feature would enable the ability of defining variables whose values would be associated with individual equipment items rather than the character it belongs to. This is needed for particularly complex equipment such as Mechas, Vehicles, Traps, Intelligent magic items, pretty much anything which brings a host of stats along with it. All equipment has stats and most of the commonly used stats have LST tags to handle them, stuff like DAMAGE, COST, WT to name a few. Complex equipment can have a number of new stats which we don't have LST tags for and it would be difficult for the code team to keep up with them. Being able to set a variable to a specific item gives us a mechanism to create any number of stats in the data which would be supported by one feature in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Trackers===&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1041467&amp;amp;group_id=25576&amp;amp;atid=384722 1041467 - MSRD Vehicle tags]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=987661&amp;amp;group_id=25576&amp;amp;atid=384722 987661 - Localalized Variables]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=857044&amp;amp;group_id=25576&amp;amp;atid=384722 857044 - Intelligent items]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LST Tags ==&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' DEFINE:EQVAR|x|y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Number (Initial value)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Defines a variable who's value is specific to the Equipment it is defined in.&lt;br /&gt;
* If more than one DEFINE tag for the same EQVAR is encountered the highest value is used.&lt;br /&gt;
* Usage: once defined you can use EQVARs anywhere you can use a number, formula or normal VAR within equipment and EQMODs but not outside of them. This is because an EQVAR has it value in context of the equipment so using an EQVAR in a bonus formula within a feat is meaningless because it does not know from which equipment you want this value to be derived from and you may have several items with the same EQVAR but with different values.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* Valid in Equipment and EQMOD files only&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;DEFINE:EQVAR|MaxSpeed|0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Defines an Equipment variable named MaxSpeed and sets the initial value to 0.&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' BONUS:EQVAR|x,x|y,y|z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Optional, Equipment item name, applies to a specific item)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* BONUSes an EQVAR.&lt;br /&gt;
* The Y property is meant to address the problem of how to bonus EQVARs across objects. Since you can have multiple items with the same EQVAR but with different values.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs without any Y options will only effect EQVARs within the equipment item.&lt;br /&gt;
* A BONUS:EQVAR outside of Equipment or EQMODs without any Y options will not effect anything. BONUS:EQVAR tags outside equipment must use one of the Y options to target equipment for bonusing. A BONUS:EQVAR outside of Equipment or EQMODs without any Y options should throw a message in the Debug Console.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs with any Y options will effect all EQVARs contained in equipment targeted by the Y options including the item the bonus is in if it qualifies.&lt;br /&gt;
* This bonus can be appended with standard PRExxx tags as well as bonus TYPE tags like most PRExxx tags.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;BONUS:EQVAR|x,x|y,y|z&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::BONUSes an EQVAR&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' PREEQVARx:y,z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' EQ (Equals).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GT (Greater Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GTEQ (Greater Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LT (Less Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LTEQ (Less Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' NEQ (Not Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (The name of a variable - as used in a DEFINE: or BONUS:VAR statement).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (z):''' Number (The value the variable is to be compared to).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Tests the value of EQVARs.&lt;br /&gt;
* When used as a stand alone tag in an EQMOD it is used to qualify an equipment item for the EQMOD. The equipment item must possess the EQVAR at the specified value to qualify for the EQMOD.&lt;br /&gt;
* Can be used to qualify BONUSes and SPROPs in equipment and EQMOD files, when used this way it tests the value of the EQVAR in the equipment item and any attached EQMODs but does not look outside of itself (at other equipment the character possesses).&lt;br /&gt;
* 0 is a valid value to test for, in the case of 0 PREEQVAR is testing to see if the EQVAR has been defined in the equipment item. If an item does not have a DEFINE or an EQMOD with a DEFINE for a specific EQVAR all PREEQVAR tests for it will fail.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* As a stand alone tag it is valid only in EQMOD files.&lt;br /&gt;
* As a qualifier it is valid in equipment and EQMOD files.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAREQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARNEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must NOT equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARGTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or greater than 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARLTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or less than 55&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Testing for EQVARs outside of equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The need here is to test to see if the character has an item with a particular EQVAR. You might have an ability or bonus which is granted when in possession of a specific item, Like a Charisma bonus if you own a car with a top speed of 120+ or an enhancement to your Wisdom skills if you have an intelligent weapon with a high Charisma. I propose an enhancement to the PREITEM and PREEQUIP tags:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREITEM:1,EQVAR=Speed=&amp;gt;120&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have one item with the Speed EQVAR with a value of greater than or equal to 120.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Output Tokens ==&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.EQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
* Outputs the specified EQVAR for the specified equipment.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.EQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs the value of MaxSpeed for the first equipment item.&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.HASEQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
:&amp;lt;tt&amp;gt;IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&amp;lt;br&amp;gt;&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.HASEQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs Y (Yes) if the item has the EQVAR or N (No) if not.&lt;br /&gt;
&lt;br /&gt;
== Examples of usage ==&lt;br /&gt;
&lt;br /&gt;
Here is how we might use EQVARs to code various source features (only relevant tags shown):&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Shoe&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:GADGETSLOTS|2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Gadget Slots&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:GADGET_SLOTS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|AvailableGadgetSlots|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Gadget Slots|MIN=1|MAX=10&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Hidden Telephone&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:HIDDEN_PHONE&amp;lt;br&amp;gt;&lt;br /&gt;
:PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|-1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the EQVAR AvailableGadgetSlots is used to control the number of gadget EQMODs which can be added to an item (something which is very difficult to do now).&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Vehicle Stats&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleSpeed|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleManuver|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleCargo|0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;VW bug&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleSpeed|60&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleManuver|4&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleCargo|120&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example a number of EQVARs are used to track specific vehicle stats for which PCGen does not already have a specialized tag for. A single EQMOD would have all the EQVARs needed for a broad equipment type (such as vehicles). A special block can then be created on the outputsheet for that equipment type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Intelligent Magic Item&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:INT_ITEM&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item INT&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_INT&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemINT|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Intelligence|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemINT|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemWIS|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Wisdom|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemWIS|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemCHA|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Charisma|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemCHA|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;MoSaT's Magic Slingshot&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example three EQVARs are used for an intelligent items mental attributes. It is coded in such a way as to allow such a weapon to be created in the customizer or coded in a dataset like the example slingshot.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2727</id>
		<title>Equipment Variables</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2727"/>
		<updated>2010-12-08T16:49:40Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This feature would enable the ability of defining variables whose values would be associated with individual equipment items rather than the character it belongs to. This is needed for particularly complex equipment such as Mechas, Vehicles, Traps, Intelligent magic items, pretty much anything which brings a host of stats along with it. All equipment has stats and most of the commonly used stats have LST tags to handle them, stuff like DAMAGE, COST, WT to name a few. Complex equipment can have a number of new stats which we don't have LST tags for and it would be difficult for the code team to keep up with them. Being able to set a variable to a specific item gives us a mechanism to create any number of stats in the data which would be supported by one feature in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Trackers===&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1041467&amp;amp;group_id=25576&amp;amp;atid=384722 1041467 - MSRD Vehicle tags]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=987661&amp;amp;group_id=25576&amp;amp;atid=384722 987661 - Localalized Variables]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=857044&amp;amp;group_id=25576&amp;amp;atid=384722 857044 - Intelligent items]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LST Tags ==&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' DEFINE:EQVAR|x|y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Number (Initial value)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Defines a variable who's value is specific to the Equipment it is defined in.&lt;br /&gt;
* If more than one DEFINE tag for the same EQVAR is encountered the highest value is used.&lt;br /&gt;
* Usage: once defined you can use EQVARs anywhere you can use a number, formula or normal VAR within equipment and EQMODs but not outside of them. This is because an EQVAR has it value in context of the equipment so using an EQVAR in a bonus formula within a feat is meaningless because it does not know from which equipment you want this value to be derived from and you may have several items with the same EQVAR but with different values.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* Valid in Equipment and EQMOD files only&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;DEFINE:EQVAR|MaxSpeed|0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Defines an Equipment variable named MaxSpeed and sets the initial value to 0.&lt;br /&gt;
== ==&lt;br /&gt;
'''Tag Name:''' BONUS:EQVAR|x,x|y,y|z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Optional, Equipment item name, applies to a specific item)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* BONUSes an EQVAR.&lt;br /&gt;
* The Y property is meant to address the problem of how to bonus EQVARs across objects. Since you can have multiple items with the same EQVAR but with different values.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs without any Y options will only effect EQVARs within the equipment item.&lt;br /&gt;
* A BONUS:EQVAR outside of Equipment or EQMODs without any Y options will not effect anything. BONUS:EQVAR tags outside equipment must use one of the Y options to target equipment for bonusing. A BONUS:EQVAR outside of Equipment or EQMODs without any Y options should throw a message in the Debug Console.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs with any Y options will effect all EQVARs contained in equipment targeted by the Y options including the item the bonus is in if it qualifies.&lt;br /&gt;
* This bonus can be appended with standard PRExxx tags as well as bonus TYPE tags like most PRExxx tags.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;BONUS:EQVAR|x,x|y,y|z&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::BONUSes an EQVAR&lt;br /&gt;
== ==&lt;br /&gt;
'''Tag Name:''' PREEQVARx:y,z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' EQ (Equals).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GT (Greater Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' GTEQ (Greater Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LT (Less Than).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' LTEQ (Less Than or Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' NEQ (Not Equal to).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (The name of a variable - as used in a DEFINE: or BONUS:VAR statement).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (z):''' Number (The value the variable is to be compared to).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Tests the value of EQVARs.&lt;br /&gt;
* When used as a stand alone tag in an EQMOD it is used to qualify an equipment item for the EQMOD. The equipment item must possess the EQVAR at the specified value to qualify for the EQMOD.&lt;br /&gt;
* Can be used to qualify BONUSes and SPROPs in equipment and EQMOD files, when used this way it tests the value of the EQVAR in the equipment item and any attached EQMODs but does not look outside of itself (at other equipment the character possesses).&lt;br /&gt;
* 0 is a valid value to test for, in the case of 0 PREEQVAR is testing to see if the EQVAR has been defined in the equipment item. If an item does not have a DEFINE or an EQMOD with a DEFINE for a specific EQVAR all PREEQVAR tests for it will fail.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* As a stand alone tag it is valid only in EQMOD files.&lt;br /&gt;
* As a qualifier it is valid in equipment and EQMOD files.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAREQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARNEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must NOT equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARGTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or greater than 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARLTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or less than 55&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Testing for EQVARs outside of equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The need here is to test to see if the character has an item with a particular EQVAR. You might have an ability or bonus which is granted when in possession of a specific item, Like a Charisma bonus if you own a car with a top speed of 120+ or an enhancement to your Wisdom skills if you have an intelligent weapon with a high Charisma. I propose an enhancement to the PREITEM and PREEQUIP tags:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREITEM:1,EQVAR=Speed=&amp;gt;120&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have one item with the Speed EQVAR with a value of greater than or equal to 120.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Output Tokens ==&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.EQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
* Outputs the specified EQVAR for the specified equipment.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.EQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs the value of MaxSpeed for the first equipment item.&lt;br /&gt;
== ==&lt;br /&gt;
'''Token Name:''' EQ.x.HASEQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
:&amp;lt;tt&amp;gt;IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&amp;lt;br&amp;gt;&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.HASEQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs Y (Yes) if the item has the EQVAR or N (No) if not.&lt;br /&gt;
&lt;br /&gt;
'''Examples of usage'''&lt;br /&gt;
&lt;br /&gt;
Here is how we might use EQVARs to code various source features (only relevant tags shown):&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Shoe&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:GADGETSLOTS|2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Gadget Slots&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:GADGET_SLOTS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|AvailableGadgetSlots|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Gadget Slots|MIN=1|MAX=10&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Hidden Telephone&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:HIDDEN_PHONE&amp;lt;br&amp;gt;&lt;br /&gt;
:PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|-1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the EQVAR AvailableGadgetSlots is used to control the number of gadget EQMODs which can be added to an item (something which is very difficult to do now).&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Vehicle Stats&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleSpeed|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleManuver|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleCargo|0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;VW bug&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleSpeed|60&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleManuver|4&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleCargo|120&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example a number of EQVARs are used to track specific vehicle stats for which PCGen does not already have a specialized tag for. A single EQMOD would have all the EQVARs needed for a broad equipment type (such as vehicles). A special block can then be created on the outputsheet for that equipment type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Intelligent Magic Item&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:INT_ITEM&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item INT&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_INT&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemINT|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Intelligence|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemINT|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemWIS|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Wisdom|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemWIS|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemCHA|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Charisma|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemCHA|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;MoSaT's Magic Slingshot&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example three EQVARs are used for an intelligent items mental attributes. It is coded in such a way as to allow such a weapon to be created in the customizer or coded in a dataset like the example slingshot.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2726</id>
		<title>Equipment Variables</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2726"/>
		<updated>2010-12-08T16:47:44Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This feature would enable the ability of defining variables whose values would be associated with individual equipment items rather than the character it belongs to. This is needed for particularly complex equipment such as Mechas, Vehicles, Traps, Intelligent magic items, pretty much anything which brings a host of stats along with it. All equipment has stats and most of the commonly used stats have LST tags to handle them, stuff like DAMAGE, COST, WT to name a few. Complex equipment can have a number of new stats which we don't have LST tags for and it would be difficult for the code team to keep up with them. Being able to set a variable to a specific item gives us a mechanism to create any number of stats in the data which would be supported by one feature in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Trackers===&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1041467&amp;amp;group_id=25576&amp;amp;atid=384722 1041467 - MSRD Vehicle tags]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=987661&amp;amp;group_id=25576&amp;amp;atid=384722 987661 - Localalized Variables]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=857044&amp;amp;group_id=25576&amp;amp;atid=384722 857044 - Intelligent items]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LST Tags ==&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' DEFINE:EQVAR|x|y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Number (Initial value)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Defines a variable who's value is specific to the Equipment it is defined in.&lt;br /&gt;
* If more than one DEFINE tag for the same EQVAR is encountered the highest value is used.&lt;br /&gt;
* Usage: once defined you can use EQVARs anywhere you can use a number, formula or normal VAR within equipment and EQMODs but not outside of them. This is because an EQVAR has it value in context of the equipment so using an EQVAR in a bonus formula within a feat is meaningless because it does not know from which equipment you want this value to be derived from and you may have several items with the same EQVAR but with different values.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* Valid in Equipment and EQMOD files only&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;DEFINE:EQVAR|MaxSpeed|0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Defines an Equipment variable named MaxSpeed and sets the initial value to 0.&lt;br /&gt;
== ==&lt;br /&gt;
'''Tag Name:''' BONUS:EQVAR|x,x|y,y|z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Optional, Equipment item name, applies to a specific item)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* BONUSes an EQVAR.&lt;br /&gt;
* The Y property is meant to address the problem of how to bonus EQVARs across objects. Since you can have multiple items with the same EQVAR but with different values.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs without any Y options will only effect EQVARs within the equipment item.&lt;br /&gt;
* A BONUS:EQVAR outside of Equipment or EQMODs without any Y options will not effect anything. BONUS:EQVAR tags outside equipment must use one of the Y options to target equipment for bonusing. A BONUS:EQVAR outside of Equipment or EQMODs without any Y options should throw a message in the Debug Console.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs with any Y options will effect all EQVARs contained in equipment targeted by the Y options including the item the bonus is in if it qualifies.&lt;br /&gt;
* This bonus can be appended with standard PRExxx tags as well as bonus TYPE tags like most PRExxx tags.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;BONUS:EQVAR|x,x|y,y|z&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::BONUSes an EQVAR&lt;br /&gt;
== ==&lt;br /&gt;
'''Tag Name:''' PREEQVARx:y,z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' EQ (Equals).&lt;br /&gt;
'''Variables Used (x):''' GT (Greater Than).&lt;br /&gt;
'''Variables Used (x):''' GTEQ (Greater Than or Equal to).&lt;br /&gt;
'''Variables Used (x):''' LT (Less Than).&lt;br /&gt;
'''Variables Used (x):''' LTEQ (Less Than or Equal to).&lt;br /&gt;
'''Variables Used (x):''' NEQ (Not Equal to).&lt;br /&gt;
'''Variables Used (y):''' Text (The name of a variable - as used in a DEFINE: or BONUS:VAR statement).&lt;br /&gt;
'''Variables Used (z):''' Number (The value the variable is to be compared to).&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Tests the value of EQVARs.&lt;br /&gt;
* When used as a stand alone tag in an EQMOD it is used to qualify an equipment item for the EQMOD. The equipment item must possess the EQVAR at the specified value to qualify for the EQMOD.&lt;br /&gt;
* Can be used to qualify BONUSes and SPROPs in equipment and EQMOD files, when used this way it tests the value of the EQVAR in the equipment item and any attached EQMODs but does not look outside of itself (at other equipment the character possesses).&lt;br /&gt;
* 0 is a valid value to test for, in the case of 0 PREEQVAR is testing to see if the EQVAR has been defined in the equipment item. If an item does not have a DEFINE or an EQMOD with a DEFINE for a specific EQVAR all PREEQVAR tests for it will fail.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* As a stand alone tag it is valid only in EQMOD files.&lt;br /&gt;
* As a qualifier it is valid in equipment and EQMOD files.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAREQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARNEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must NOT equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARGTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or greater than 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVARLTEQ:Speed,55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or less than 55&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Testing for EQVARs outside of equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The need here is to test to see if the character has an item with a particular EQVAR. You might have an ability or bonus which is granted when in possession of a specific item, Like a Charisma bonus if you own a car with a top speed of 120+ or an enhancement to your Wisdom skills if you have an intelligent weapon with a high Charisma. I propose an enhancement to the PREITEM and PREEQUIP tags:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREITEM:1,EQVAR=Speed=&amp;gt;120&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have one item with the Speed EQVAR with a value of greater than or equal to 120.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Output Tokens ==&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.EQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
* Outputs the specified EQVAR for the specified equipment.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.EQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs the value of MaxSpeed for the first equipment item.&lt;br /&gt;
== ==&lt;br /&gt;
'''Token Name:''' EQ.x.HASEQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
:&amp;lt;tt&amp;gt;IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&amp;lt;br&amp;gt;&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.HASEQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs Y (Yes) if the item has the EQVAR or N (No) if not.&lt;br /&gt;
&lt;br /&gt;
'''Examples of usage'''&lt;br /&gt;
&lt;br /&gt;
Here is how we might use EQVARs to code various source features (only relevant tags shown):&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Shoe&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:GADGETSLOTS|2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Gadget Slots&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:GADGET_SLOTS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|AvailableGadgetSlots|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Gadget Slots|MIN=1|MAX=10&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Hidden Telephone&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:HIDDEN_PHONE&amp;lt;br&amp;gt;&lt;br /&gt;
:PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|-1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the EQVAR AvailableGadgetSlots is used to control the number of gadget EQMODs which can be added to an item (something which is very difficult to do now).&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Vehicle Stats&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleSpeed|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleManuver|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleCargo|0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;VW bug&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleSpeed|60&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleManuver|4&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleCargo|120&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example a number of EQVARs are used to track specific vehicle stats for which PCGen does not already have a specialized tag for. A single EQMOD would have all the EQVARs needed for a broad equipment type (such as vehicles). A special block can then be created on the outputsheet for that equipment type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Intelligent Magic Item&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:INT_ITEM&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item INT&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_INT&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemINT|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Intelligence|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemINT|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemWIS|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Wisdom|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemWIS|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemCHA|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Charisma|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemCHA|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;MoSaT's Magic Slingshot&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example three EQVARs are used for an intelligent items mental attributes. It is coded in such a way as to allow such a weapon to be created in the customizer or coded in a dataset like the example slingshot.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2724</id>
		<title>Equipment Variables</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=2724"/>
		<updated>2010-12-02T14:13:22Z</updated>

		<summary type="html">&lt;p&gt;Barak: Cleanup for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This feature would enable the ability of defining variables whose values would be associated with individual equipment items rather than the character it belongs to. This is needed for particularly complex equipment such as Mechas, Vehicles, Traps, Intelligent magic items, pretty much anything which brings a host of stats along with it. All equipment has stats and most of the commonly used stats have LST tags to handle them, stuff like DAMAGE, COST, WT to name a few. Complex equipment can have a number of new stats which we don't have LST tags for and it would be difficult for the code team to keep up with them. Being able to set a variable to a specific item gives us a mechanism to create any number of stats in the data which would be supported by one feature in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Trackers===&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1041467&amp;amp;group_id=25576&amp;amp;atid=384722 1041467 - MSRD Vehicle tags]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=987661&amp;amp;group_id=25576&amp;amp;atid=384722 987661 - Localalized Variables]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=857044&amp;amp;group_id=25576&amp;amp;atid=384722 857044 - Intelligent items]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LST Tags ==&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' DEFINE:EQVAR|x|y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Number (Initial value)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Defines a variable who's value is specific to the Equipment it is defined in.&lt;br /&gt;
* If more than one DEFINE tag for the same EQVAR is encountered the highest value is used.&lt;br /&gt;
* Usage: once defined you can use EQVARs anywhere you can use a number, formula or normal VAR within equipment and EQMODs but not outside of them. This is because an EQVAR has it value in context of the equipment so using an EQVAR in a bonus formula within a feat is meaningless because it does not know from which equipment you want this value to be derived from and you may have several items with the same EQVAR but with different values.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* Valid in Equipment and EQMOD files only&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;DEFINE:EQVAR|MaxSpeed|0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Defines an Equipment variable named MaxSpeed and sets the initial value to 0.&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' BONUS:EQVAR|x,x|y,y|z&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Text (Equipment variable name)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Optional, Equipment item name, applies to a specific item)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* BONUSes an EQVAR.&lt;br /&gt;
* The Y property is meant to address the problem of how to bonus EQVARs across objects. Since you can have multiple items with the same EQVAR but with different values.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs without any Y options will only effect EQVARs within the equipment item.&lt;br /&gt;
* A BONUS:EQVAR outside of Equipment or EQMODs without any Y options will not effect anything. BONUS:EQVAR tags outside equipment must use one of the Y options to target equipment for bonusing. A BONUS:EQVAR outside of Equipment or EQMODs without any Y options should throw a message in the Debug Console.&lt;br /&gt;
* A BONUS:EQVAR in Equipment or EQMODs with any Y options will effect all EQVARs contained in equipment targeted by the Y options including the item the bonus is in if it qualifies.&lt;br /&gt;
* This bonus can be appended with standard PRExxx tags as well as bonus TYPE tags like most PRExxx tags.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;BONUS:EQVAR|x,x|y,y|z&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::BONUSes an EQVAR&lt;br /&gt;
&lt;br /&gt;
'''Tag Name:''' PREEQVAR:w,xyz,xyz&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (w):''' Number (Number of EQVARs to qualify)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (x):''' Text (Name of an EQVAR)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Boolean math operator ( &amp;gt; &amp;lt; equals notequals greaterthanandequals or lessthanandequals)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (z):''' Number or formula (EQVAR value)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
&lt;br /&gt;
* Tests the value of EQVARs.&lt;br /&gt;
* When used as a stand alone tag in an EQMOD it is used to qualify an equipment item for the EQMOD. The equipment item must possess the EQVAR at the specified value to qualify for the EQMOD.&lt;br /&gt;
* Can be used to qualify BONUSes and SPROPs in equipment and EQMOD files, when used this way it tests the value of the EQVAR in the equipment item and any attached EQMODs but does not look outside of itself (at other equipment the character possesses).&lt;br /&gt;
* 0 is a valid value to test for, in the case of 0 PREEQVAR is testing to see if the EQVAR has been defined in the equipment item. If an item does not have a DEFINE or an EQMOD with a DEFINE for a specific EQVAR all PREEQVAR tests for it will fail.&lt;br /&gt;
&lt;br /&gt;
'''Where it is used:'''&lt;br /&gt;
&lt;br /&gt;
* As a stand alone tag it is valid only in EQMOD files.&lt;br /&gt;
* As a qualifier it is valid in equipment and EQMOD files.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAR:1,Speed==55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAR:1,Speed!=55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must NOT equal 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAR:1,Speed=&amp;gt;55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or greater than 55&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQVAR:1,Speed=&amp;lt;55&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Speed must be equal or less than 55&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Testing for EQVARs outside of equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The need here is to test to see if the character has an item with a particular EQVAR. You might have an ability or bonus which is granted when in possession of a specific item, Like a Charisma bonus if you own a car with a top speed of 120+ or an enhancement to your Wisdom skills if you have an intelligent weapon with a high Charisma. I propose an enhancement to the PREITEM and PREEQUIP tags:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREITEM:1,EQVAR=Speed=&amp;gt;120&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have one item with the Speed EQVAR with a value of greater than or equal to 120.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Output Tokens ==&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.EQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&lt;br /&gt;
* Outputs the specified EQVAR for the specified equipment.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.EQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs the value of MaxSpeed for the first equipment item.&lt;br /&gt;
&lt;br /&gt;
'''Token Name:''' EQ.x.HASEQVAR.y&lt;br /&gt;
&lt;br /&gt;
'''Variables Used (x):''' Number (The equipment position number - 0-based index).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Variables Used (y):''' Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
'''What it does:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
:&amp;lt;tt&amp;gt;IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&amp;lt;br&amp;gt;&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;tt&amp;gt;EQ.0.HASEQVAR.MaxSpeed&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Outputs Y (Yes) if the item has the EQVAR or N (No) if not.&lt;br /&gt;
&lt;br /&gt;
'''Examples of usage'''&lt;br /&gt;
&lt;br /&gt;
Here is how we might use EQVARs to code various source features (only relevant tags shown):&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Shoe&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:GADGETSLOTS|2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Gadget Slots&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:GADGET_SLOTS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|AvailableGadgetSlots|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Gadget Slots|MIN=1|MAX=10&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Hidden Telephone&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:HIDDEN_PHONE&amp;lt;br&amp;gt;&lt;br /&gt;
:PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|AvailableGadgetSlots|-1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the EQVAR AvailableGadgetSlots is used to control the number of gadget EQMODs which can be added to an item (something which is very difficult to do now).&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Vehicle Stats&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleSpeed|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleManuver|0&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|VehicleCargo|0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;VW bug&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:VEHICLE_STATS&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleSpeed|60&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleManuver|4&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|VehicleCargo|120&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example a number of EQVARs are used to track specific vehicle stats for which PCGen does not already have a specialized tag for. A single EQMOD would have all the EQVARs needed for a broad equipment type (such as vehicles). A special block can then be created on the outputsheet for that equipment type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Modifiers:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Intelligent Magic Item&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:INT_ITEM&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item INT&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_INT&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemINT|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Intelligence|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemINT|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemWIS|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Wisdom|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemWIS|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Magic Item CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:PRETYPE:1,EQMOD=INT_ITEM&amp;lt;br&amp;gt;&lt;br /&gt;
:KEY:ITEM_CHA&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:EQVAR|MagicItemCHA|0&amp;lt;br&amp;gt;&lt;br /&gt;
:CHOOSE:Charisma|MIN=3|MAX=18&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:EQVAR|MagicItemCHA|%CHOICE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Equipment Item:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;MoSaT's Magic Slingshot&amp;lt;br&amp;gt;&lt;br /&gt;
:EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example three EQVARs are used for an intelligent items mental attributes. It is coded in such a way as to allow such a weapon to be created in the customizer or coded in a dataset like the example slingshot.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Meeting_Time&amp;diff=2683</id>
		<title>Meeting Time</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Meeting_Time&amp;diff=2683"/>
		<updated>2010-11-22T03:43:58Z</updated>

		<summary type="html">&lt;p&gt;Barak: &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;
The [[Board of Directors|BoD]] meetings are on approximately every fortnight (well really monthly, but we do try!), usually at 2AM GMT on a Tuesdays.&lt;br /&gt;
&lt;br /&gt;
=Timezones=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Current Timezone !! Offset from GMT&lt;br /&gt;
|-&lt;br /&gt;
| [[Chris Chandler]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[Tom Parker]] || EDT || -4&lt;br /&gt;
|-&lt;br /&gt;
| [[James Dempsey]] || AEDT || +11&lt;br /&gt;
|-&lt;br /&gt;
| [[Eric C Smith]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[LegacyKing|Andrew Maitland]] || PST/PDT || -8/-7&lt;br /&gt;
|-&lt;br /&gt;
| [[Chuck Pint]] ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Paul W. King]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Nylanfs|Paul Grosse]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[Anestis Kozakis]] || AEST/AEDST || +10/+11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Availability for Eastern (US) Meetings (locked at 12 PM Australian Eastern Time [USA ET slot shits to accommodate])=&lt;br /&gt;
&lt;br /&gt;
*This is currently UTC 1 AM (next day)&lt;br /&gt;
*This is currently London 1 AM (next day)&lt;br /&gt;
*This is currently 8 PM EST (USA) (same day)&lt;br /&gt;
*This is currently 5 PM PST (USA) (same day)&lt;br /&gt;
*This is currently Noon Canberra (next day)&lt;br /&gt;
*These currency statements are made as of Nov 22, 2010:&lt;br /&gt;
http://www.timeanddate.com/worldclock/fixedtime.html?month=11&amp;amp;day=22&amp;amp;year=2010&amp;amp;hour=12&amp;amp;min=0&amp;amp;sec=0&amp;amp;p1=57&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Vote !! Team !! Name !! Mon !! Tue !! Wed !! Thu !! Fri !! Sat !! Sun&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair || [[Martijn Verburg]] || No || No || No || No || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair 2nd || [[LegacyKing|Andrew Maitland]] || Yes || Mostly || No || Mostly || Mostly || Mostly || With Notice&lt;br /&gt;
|-&lt;br /&gt;
| SB || Admin ||[[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| SB || Arch || [[Tom Parker]] || Yes || Yes || Mostly || No || No || No || With Notice&lt;br /&gt;
|-&lt;br /&gt;
| SB || Code || [[James Dempsey]]^ || Mostly || Mostly || Mostly || Mostly || Yes || Mostly || Mostly&lt;br /&gt;
|-&lt;br /&gt;
| SB || Content || [[Chris Chandler]]^^^ || No || No || No || No || No || Possibly || Yes &lt;br /&gt;
|-&lt;br /&gt;
| SB || PR || [[Eric C Smith]] || Yes || No || Mostly || Yes || No || Mostly || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || OS || [[Chuck Pint]] || No || Yes || Yes || No || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || License || [[User:Nylanfs|Paul Grosse]] (9PM EST+) || Yes || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || PL || [[Paul W. King]] (9PM EST+) || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Web || [[Anestis Kozakis]]^^ || Mostly || Mostly || Mostly || Mostly || No || Mostly || Mostly&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tracker || [[James Dempsey]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Docs || [[Eric C Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Data || [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Advert || TBA&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arch || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^ = (8PM EST to 10PM EST and 4AM EST to 9AM EST)&amp;lt;br&amp;gt;&lt;br /&gt;
^^ = Evenings after 6 pm Mon-Fri, AEST or AEDST&amp;lt;br&amp;gt;&lt;br /&gt;
^^^ = Mornings/Afternoons 7AM EST to 1PM EST&amp;lt;br&amp;gt;&lt;br /&gt;
PST is GMT -8&amp;lt;br&amp;gt;&lt;br /&gt;
MST is GMT -7&amp;lt;br&amp;gt;&lt;br /&gt;
EST is GMT -5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Availability for Australia East Meetings (locked at 10 PM Australian Eastern Time)=&lt;br /&gt;
&lt;br /&gt;
*This is currently UTC 11 AM (same day)&lt;br /&gt;
*This is currently London 11 AM (same day)&lt;br /&gt;
*This is currently 6 AM EST (USA) (same day)&lt;br /&gt;
*This is currently 3 AM PST (USA) (same day)&lt;br /&gt;
*These currency statements are made as of Nov 22, 2010:&lt;br /&gt;
http://www.timeanddate.com/worldclock/fixedtime.html?month=11&amp;amp;day=22&amp;amp;year=2010&amp;amp;hour=22&amp;amp;min=0&amp;amp;sec=0&amp;amp;p1=57&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Vote !! Team !! Name !! Mon !! Tue !! Wed !! Thu !! Fri !! Sat !! Sun&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair || [[Martijn Verburg]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair 2nd || [[LegacyKing|Andrew Maitland]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| SB || Admin ||[[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| SB || Arch || [[Tom Parker]] || With Notice || Sometimes || Sometimes || Mostly || Mostly || No || No &lt;br /&gt;
|-&lt;br /&gt;
| SB || Code || [[James Dempsey]]^ || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| SB || Content || [[Chris Chandler]] || Yes || Yes || Yes || Yes || Yes || No || No &lt;br /&gt;
|-&lt;br /&gt;
| SB || PR || [[Eric C Smith]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || OS || [[Chuck Pint]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || License || [[User:Nylanfs|Paul Grosse]] (9PM EST+) || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || PL || [[Paul W. King]] (9PM EST+) || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Web || [[Anestis Kozakis]]^^ || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tracker || [[James Dempsey]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Docs || [[Eric C Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Data || [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Advert || TBA&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arch || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Availability for London Time Meetings (locked at 10 PM London Time)=&lt;br /&gt;
&lt;br /&gt;
*This is currently UTC 10 PM&lt;br /&gt;
*This is currently 2 PM PST (USA) (same day)&lt;br /&gt;
*This is currently 5 PM EST (USA) (same day)&lt;br /&gt;
*This is currently 9 AM the following day, Canberra&lt;br /&gt;
*These currency statements are made as of Nov 22, 2010:&lt;br /&gt;
http://www.timeanddate.com/worldclock/fixedtime.html?month=11&amp;amp;day=22&amp;amp;year=2010&amp;amp;hour=22&amp;amp;min=0&amp;amp;sec=0&amp;amp;p1=136&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Vote !! Team !! Name !! Mon !! Tue !! Wed !! Thu !! Fri !! Sat !! Sun&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair || [[Martijn Verburg]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair 2nd || [[LegacyKing|Andrew Maitland]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| SB || Admin ||[[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| SB || Arch || [[Tom Parker]] || Mostly || Mostly || No || No || Possibly || No || With Notice &lt;br /&gt;
|-&lt;br /&gt;
| SB || Code || [[James Dempsey]]^ || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| SB || Content || [[Chris Chandler]] || No || No || No || No || No || Possibly || Yes &lt;br /&gt;
|-&lt;br /&gt;
| SB || PR || [[Eric C Smith]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || OS || [[Chuck Pint]] || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || License || [[User:Nylanfs|Paul Grosse]] (9PM EST+) || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || PL || [[Paul W. King]] (9PM EST+) || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Web || [[Anestis Kozakis]]^^ || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tracker || [[James Dempsey]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Docs || [[Eric C Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Data || [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Advert || TBA&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arch || TBA&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Chris_Chandler&amp;diff=2678</id>
		<title>Chris Chandler</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Chris_Chandler&amp;diff=2678"/>
		<updated>2010-11-12T17:25:18Z</updated>

		<summary type="html">&lt;p&gt;Barak: &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;
Chris Chandler, aka Barak, has been a member of the PCGen team since 2001.&lt;br /&gt;
&lt;br /&gt;
Chris started by working on the output sheets and became the OS SilverBack.  During that time he worked with the code and data teams to create the new (now old and familiar) &amp;quot;Weapon Block&amp;quot; that displays all of the various ways you may use a weapon to attack and all the proper attack numbers for doing so, saving an immense amount of space on the output sheets.  He also began dabbling in dataset creation through this period.&lt;br /&gt;
&lt;br /&gt;
When CMP was incorporated Chris began working for them on a contractor basis doing output sheets and data sets.  Chris eventually became their content manager, first for the PCGen side and later responsibility for the eTools data portion of their business was added.  During this period his time was at such a premium he stepped down as the OS SilverBack, feeling that he could not contribute enough time to do the position the justice it deserved.  Unfortunately WotC declined to renew the CMP license eventually (to clear the path for 4e apparently) so that era ended at the end of 2006.&lt;br /&gt;
&lt;br /&gt;
Since that time Chris has served as CMP Liason to the PCGen Board of Directors and assisted the data team with the design of new functionality for PCGen.&lt;br /&gt;
&lt;br /&gt;
In July of 2010 Chris accepted the position of Content Silverback for the PCGen Project and now leads the Data, Output and Documentation teams.&lt;br /&gt;
&lt;br /&gt;
=Teams=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Team || Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] || [[Explanation_of_Teams#Silverback|Silverback]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Output Sheets]] || [[Explanation_of_Teams#Chimp|Chimp]]&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;
&lt;br /&gt;
=Contact Details=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Timezone || GMT -5 (US EST)&lt;br /&gt;
|-&lt;br /&gt;
| Email || barak@hughes.net&lt;br /&gt;
|-&lt;br /&gt;
| Yahoo Chat ID || Barak20021&lt;br /&gt;
|-&lt;br /&gt;
| SF ID || BarakO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Tasks=&lt;br /&gt;
* Help with development specifications to enhance PCGen.&lt;br /&gt;
* Helping users with data/output questions&lt;br /&gt;
&lt;br /&gt;
=Previous Duties=&lt;br /&gt;
&lt;br /&gt;
* CMP Liason&lt;br /&gt;
** Begin the development process for feature requests needed by CMP&lt;br /&gt;
** Report/highlight bugs that are critical to CMP dataset functionality&lt;br /&gt;
** Consult with the PCGen Architecture team to ensure continued CMP dataset functionality&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=LST_Formula_Assistant&amp;diff=2649</id>
		<title>LST Formula Assistant</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=LST_Formula_Assistant&amp;diff=2649"/>
		<updated>2010-10-26T14:59:47Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/LST%20Formula%20Assistant/?view=tar Barak's LST Formula Assistant]  This spreadsheet will help the data monkey dete...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/LST%20Formula%20Assistant/?view=tar Barak's LST Formula Assistant]&lt;br /&gt;
&lt;br /&gt;
This spreadsheet will help the data monkey determine a formula to fit a given progression.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_Team_Tools&amp;diff=2648</id>
		<title>Data Team Tools</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data_Team_Tools&amp;diff=2648"/>
		<updated>2010-10-26T14:43:09Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Experienced Chimps are just like professional workers. They use tools to simplify their work and make things go along smoother. You should make your life easier.  After all, we only have so much free time, might as well spend it wisely. :) &lt;br /&gt;
&lt;br /&gt;
First, tools that will be useful for almost anything you do as a data monkey for PCGen:&lt;br /&gt;
&lt;br /&gt;
* [[Text Editors]]&lt;br /&gt;
* [[PCGen Documentation]]&lt;br /&gt;
* [[PrettyLst]]&lt;br /&gt;
* [[Diff programs]]&lt;br /&gt;
* [[SVN Clients]]&lt;br /&gt;
&lt;br /&gt;
Second is an excel spreadsheet to help you figure out formulas:&lt;br /&gt;
&lt;br /&gt;
* [[LST Formula Assistant]]&lt;br /&gt;
&lt;br /&gt;
Third are some PERL scripts that are useful in updating older datasets:&lt;br /&gt;
&lt;br /&gt;
* [[Barak's conversion script]]&lt;br /&gt;
* [[Monster conversion script]]&lt;br /&gt;
* [[Parsecasterlvl script]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Dataset_Creation/Maintenance&amp;diff=2625</id>
		<title>Dataset Creation/Maintenance</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Dataset_Creation/Maintenance&amp;diff=2625"/>
		<updated>2010-10-22T22:30:07Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Data LST Standards]]&lt;br /&gt;
* [[Suggested Dataset Creation Process]]&lt;br /&gt;
* [[Updating Old Datasets]]&lt;br /&gt;
* [[QA Monkeys and Sets Under Review]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Monster_conversion_script&amp;diff=2610</id>
		<title>Monster conversion script</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Monster_conversion_script&amp;diff=2610"/>
		<updated>2010-10-22T00:02:34Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/monster%20conversion/?view=tar Monster Conversion Script]   '''FUNCTION''':  Update PCGen race files from a single ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/monster%20conversion/?view=tar Monster Conversion Script]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FUNCTION''':  Update PCGen race files from a single race file to a new race file and a kit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INSTALLATION''':&lt;br /&gt;
&lt;br /&gt;
  A) Get Perl if you don't already have it.  Any standard distribution with version 5.8 or later should work&lt;br /&gt;
  B) Put the script in the directory of your choice.&lt;br /&gt;
  C) To run the script all you have to do is type &amp;quot;perl convert_monsters.pl&amp;quot; with the proper parameters to make it work. (However, I would recommend using the batch file as noted below).&lt;br /&gt;
&lt;br /&gt;
'''COMMAND LINE PARAMETERS''':&lt;br /&gt;
   -&amp;lt;filename&amp;gt; --&amp;gt; file name (with path if not in the same directory)&lt;br /&gt;
&lt;br /&gt;
'''USAGE NOTES''':&lt;br /&gt;
&lt;br /&gt;
1)  The script will create two new files for each race file found.  One will be a new race file with the same name as the previous file but with&amp;quot;_new&amp;quot; appended to the end (but before the .lst extension).  This file will have all of the old tags with a PREDEFAULTMONSTER tag attached removed, as well as the other soon to be obsolete default monster tags.  The second file will be a kit file with the same name as the original file (less the _race part) and with _kit appended (again before the .lst extension).  The kit names will be the monster name with &amp;quot; ~ Default&amp;quot; appended to the end.  You may change this by opening the .pl file and editing the text in quotes on line 42.&lt;br /&gt;
&lt;br /&gt;
2) The script will open the .pcc file and comment out the original file name and add entries for the new race file and the new kit file. (Thus, if you have issues, you can easily revert to the old way by commenting out the two new lines and uncommenting the original race line).&lt;br /&gt;
&lt;br /&gt;
3) The enclosed batch file for windows will start in the directory you specify and recursively work it's way through it and all sub-directories, processing any race and .pcc files it finds along the way.  &amp;quot;convert_monsters c:\pcgen&amp;quot; would start processing in the c:\pcgen directory and run through every sub-directory from there.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Parsecasterlvl_script&amp;diff=2608</id>
		<title>Parsecasterlvl script</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Parsecasterlvl_script&amp;diff=2608"/>
		<updated>2010-10-21T23:17:38Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/parsecasterlevel/?view=tar ParseCasterLevel]   ParseCasterLevel.pl is a utility that you can use on PCGen spell LST...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/parsecasterlevel/?view=tar ParseCasterLevel]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ParseCasterLevel.pl is a utility that you can use on PCGen spell LST files (or &lt;br /&gt;
any file with spell descriptions). It converts text of the type &amp;quot;n/level&amp;quot; to &lt;br /&gt;
use &amp;quot;CASTERLEVEL*n&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
After running this utility, you should review the changes since sometimes the&lt;br /&gt;
text is converted incorrectly (like if a unit of value was left out). Also&lt;br /&gt;
look for TODO comments which are added when a change is identified, but it is&lt;br /&gt;
not clear how to properly parse the text.&lt;br /&gt;
&lt;br /&gt;
To use this script, you need to have perl installed (I've only tested with perl&lt;br /&gt;
&amp;quot;v5.8.0 built for cygwin-multi-64int&amp;quot; so no guarantees how it works with other &lt;br /&gt;
builds). From the command-line, you would use the script like so&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;perl ParseCasterLevel.pl &amp;lt;raw_spells.lst &amp;gt;spells.lst&lt;br /&gt;
&lt;br /&gt;
where &amp;quot;raw_spells.lst&amp;quot; is the original spell data set and &amp;quot;spells.lst&amp;quot; is the &lt;br /&gt;
converted data set.&lt;br /&gt;
&lt;br /&gt;
Please send feedback and bug reports to eballot@gmail.com. If you are reporting&lt;br /&gt;
a bug, please include the line (or lines) of text from the input file so that I&lt;br /&gt;
can duplicate the problem.&lt;br /&gt;
&lt;br /&gt;
If you update the ParseCasterLevel.pl, please send me a copy. You can use &lt;br /&gt;
test.bat to validate your changes haven't had side effects. It will run&lt;br /&gt;
ParseCasterLevel.pl on test_in.dat and create test_out.dat. You can then diff&lt;br /&gt;
test_out.dat with test_out_baseline.dat. The two should be the same except for&lt;br /&gt;
any intentional changes you made.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Barak%27s_conversion_script&amp;diff=2607</id>
		<title>Barak's conversion script</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Barak%27s_conversion_script&amp;diff=2607"/>
		<updated>2010-10-21T23:02:13Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/convert%20514/?view=tar Barak's 5.12 -&amp;gt; 5.14 Conversion Script]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barak's conversion script automates much of the process of upgrading data files from 5.12 to 5.14.  However, there are some things that cannot be converted.  The script creates a log file and will note any of these items (and the file and line # within that file) in that log, as well as the recommended action to deal with them.&lt;br /&gt;
&lt;br /&gt;
Below are the docs for the script.&lt;br /&gt;
&lt;br /&gt;
'''FUNCTION''':  Update PCGen data files (.lst) from version 5.12 to 5.14&lt;br /&gt;
&lt;br /&gt;
'''INSTALLATION''':&lt;br /&gt;
   A) Get Perl if you don't already have it... any standard distribution with version 5.8 and over should work.  &lt;br /&gt;
   B) Once Perl is installed on your computer, put the script in the directory of your choice. &lt;br /&gt;
   C) To run the script all you have to do is type &amp;quot;perl convert_514.pl&amp;quot; with the proper parameters to make it work.&lt;br /&gt;
&lt;br /&gt;
'''COMMAND LINE PARAMETERS''':&lt;br /&gt;
   -S --&amp;gt; Create generic shieldprof file (Optional)&lt;br /&gt;
   -I=&amp;quot;&amp;lt;directory&amp;gt;&amp;quot; --&amp;gt; input directory (Required)&lt;br /&gt;
   -O=&amp;quot;&amp;lt;directory&amp;gt;&amp;quot; --&amp;gt; output directory (Required)&lt;br /&gt;
       directory names must be in double quotes if they contains spaces&lt;br /&gt;
&lt;br /&gt;
'''NOTES''':&lt;br /&gt;
&lt;br /&gt;
1) If you specify the same output directory as input directory your files will be overwritten, so make sure to backup your files in another location if you choose to do this. NOTE: This is *NOT* the recommended method&lt;br /&gt;
&lt;br /&gt;
2) The script will remove CHOICE tags that do not have targets that are schools, subschools or descriptors.  It will log these occurrences.&lt;br /&gt;
&lt;br /&gt;
3) Any CHOOSE tag with only one choice (like the old &amp;quot;CHOOSE:+3 HP&amp;quot; for the Toughness feat) will be converted to CHOOSE:NOCHOICE&lt;br /&gt;
&lt;br /&gt;
4) Any CHOOSE tag that does not have a first parameter that matches one of the documented ones will be converted to CHOOSE:STRING (in a non-equipmod file) or CHOOSE:STRING|...|TITLE=yyy in an equipmod file (the title will be the text between the colon and the first pipe)&lt;br /&gt;
&lt;br /&gt;
5) Any tags that need to be manually updated will be passed through as is and noted in the log file (line numbers given reference *input files*)&lt;br /&gt;
&lt;br /&gt;
6) Recommended usage is in two steps:&lt;br /&gt;
&lt;br /&gt;
   A) Point the script at your existing gamemode directory and direct output to the 5.14 gamemode directory&lt;br /&gt;
   B) Point the script at your existing data directory and direct output to the 5.14 data directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TAG CONVERSIONS/ADDITIONS''':&lt;br /&gt;
&lt;br /&gt;
SA -&amp;gt; SAB  (Logs those that need manual conversion - basically SA:.CLEAR)&lt;br /&gt;
&lt;br /&gt;
PROFICIENCY -&amp;gt; PROFICIENCY:&amp;lt;subtoken&amp;gt;|&amp;lt;prof&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AUTO:ARMORPROF|TYPE -&amp;gt; AUTO:ARMORPROF|ARMORTYPE=&lt;br /&gt;
&lt;br /&gt;
AUTO:SHIELDPROF|TYPE -&amp;gt;  AUTO:SHIELDPROF|SHIELDTYPE=&lt;br /&gt;
&lt;br /&gt;
FEATAUTO -&amp;gt; AUTO:FEAT &lt;br /&gt;
&lt;br /&gt;
REPEATLEVEL -&amp;gt; &amp;lt;level #&amp;gt;:REPEATLEVEL&lt;br /&gt;
&lt;br /&gt;
PREDEITY -&amp;gt; PREDEITY:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRETEMPLATE -&amp;gt; PRETEMPLATE:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRERACE:y -&amp;gt; PRERACE:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRELEVEL: -&amp;gt; PRELEVEL:MIN=#&lt;br /&gt;
&lt;br /&gt;
PRELEVELMAX -&amp;gt; PRELEVEL:MAX=#&lt;br /&gt;
&lt;br /&gt;
CONTAINS:-1 -&amp;gt; CONTAINS:UNLIM&lt;br /&gt;
&lt;br /&gt;
MOVECLONE:w,x,y,z -&amp;gt; MOVECLONE:x,y,z (Logs those that need manual conversion)&lt;br /&gt;
&lt;br /&gt;
PRETYPE: -&amp;gt; PRETYPE:x,y,y&lt;br /&gt;
&lt;br /&gt;
ADD:SA -&amp;gt; ADD:SAB&lt;br /&gt;
&lt;br /&gt;
KNOWNSPELLS:.CLEAR&amp;lt;stuff&amp;gt; -&amp;gt; KNOWNSPELLS:.CLEAR|&amp;lt;stuff&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PREHD:#-# -&amp;gt; PREHD:MIN=x,MAX=y&lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:SCHOOL &lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:SUBSCHOOL &lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:DESCRIPTOR&lt;br /&gt;
&lt;br /&gt;
FAVCLASS -&amp;gt; FAVCLASS:&amp;lt;class&amp;gt;.&amp;lt;subclass&amp;gt; &lt;br /&gt;
&lt;br /&gt;
FAVOREDCLASS -&amp;gt; FAVOREDCLASS:&amp;lt;class&amp;gt;.&amp;lt;subclass&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Create Armorprof file from armor.lst files&lt;br /&gt;
&lt;br /&gt;
PRECLASS -&amp;gt; PRECLASS:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREMOVE -&amp;gt; PREMOVE:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREWIELD -&amp;gt; PREWIELD:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREWEAPONPROF -&amp;gt; PREWEAPONPROF:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PRESPELLSCHOOL:Abjuration,1,5 -&amp;gt; PRESPELLSCHOOL:1,Abjuration=5&lt;br /&gt;
&lt;br /&gt;
PRESPELLSCHOOLSUB:Healing,1,5 -&amp;gt; PRESPELLSCHOOLSUB:1,Healing=5&lt;br /&gt;
&lt;br /&gt;
PRESPELLDESCRIPTOR:Evil,1,5 -&amp;gt; PRESPELLDESCRIPTOR:1,Evil=5&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Language(&amp;lt;type&amp;gt;) -&amp;gt; CHOOSE:LANGUAGE|&amp;lt;type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMED|...|# -&amp;gt;  CHOOSE:SKILLSNAMED|...&amp;lt;tab&amp;gt; SELECT:#&lt;br /&gt;
&lt;br /&gt;
SPELLS:&amp;lt;spellbook&amp;gt;|TIMES:-1 to SPELLS:&amp;lt;spellbook&amp;gt;|TIMES:ATWILL&lt;br /&gt;
&lt;br /&gt;
NUMCHOICES=1 not allowed in CHOOSE:SPELLLEVEL&lt;br /&gt;
&lt;br /&gt;
CHOOSE: in EqMod with Title as first argument is deprecated -&amp;gt; CHOOSE:&amp;lt;subtoken&amp;gt;|&amp;lt;args&amp;gt;|TITLE=&amp;lt;title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
REMOVE:FEAT(&amp;lt;feat1&amp;gt;,&amp;lt;feat2&amp;gt;)# -&amp;gt; REMOVE:FEAT|&amp;lt;feat1&amp;gt;,&amp;lt;feat2&amp;gt;|#&lt;br /&gt;
&lt;br /&gt;
CHOOSE:&amp;lt;blah text1&amp;gt;|&amp;lt;blah text2&amp;gt; -&amp;gt; CHOOSE:STRING|&amp;lt;blah text1&amp;gt;|&amp;lt;blah text2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE:CCSKILLLIST|x,x -&amp;gt; CHOOSE:SKILLSNAMED|CROSSCLASS&lt;br /&gt;
&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST|x -&amp;gt; CHOOSE:SKILLSNAMED|CROSSCLASS|EXCLUSIVE&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLIST|x,x -&amp;gt; CHOOSE:SKILLSNAMED|x|x&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLIST|LIST -&amp;gt; CHOOSE:SKILLSNAMED|ALL&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Martial -&amp;gt; CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Martial&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Exotic -&amp;gt; CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Exotic&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SPELLLEVEL arguments may not contain ,&lt;br /&gt;
&lt;br /&gt;
LIST in some CHOOSEs no longer used&lt;br /&gt;
&lt;br /&gt;
ADD:FEAT(blah,blah1)# -&amp;gt; ADD:FEAT|#|blah,blah1&lt;br /&gt;
&lt;br /&gt;
ADD:CLASSSKILLS(blah,blah1)# -&amp;gt; ADD:CLASSSKILLS|#|blah,blah&lt;br /&gt;
&lt;br /&gt;
ADD:SPELLCASTER(blah,blah1)# -&amp;gt; ADD:SPELLCASTER|#|blah,blah &lt;br /&gt;
&lt;br /&gt;
PRESPELLTYPE:Arcane,1,5 -&amp;gt; PRESPELLTYPE:1,Arcane=5&lt;br /&gt;
&lt;br /&gt;
RESIZABLEEQUIPTYPE -&amp;gt; Add default to miscinfo.lst&lt;br /&gt;
&lt;br /&gt;
WEAPONREACH -&amp;gt; Add default to miscinfo.lst&lt;br /&gt;
&lt;br /&gt;
FOLLOWERALIGN -&amp;gt; PREALIGN &lt;br /&gt;
&lt;br /&gt;
PREVIEWDIR:d20/fantasy -&amp;gt; added to miscinfo.lst as a commented out example&lt;br /&gt;
&lt;br /&gt;
PREVIEWSHEET:preview.html -&amp;gt; added to miscinfo.lst as a commented out example&lt;br /&gt;
&lt;br /&gt;
VISION:Low-light,Darkvision -&amp;gt; VISION:Low-light|Darkvision&lt;br /&gt;
&lt;br /&gt;
CLASSES:Sorcerer=1[PRExxx] -&amp;gt; CLASSES:Sorcerer=1&amp;lt;tab&amp;gt;PRExxx&lt;br /&gt;
&lt;br /&gt;
PRESA:Wild Empathy -&amp;gt; PRESAB:Wild Empathy&lt;br /&gt;
&lt;br /&gt;
WT:- -&amp;gt; &amp;lt;tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ADD:Language -&amp;gt; ADD:LANGUAGE&lt;br /&gt;
&lt;br /&gt;
BONUSFEATS:1 -&amp;gt; BONUS:FEAT|POOL|1&lt;br /&gt;
&lt;br /&gt;
PREEQUIP:&amp;lt;equipment&amp;gt; -&amp;gt; PREEQUIP:#,&amp;lt;equipment&amp;gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Barak%27s_conversion_script&amp;diff=2606</id>
		<title>Barak's conversion script</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Barak%27s_conversion_script&amp;diff=2606"/>
		<updated>2010-10-21T22:59:57Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/convert%20514/?view=tar Barak's 5.12 -&amp;gt; 5.14 Conversion Script]   Barak's conversion script automates much of the p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/convert%20514/?view=tar Barak's 5.12 -&amp;gt; 5.14 Conversion Script]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barak's conversion script automates much of the process of upgrading data files from 5.12 to 5.14.  However, there are some things that cannot be converted.  The script creates a log file and will note any of these items (and the file and line # within that file) in that log, as well as the recommended action to deal with them.&lt;br /&gt;
&lt;br /&gt;
Below are the docs for the script.&lt;br /&gt;
&lt;br /&gt;
'''FUNCTION''':  Update PCGen data files (.lst) from version 5.12 to 5.14&lt;br /&gt;
&lt;br /&gt;
'''INSTALLATION''':&lt;br /&gt;
   A) Get Perl if you don't already have it... any standard distribution with version 5.8 and over should work.  &lt;br /&gt;
   B) Once Perl is installed on your computer, put the script in the directory of your choice. &lt;br /&gt;
   C) To run the script all you have to do is type &amp;quot;perl convert_514.pl&amp;quot; with the proper parameters to make it work.&lt;br /&gt;
&lt;br /&gt;
'''COMMAND LINE PARAMETERS''':&lt;br /&gt;
   -S --&amp;gt; Create generic shieldprof file (Optional)&lt;br /&gt;
   -I=&amp;quot;&amp;lt;directory&amp;gt;&amp;quot; --&amp;gt; input directory (Required)&lt;br /&gt;
   -O=&amp;quot;&amp;lt;directory&amp;gt;&amp;quot; --&amp;gt; output directory (Required)&lt;br /&gt;
       directory names must be in double quotes if they contains spaces&lt;br /&gt;
&lt;br /&gt;
'''NOTES''':&lt;br /&gt;
&lt;br /&gt;
1) If you specify the same output directory as input directory your files will be overwritten, so make sure to backup your files in another location if you choose to do this. NOTE: This is *NOT* the recommended method&lt;br /&gt;
&lt;br /&gt;
2) The script will remove CHOICE tags that do not have targets that are schools, subschools or descriptors.  It will log these occurrences.&lt;br /&gt;
&lt;br /&gt;
3) Any CHOOSE tag with only one choice (like the old &amp;quot;CHOOSE:+3 HP&amp;quot; for the Toughness feat) will be converted to CHOOSE:NOCHOICE&lt;br /&gt;
&lt;br /&gt;
4) Any CHOOSE tag that does not have a first parameter that matches one of the documented ones will be converted to CHOOSE:STRING (in a non-equipmod file) or CHOOSE:STRING|...|TITLE=yyy in an equipmod file (the title will be the text between the colon and the first pipe)&lt;br /&gt;
&lt;br /&gt;
5) Any tags that need to be manually updated will be passed through as is and noted in the log file (line numbers given reference *input files*)&lt;br /&gt;
&lt;br /&gt;
6) Recommended usage is in two steps:&lt;br /&gt;
&lt;br /&gt;
	A) Point the script at your existing gamemode directory and direct output to the 5.14 gamemode directory&lt;br /&gt;
	B) Point the script at your existing data directory and direct output to the 5.14 data directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TAG CONVERSIONS/ADDITIONS''':&lt;br /&gt;
&lt;br /&gt;
SA -&amp;gt; SAB  (Logs those that need manual conversion - basically SA:.CLEAR)&lt;br /&gt;
&lt;br /&gt;
PROFICIENCY -&amp;gt; PROFICIENCY:&amp;lt;subtoken&amp;gt;|&amp;lt;prof&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AUTO:ARMORPROF|TYPE -&amp;gt; AUTO:ARMORPROF|ARMORTYPE=&lt;br /&gt;
&lt;br /&gt;
AUTO:SHIELDPROF|TYPE -&amp;gt;  AUTO:SHIELDPROF|SHIELDTYPE=&lt;br /&gt;
&lt;br /&gt;
FEATAUTO -&amp;gt; AUTO:FEAT &lt;br /&gt;
&lt;br /&gt;
REPEATLEVEL -&amp;gt; &amp;lt;level #&amp;gt;:REPEATLEVEL&lt;br /&gt;
&lt;br /&gt;
PREDEITY -&amp;gt; PREDEITY:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRETEMPLATE -&amp;gt; PRETEMPLATE:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRERACE:y -&amp;gt; PRERACE:x,y,y&lt;br /&gt;
&lt;br /&gt;
PRELEVEL: -&amp;gt; PRELEVEL:MIN=#&lt;br /&gt;
&lt;br /&gt;
PRELEVELMAX -&amp;gt; PRELEVEL:MAX=#&lt;br /&gt;
&lt;br /&gt;
CONTAINS:-1 -&amp;gt; CONTAINS:UNLIM&lt;br /&gt;
&lt;br /&gt;
MOVECLONE:w,x,y,z -&amp;gt; MOVECLONE:x,y,z (Logs those that need manual conversion)&lt;br /&gt;
&lt;br /&gt;
PRETYPE: -&amp;gt; PRETYPE:x,y,y&lt;br /&gt;
&lt;br /&gt;
ADD:SA -&amp;gt; ADD:SAB&lt;br /&gt;
&lt;br /&gt;
KNOWNSPELLS:.CLEAR&amp;lt;stuff&amp;gt; -&amp;gt; KNOWNSPELLS:.CLEAR|&amp;lt;stuff&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PREHD:#-# -&amp;gt; PREHD:MIN=x,MAX=y&lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:SCHOOL &lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:SUBSCHOOL &lt;br /&gt;
&lt;br /&gt;
CHOICE -&amp;gt; CHOICE:DESCRIPTOR&lt;br /&gt;
&lt;br /&gt;
FAVCLASS -&amp;gt; FAVCLASS:&amp;lt;class&amp;gt;.&amp;lt;subclass&amp;gt; &lt;br /&gt;
&lt;br /&gt;
FAVOREDCLASS -&amp;gt; FAVOREDCLASS:&amp;lt;class&amp;gt;.&amp;lt;subclass&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Create Armorprof file from armor.lst files&lt;br /&gt;
&lt;br /&gt;
PRECLASS -&amp;gt; PRECLASS:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREMOVE -&amp;gt; PREMOVE:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREWIELD -&amp;gt; PREWIELD:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PREWEAPONPROF -&amp;gt; PREWEAPONPROF:#,y,y conversion&lt;br /&gt;
&lt;br /&gt;
PRESPELLSCHOOL:Abjuration,1,5 -&amp;gt; PRESPELLSCHOOL:1,Abjuration=5&lt;br /&gt;
&lt;br /&gt;
PRESPELLSCHOOLSUB:Healing,1,5 -&amp;gt; PRESPELLSCHOOLSUB:1,Healing=5&lt;br /&gt;
&lt;br /&gt;
PRESPELLDESCRIPTOR:Evil,1,5 -&amp;gt; PRESPELLDESCRIPTOR:1,Evil=5&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Language(&amp;lt;type&amp;gt;) -&amp;gt; CHOOSE:LANGUAGE|&amp;lt;type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLSNAMED|...|# -&amp;gt;  CHOOSE:SKILLSNAMED|...&amp;lt;tab&amp;gt; SELECT:#&lt;br /&gt;
&lt;br /&gt;
SPELLS:&amp;lt;spellbook&amp;gt;|TIMES:-1 to SPELLS:&amp;lt;spellbook&amp;gt;|TIMES:ATWILL&lt;br /&gt;
&lt;br /&gt;
NUMCHOICES=1 not allowed in CHOOSE:SPELLLEVEL&lt;br /&gt;
&lt;br /&gt;
CHOOSE: in EqMod with Title as first argument is deprecated -&amp;gt; CHOOSE:&amp;lt;subtoken&amp;gt;|&amp;lt;args&amp;gt;|TITLE=&amp;lt;title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
REMOVE:FEAT(&amp;lt;feat1&amp;gt;,&amp;lt;feat2&amp;gt;)# -&amp;gt; REMOVE:FEAT|&amp;lt;feat1&amp;gt;,&amp;lt;feat2&amp;gt;|#&lt;br /&gt;
&lt;br /&gt;
CHOOSE:&amp;lt;blah text1&amp;gt;|&amp;lt;blah text2&amp;gt; -&amp;gt; CHOOSE:STRING|&amp;lt;blah text1&amp;gt;|&amp;lt;blah text2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE:CCSKILLLIST|x,x -&amp;gt; CHOOSE:SKILLSNAMED|CROSSCLASS&lt;br /&gt;
&lt;br /&gt;
CHOOSE:NONCLASSSKILLLIST|x -&amp;gt; CHOOSE:SKILLSNAMED|CROSSCLASS|EXCLUSIVE&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLIST|x,x -&amp;gt; CHOOSE:SKILLSNAMED|x|x&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SKILLIST|LIST -&amp;gt; CHOOSE:SKILLSNAMED|ALL&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Martial -&amp;gt; CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Martial&lt;br /&gt;
&lt;br /&gt;
CHOOSE:Exotic -&amp;gt; CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Exotic&lt;br /&gt;
&lt;br /&gt;
CHOOSE:SPELLLEVEL arguments may not contain ,&lt;br /&gt;
&lt;br /&gt;
LIST in some CHOOSEs no longer used&lt;br /&gt;
&lt;br /&gt;
ADD:FEAT(blah,blah1)# -&amp;gt; ADD:FEAT|#|blah,blah1&lt;br /&gt;
&lt;br /&gt;
ADD:CLASSSKILLS(blah,blah1)# -&amp;gt; ADD:CLASSSKILLS|#|blah,blah&lt;br /&gt;
&lt;br /&gt;
ADD:SPELLCASTER(blah,blah1)# -&amp;gt; ADD:SPELLCASTER|#|blah,blah &lt;br /&gt;
&lt;br /&gt;
PRESPELLTYPE:Arcane,1,5 -&amp;gt; PRESPELLTYPE:1,Arcane=5&lt;br /&gt;
&lt;br /&gt;
RESIZABLEEQUIPTYPE -&amp;gt; Add default to miscinfo.lst&lt;br /&gt;
&lt;br /&gt;
WEAPONREACH -&amp;gt; Add default to miscinfo.lst&lt;br /&gt;
&lt;br /&gt;
FOLLOWERALIGN -&amp;gt; PREALIGN &lt;br /&gt;
&lt;br /&gt;
PREVIEWDIR:d20/fantasy -&amp;gt; added to miscinfo.lst as a commented out example&lt;br /&gt;
&lt;br /&gt;
PREVIEWSHEET:preview.html -&amp;gt; added to miscinfo.lst as a commented out example&lt;br /&gt;
&lt;br /&gt;
VISION:Low-light,Darkvision -&amp;gt; VISION:Low-light|Darkvision&lt;br /&gt;
&lt;br /&gt;
CLASSES:Sorcerer=1[PRExxx] -&amp;gt; CLASSES:Sorcerer=1&amp;lt;tab&amp;gt;PRExxx&lt;br /&gt;
&lt;br /&gt;
PRESA:Wild Empathy -&amp;gt; PRESAB:Wild Empathy&lt;br /&gt;
&lt;br /&gt;
WT:- -&amp;gt; &amp;lt;tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ADD:Language -&amp;gt; ADD:LANGUAGE&lt;br /&gt;
&lt;br /&gt;
BONUSFEATS:1 -&amp;gt; BONUS:FEAT|POOL|1&lt;br /&gt;
&lt;br /&gt;
PREEQUIP:&amp;lt;equipment&amp;gt; -&amp;gt; PREEQUIP:#,&amp;lt;equipment&amp;gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=UltraEdit_Setup&amp;diff=2605</id>
		<title>UltraEdit Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=UltraEdit_Setup&amp;diff=2605"/>
		<updated>2010-10-21T20:54:46Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/UltraEdit/?view=tar PCGen UltraEdit Syntax Highlight File]&lt;br /&gt;
&lt;br /&gt;
Once you have UltraEdit installed, get &amp;quot;PCGen_LST_syntax.uew&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;UltraEdit/wordfiles&amp;quot; directory.&lt;br /&gt;
&lt;br /&gt;
All of our settings will be done from the configuration panel which can be reached uner the &amp;quot;Advanced&amp;quot; menu item.&lt;br /&gt;
&lt;br /&gt;
[[File:UE1.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Editor -&amp;gt; Word Wrap/Tab Set - Set &amp;quot;Tab Stop Value&amp;quot; and &amp;quot;Indent Spaces&amp;quot; to 6&lt;br /&gt;
&lt;br /&gt;
[[File:UE2.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)  File Types - Enter *.pcc, *.lst, *.pcg in the &amp;quot;File Names&amp;quot; section  and enter &amp;quot;PCgen Files&amp;quot; in the &amp;quot;File Descriptions&amp;quot; Section and click &amp;quot;Insert&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:UE3.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)  File Associations - Enter the associations for our favorite three file types:&lt;br /&gt;
        *.pcc PCGen Campaign File&lt;br /&gt;
        *.lst PCGen Data File&lt;br /&gt;
        *.pcg PCGen Character File&lt;br /&gt;
&lt;br /&gt;
[[File:UE4.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4  Editor Display -&amp;gt; Formatting - deselect &amp;quot;Auto Indent New Lines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:UE5.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)  Editor Display -&amp;gt; Syntax Highlighting - &lt;br /&gt;
     a) Put the path to your PCGen.uew file in the &amp;quot;Full Directory path for wordfiles&amp;quot; section (if you change this you need to shut down and restart UltraEdit so it will read the directory) &lt;br /&gt;
     b) Check &amp;quot;Enable Syntax Highlighting&amp;quot; box &lt;br /&gt;
     c) Select &amp;quot;PCGen Data File&amp;quot; from the drop down box (if it's not there, you pointed the program to the wrong directory)&lt;br /&gt;
     d) If you want to use this by default when you create a new file, select &amp;quot;PCGen Data File&amp;quot; from the drop down box under &amp;quot;Highlight New File as&amp;quot;&lt;br /&gt;
     e) Click &amp;quot;Apply&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:UE6.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are many other settings you may change to customize UltraEdit to suit your preferences.  The above steps will get you started and make PCGen data files that you open up look presentable.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_Meeting_Availability&amp;diff=2604</id>
		<title>Data Meeting Availability</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data_Meeting_Availability&amp;diff=2604"/>
		<updated>2010-10-21T20:31:11Z</updated>

		<summary type="html">&lt;p&gt;Barak: &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;
The [[Data|Data Team]] meetings will happen as deemed necessary by the Silverback or the team itself.&lt;br /&gt;
&lt;br /&gt;
=Timezones=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Current Timezone !! Offset from GMT&lt;br /&gt;
|-&lt;br /&gt;
| [[Chris Chandler]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[David R. Bender]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[LegacyKing|Andrew Maitland]] || PST/PDT || -8/-7&lt;br /&gt;
|-&lt;br /&gt;
| [[Stefan Radermacher]] || CET/CEST || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Availability=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Mon !! Tue !! Wed !! Thu !! Fri !! Sat !! Sun&lt;br /&gt;
|-&lt;br /&gt;
| [[Chris Chandler]]^ || Mostly || Mostly || Mostly || Mostly || Mostly || Yes || No &lt;br /&gt;
|-&lt;br /&gt;
| [[David R. Bender]]^^ || No || Yes (except 3rd) || Yes || Yes || Yes || Yes || Yes &lt;br /&gt;
|-&lt;br /&gt;
| [[LegacyKing|Andrew Maitland]] || After 4pm || After 6pm || NO || Yes || Yes || Yes || After 4pm&lt;br /&gt;
|-&lt;br /&gt;
| [[Stefan Radermacher]] || NO || After 6pm || NO || NO || Yes (except  Oct 16) || Yes || After 8pm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^ = Mornings/Afternoon 7AM EST to 1PM EST&amp;lt;br&amp;gt;&lt;br /&gt;
^^ = After 1600 ET&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Meeting_Time&amp;diff=2603</id>
		<title>Meeting Time</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Meeting_Time&amp;diff=2603"/>
		<updated>2010-10-21T20:26:35Z</updated>

		<summary type="html">&lt;p&gt;Barak: &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;
The [[Board of Directors|BoD]] meetings are on approximately every fortnight (well really monthly, but we do try!), usually at 2AM GMT on a Tuesdays.&lt;br /&gt;
&lt;br /&gt;
=Timezones=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Current Timezone !! Offset from GMT&lt;br /&gt;
|-&lt;br /&gt;
| [[Chris Chandler]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[Tom Parker]] || EDT || -4&lt;br /&gt;
|-&lt;br /&gt;
| [[James Dempsey]] || AEDT || +11&lt;br /&gt;
|-&lt;br /&gt;
| [[Eric C Smith]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[LegacyKing|Andrew Maitland]] || PST/PDT || -8/-7&lt;br /&gt;
|-&lt;br /&gt;
| [[Chuck Pint]] ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Paul W. King]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Nylanfs|Paul Grosse]] || EST/EDT || -5/-4&lt;br /&gt;
|-&lt;br /&gt;
| [[Anestis Kozakis]] || AEST/AEDST || +10/+11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Availability=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Vote !! Team !! Name !! Mon !! Tue !! Wed !! Thu !! Fri !! Sat !! Sun&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair || [[Martijn Verburg]] || No || No || No || No || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Chair || Chair 2nd || [[LegacyKing|Andrew Maitland]] || Yes || Mostly || No || Mostly || Mostly || Mostly || With Notice&lt;br /&gt;
|-&lt;br /&gt;
| SB || Admin ||[[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| SB || Arch || [[Tom Parker]] || Yes || No || 9 PM ET+ || Mostly || No || No || With Notice&lt;br /&gt;
|-&lt;br /&gt;
| SB || Code || [[James Dempsey]]^ || Mostly || Mostly || Mostly || Mostly || Yes || Mostly || Mostly&lt;br /&gt;
|-&lt;br /&gt;
| SB || Content || [[Chris Chandler]]^^^ || Mostly || Mostly || Mostly || Mostly || Mostly || Yes || No &lt;br /&gt;
|-&lt;br /&gt;
| SB || PR || [[Eric C Smith]] || Yes || No || Mostly || Yes || No || Mostly || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || OS || [[Chuck Pint]] || No || Yes || Yes || No || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || License || [[User:Nylanfs|Paul Grosse]] (9PM EST+) || Yes || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || PL || [[Paul W. King]] (9PM EST+) || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Web || [[Anestis Kozakis]]^^ || Mostly || Mostly || Mostly || Mostly || No || Mostly || Mostly&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tracker || [[James Dempsey]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Docs || [[Eric C Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Data || [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Advert || TBA&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arch || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^ = (8PM EST to 10PM EST and 4AM EST to 9AM EST)&amp;lt;br&amp;gt;&lt;br /&gt;
^^ = Evenings after 6 pm Mon-Fri, AEST or AEDST&amp;lt;br&amp;gt;&lt;br /&gt;
^^^ = Mornings/Afternoons 7AM EST to 1PM EST&amp;lt;br&amp;gt;&lt;br /&gt;
PST is GMT -8&amp;lt;br&amp;gt;&lt;br /&gt;
MST is GMT -7&amp;lt;br&amp;gt;&lt;br /&gt;
EST is GMT -5&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=UltraEdit_Setup&amp;diff=2600</id>
		<title>UltraEdit Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=UltraEdit_Setup&amp;diff=2600"/>
		<updated>2010-10-21T00:56:45Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/UltraEdit/?view=tar PCGen UltraEdit Syntax Highlight File]  Once you have UltraEdit installed, get ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/UltraEdit/?view=tar PCGen UltraEdit Syntax Highlight File]&lt;br /&gt;
&lt;br /&gt;
Once you have UltraEdit installed, get &amp;quot;PCGen_LST_syntax.uew&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;UltraEdit/wordfiles&amp;quot; directory.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE6.jpg&amp;diff=2599</id>
		<title>File:UE6.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE6.jpg&amp;diff=2599"/>
		<updated>2010-10-21T00:35:27Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 6&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE5.jpg&amp;diff=2598</id>
		<title>File:UE5.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE5.jpg&amp;diff=2598"/>
		<updated>2010-10-21T00:31:09Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 5&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE4.jpg&amp;diff=2597</id>
		<title>File:UE4.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE4.jpg&amp;diff=2597"/>
		<updated>2010-10-21T00:26:19Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 4&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE3.jpg&amp;diff=2596</id>
		<title>File:UE3.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE3.jpg&amp;diff=2596"/>
		<updated>2010-10-20T23:57:03Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 3&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE2.jpg&amp;diff=2595</id>
		<title>File:UE2.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE2.jpg&amp;diff=2595"/>
		<updated>2010-10-20T23:52:11Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 2&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:UE1.jpg&amp;diff=2594</id>
		<title>File:UE1.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:UE1.jpg&amp;diff=2594"/>
		<updated>2010-10-20T23:49:49Z</updated>

		<summary type="html">&lt;p&gt;Barak: UltraEdit Setup 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UltraEdit Setup 1&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2593</id>
		<title>TextPad Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2593"/>
		<updated>2010-10-20T00:52:15Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/Textpad/?view=tar PCGen TextPad Syntax Highlight File]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have TextPad installed, get &amp;quot;PCGen.syn&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;Textpad/system&amp;quot; directory.  After that you need to create a document type for PCGen.&lt;br /&gt;
&lt;br /&gt;
'''1)''' Start TextPad&lt;br /&gt;
&lt;br /&gt;
'''2)''' Configure -&amp;gt; New Document Class&lt;br /&gt;
&lt;br /&gt;
[[File:TP1.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3)''' Enter &amp;quot;PCGen&amp;quot; for the name and click the Next button.&lt;br /&gt;
&lt;br /&gt;
[[File:TP2.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4)''' For the class members prompt, enter &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot;  and &amp;quot;*.pcg&amp;quot; then click the Next button&lt;br /&gt;
&lt;br /&gt;
[[File:TP3.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5)''' Check the &amp;quot;Enable syntax highlighting box&amp;quot; and use the dropdown box to select the PCGen.syn file and then click the Next button&lt;br /&gt;
&lt;br /&gt;
[[File:TP4.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6)''' Click the Finish button&lt;br /&gt;
&lt;br /&gt;
[[File:TP5.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to make some further adjustments for your new document type.&lt;br /&gt;
&lt;br /&gt;
'''1)''' Configure -&amp;gt; Preferences&lt;br /&gt;
&lt;br /&gt;
[[File:TP6.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2)''' Document Classes -&amp;gt; PCGen -&amp;gt; Font: Set the font to a monospace font so everything will line up nicely (I use Courier)&lt;br /&gt;
&lt;br /&gt;
[[File:TP7.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3)''' Tabulation: Set the default tab spacing to 6 spaces and set the Indent size to 6 spaces&lt;br /&gt;
&lt;br /&gt;
[[File:TP12.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After this you need to make some further adjustments to the general settings of TextPad&lt;br /&gt;
&lt;br /&gt;
'''1)''' View - Make sure the following are checked:&lt;br /&gt;
   A)  Highlight the line containing the cursor (*extremely* helpful)&lt;br /&gt;
   B)  Horizontal scroll bar&lt;br /&gt;
   C)  Line numbers (makes talking to each other about where to find stuff easier)&lt;br /&gt;
   D)  Vertical scroll bar&lt;br /&gt;
   E)  Visible white space:Paragraphs, Spaces, Tabs&lt;br /&gt;
&lt;br /&gt;
[[File:TP8.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2)''' Associated Files - add &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; and &amp;quot;*.pcg&amp;quot; so that Explorer will automatically start Textpad when you double click those file types.&lt;br /&gt;
&lt;br /&gt;
[[File:TP9.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3)''' File Name Filters&lt;br /&gt;
   A)  Click the New button&lt;br /&gt;
   B)  Enter a name/description (&amp;quot;PCGen&amp;quot; works well here)&lt;br /&gt;
   C)  Enter our three favorite wildcards &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; and &amp;quot;*.pcg&amp;quot; separated by commas&lt;br /&gt;
   D)  Click Apply&lt;br /&gt;
&lt;br /&gt;
[[File:TP10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4)''' Set your preferred font colors/backgrounds for each keyword and visible spaces.  I recommend something bright and garish for the Keyword 6 as that is what is being used for deprecated tags.&lt;br /&gt;
&lt;br /&gt;
[[File:TP11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, that's pretty much it for getting TextPad set up.  A final thought... you'll also want to turn *off* word wrapping as the .lst file lines can get really long and trying to determine three line down if you've actually started a new line or not the with word-wrapping turned on is a quick route to insanity...&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP12.jpg&amp;diff=2592</id>
		<title>File:TP12.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP12.jpg&amp;diff=2592"/>
		<updated>2010-10-20T00:41:45Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP11.jpg&amp;diff=2591</id>
		<title>File:TP11.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP11.jpg&amp;diff=2591"/>
		<updated>2010-10-20T00:25:35Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP10.jpg&amp;diff=2590</id>
		<title>File:TP10.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP10.jpg&amp;diff=2590"/>
		<updated>2010-10-20T00:23:09Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP9.jpg&amp;diff=2589</id>
		<title>File:TP9.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP9.jpg&amp;diff=2589"/>
		<updated>2010-10-20T00:21:28Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP8.jpg&amp;diff=2588</id>
		<title>File:TP8.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP8.jpg&amp;diff=2588"/>
		<updated>2010-10-20T00:13:41Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP7.jpg&amp;diff=2587</id>
		<title>File:TP7.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP7.jpg&amp;diff=2587"/>
		<updated>2010-10-20T00:09:55Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP6.jpg&amp;diff=2586</id>
		<title>File:TP6.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP6.jpg&amp;diff=2586"/>
		<updated>2010-10-20T00:07:23Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP5.jpg&amp;diff=2585</id>
		<title>File:TP5.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP5.jpg&amp;diff=2585"/>
		<updated>2010-10-20T00:05:31Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP4.jpg&amp;diff=2584</id>
		<title>File:TP4.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP4.jpg&amp;diff=2584"/>
		<updated>2010-10-20T00:03:34Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP3.jpg&amp;diff=2583</id>
		<title>File:TP3.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP3.jpg&amp;diff=2583"/>
		<updated>2010-10-20T00:01:00Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP2.jpg&amp;diff=2582</id>
		<title>File:TP2.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP2.jpg&amp;diff=2582"/>
		<updated>2010-10-19T23:59:07Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=File:TP1.jpg&amp;diff=2581</id>
		<title>File:TP1.jpg</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=File:TP1.jpg&amp;diff=2581"/>
		<updated>2010-10-19T23:57:33Z</updated>

		<summary type="html">&lt;p&gt;Barak: Start New Document Class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start New Document Class&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2580</id>
		<title>TextPad Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2580"/>
		<updated>2010-10-17T17:27:25Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/Textpad/?view=tar PCGen TextPad Syntax Highlight File]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have TextPad installed, get &amp;quot;PCGen.syn&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;Textpad/system&amp;quot; directory.  After that you need to create a document type for PCGen.&lt;br /&gt;
&lt;br /&gt;
'''1)''' Start TextPad&lt;br /&gt;
&lt;br /&gt;
'''2)''' Configure -&amp;gt; New Document Class&lt;br /&gt;
&lt;br /&gt;
'''3)''' Enter &amp;quot;PCGen&amp;quot; for the name and click the Next button.&lt;br /&gt;
&lt;br /&gt;
'''4)''' For the class members prompt, enter &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; then click the Next button&lt;br /&gt;
&lt;br /&gt;
'''5)''' Check the &amp;quot;Enable syntax highlighting box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''6)''' Use the dropdown box to select the PCGen.syn file and then click the Next button&lt;br /&gt;
&lt;br /&gt;
'''7)''' Click the Finish button&lt;br /&gt;
&lt;br /&gt;
Now you need to make some further adjustments for your new document type.&lt;br /&gt;
&lt;br /&gt;
'''1)''' Configure -&amp;gt; Preferences -&amp;gt; Document Classes -&amp;gt; PCGen&lt;br /&gt;
&lt;br /&gt;
'''2)''' Font: Set the font to a monospace font so everything will line up nicely (I use Courier)&lt;br /&gt;
&lt;br /&gt;
'''3)''' Tabulation: Set the default tab spacing to 6 spaces and set the Indent size to 6 spaces&lt;br /&gt;
&lt;br /&gt;
After this you need to make some further adjustments to the general settings of TextPad&lt;br /&gt;
&lt;br /&gt;
'''1)''' Configure -&amp;gt; Preferences&lt;br /&gt;
&lt;br /&gt;
'''2)''' View - Make sure the following are checked:&lt;br /&gt;
   A)  Highlight the line containing the cursor (*extremely* helpful)&lt;br /&gt;
   B)  Horizontal scroll bar&lt;br /&gt;
   C)  Line numbers (makes talking to each other about where to find stuff easier)&lt;br /&gt;
   D)  Vertical scroll bar&lt;br /&gt;
   E)  Visible white space:Paragraphs, Spaces, Tabs&lt;br /&gt;
&lt;br /&gt;
'''3)''' Associated Files - add &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; so that Explorer will automatically start Textpad when you&lt;br /&gt;
double click those file types.&lt;br /&gt;
&lt;br /&gt;
'''4)''' File Name Filters&lt;br /&gt;
   A)  Click the New button&lt;br /&gt;
   B)  Enter a name/description (&amp;quot;PCGen&amp;quot; works well here)&lt;br /&gt;
   C)  Enter our two favorite wildcards &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; separated by a comma&lt;br /&gt;
   D)  Click Apply&lt;br /&gt;
&lt;br /&gt;
Ok, that's pretty much it for getting TextPad set up.  You'll also want to turn off word wrapping (the&lt;br /&gt;
.lst file lines can get really long and trying to read the word-wrapped is a quick route to insanity...)&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2579</id>
		<title>TextPad Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2579"/>
		<updated>2010-10-17T17:12:26Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you have TextPad installed, get &amp;quot;PCGen.syn&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;Textpad/system&amp;quot; directory.  After that you need to create a document type for PCGen.&lt;br /&gt;
&lt;br /&gt;
1) Start TextPad&lt;br /&gt;
&lt;br /&gt;
2) Configure -&amp;gt; New Document Class&lt;br /&gt;
&lt;br /&gt;
3) Enter &amp;quot;PCGen&amp;quot; for the name and click the Next button.&lt;br /&gt;
&lt;br /&gt;
4) For the class members prompt, enter &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; then click the Next button&lt;br /&gt;
&lt;br /&gt;
5) Check the &amp;quot;Enable syntax highlighting box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6) Use the dropdown box to select the PCGen.syn file and then click the Next button&lt;br /&gt;
&lt;br /&gt;
7) Click the Finish button&lt;br /&gt;
&lt;br /&gt;
Now you need to make some further adjustments for your new document type.&lt;br /&gt;
&lt;br /&gt;
1) Configure -&amp;gt; Preferences -&amp;gt; Document Classes -&amp;gt; PCGen&lt;br /&gt;
2) Font: Set the font to a monospace font so everything will line up nicely (I use Courier)&lt;br /&gt;
3) Tabulation: Set the default tab spacing to 6 spaces and set the Indent size to 6 spaces&lt;br /&gt;
&lt;br /&gt;
After this you need to make some further adjustments to the general settings of TextPad&lt;br /&gt;
&lt;br /&gt;
1) Configure -&amp;gt; Preferences&lt;br /&gt;
&lt;br /&gt;
2) View - Make sure the following are checked:&lt;br /&gt;
   A)  Highlight the line containing the cursor (*extremely* helpful)&lt;br /&gt;
   B)  Horizontal scroll bar&lt;br /&gt;
   C)  Line numbers (makes talking to each other about where to find stuff easier)&lt;br /&gt;
   D)  Vertical scroll bar&lt;br /&gt;
   E)  Visible white space:Paragraphs, Spaces, Tabs&lt;br /&gt;
&lt;br /&gt;
3) Associated Files - add &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; so that Explorer will automatically start Textpad when you&lt;br /&gt;
double click those file types.&lt;br /&gt;
&lt;br /&gt;
4) File Name Filters&lt;br /&gt;
   A)  Click the New button&lt;br /&gt;
   B)  Enter a name/description (&amp;quot;PCGen&amp;quot; works well here)&lt;br /&gt;
   C)  Enter our two favorite wildcards &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; separated by a comma&lt;br /&gt;
   D)  Click Apply&lt;br /&gt;
&lt;br /&gt;
Ok, that's pretty much it for getting TextPad set up.  You'll also want to turn off word wrapping (the&lt;br /&gt;
.lst file lines can get really long and trying to read the word-wrapped is a quick route to insanity...)&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2578</id>
		<title>TextPad Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=TextPad_Setup&amp;diff=2578"/>
		<updated>2010-10-17T10:39:55Z</updated>

		<summary type="html">&lt;p&gt;Barak: Created page with &amp;quot;   Once you have TextPad installed, get &amp;quot;PCGen.syn&amp;quot; (link above) to be copied into the &amp;quot;Textpad/system&amp;quot; directory.  After that you need to create a document type for PCGen.  1) S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have TextPad installed, get &amp;quot;PCGen.syn&amp;quot; (link above) to be copied into&lt;br /&gt;
the &amp;quot;Textpad/system&amp;quot; directory.  After that you need to create a document type for PCGen.&lt;br /&gt;
&lt;br /&gt;
1) Start TextPad&lt;br /&gt;
2) Configure -&amp;gt; New Document Class&lt;br /&gt;
3) Enter &amp;quot;PCGen&amp;quot; for the name and click the Next button.&lt;br /&gt;
4) For the class members prompt, enter &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; then click the Next button&lt;br /&gt;
5) Check the &amp;quot;Enable syntax highlighting box&amp;quot;&lt;br /&gt;
6) Use the dropdown box to select the PCGen.syn file and then click the Next button&lt;br /&gt;
7) Click the Finish button&lt;br /&gt;
&lt;br /&gt;
Now you need to make some further adjustments for your new document type.&lt;br /&gt;
&lt;br /&gt;
1) Configure -&amp;gt; Preferences -&amp;gt; Document Classes -&amp;gt; PCGen&lt;br /&gt;
2) Font: Set the font to a monospace font so everything will line up nicely (I use Courier)&lt;br /&gt;
3) Tabulation: Set the default tab spacing to 6 spaces and set the Indent size to 6 spaces&lt;br /&gt;
&lt;br /&gt;
After this you need to make some further adjustments to the general settings of TextPad&lt;br /&gt;
&lt;br /&gt;
1) Configure -&amp;gt; Preferences&lt;br /&gt;
&lt;br /&gt;
2) View - Make sure the following are checked:&lt;br /&gt;
   A)  Highlight the line containing the cursor (*extremely* helpful)&lt;br /&gt;
   B)  Horizontal scroll bar&lt;br /&gt;
   C)  Line numbers (makes talking to each other about where to find stuff easier)&lt;br /&gt;
   D)  Vertical scroll bar&lt;br /&gt;
   E)  Visible white space:Paragraphs, Spaces, Tabs&lt;br /&gt;
&lt;br /&gt;
3) Associated Files - add &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; so that Explorer will automatically start Textpad when you&lt;br /&gt;
double click those file types.&lt;br /&gt;
&lt;br /&gt;
4) File Name Filters&lt;br /&gt;
   A)  Click the New button&lt;br /&gt;
   B)  Enter a name/description (&amp;quot;PCGen&amp;quot; works well here)&lt;br /&gt;
   C)  Enter our two favorite wildcards &amp;quot;*.lst&amp;quot; and &amp;quot;*.pcc&amp;quot; separated by a comma&lt;br /&gt;
   D)  Click Apply&lt;br /&gt;
&lt;br /&gt;
Ok, that's pretty much it for getting TextPad set up.  You'll also want to turn off word wrapping (the&lt;br /&gt;
.lst file lines can get really long and trying to read the word-wrapped is a quick route to insanity...)&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=EditPlus_Setup&amp;diff=2576</id>
		<title>EditPlus Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=EditPlus_Setup&amp;diff=2576"/>
		<updated>2010-10-17T10:21:06Z</updated>

		<summary type="html">&lt;p&gt;Barak: moved EditPlus to EditPlus Setup: Data Team wiki re-organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.editplus.com Editplus can be downloaded here for a 30 shareware trial]&lt;br /&gt;
&lt;br /&gt;
[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/EditPlus.tar.gz?view=tar Download the Syntax Highlighting File here]&lt;br /&gt;
&lt;br /&gt;
Here are some screenshots&lt;br /&gt;
&lt;br /&gt;
[[File:Editplus_main.jpg|200px|thumb|left|Main Screen -  A full screen view of an open syntax highlighted lst file, a nice shot of side bar items. This is LST coding at it's finest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Editplus_pref_menu.jpg|200px|thumb|left|Main Screen with Menu to Preference - Selecting the menu to open preferences]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Editplus_pref_main.jpg|200px|thumb|left|Preference Screen - You can see the selection of Syntax Highlight file, the setting of PCGen as it's own code type setting pcc, lst and pcg as files to be associated with that setting.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Editplus_pref_tab.jpg|200px|thumb|left|Tab Screen - You'll set the spacing to 6 as is PCGen Standard.]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=EditPlus&amp;diff=2577</id>
		<title>EditPlus</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=EditPlus&amp;diff=2577"/>
		<updated>2010-10-17T10:21:06Z</updated>

		<summary type="html">&lt;p&gt;Barak: moved EditPlus to EditPlus Setup: Data Team wiki re-organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[EditPlus Setup]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Crimson_Editor_Setup&amp;diff=2574</id>
		<title>Crimson Editor Setup</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Crimson_Editor_Setup&amp;diff=2574"/>
		<updated>2010-10-17T10:20:09Z</updated>

		<summary type="html">&lt;p&gt;Barak: moved Crimson Editor/Emerald Editor to Crimson Editor Setup: Data Team wiki re-organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crimson/Emerald Editor is a powerful freeware text editor. However, it takes a little setup to get working properly.&lt;br /&gt;
&lt;br /&gt;
[http://www.emeraldeditor.com/ Emerald Editor Website - note the program is called crimson editor but is maintained by the Emerald Editor Community]&lt;br /&gt;
&lt;br /&gt;
[http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/utilities/editor%20syntax/Crimson.tar.gz?view=tar The files that PCGen has to support this program are here]&lt;br /&gt;
&lt;br /&gt;
Screen Shots:&lt;br /&gt;
&lt;br /&gt;
[[File:Cedit_main.jpg|200px|thumb|left|Main Screen -  A full screen view of an open syntax highlighted lst file, a nice shot of side bar items.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cedit_other.jpg|200px|thumb|left|Another view of the main Screen -  A full screen view of an open menu showing options selected.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cedit_pref.jpg|200px|thumb|left|Preference Screen -  A view of one of the many options.]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Crimson_Editor/Emerald_Editor&amp;diff=2575</id>
		<title>Crimson Editor/Emerald Editor</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Crimson_Editor/Emerald_Editor&amp;diff=2575"/>
		<updated>2010-10-17T10:20:09Z</updated>

		<summary type="html">&lt;p&gt;Barak: moved Crimson Editor/Emerald Editor to Crimson Editor Setup: Data Team wiki re-organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crimson Editor Setup]]&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Text_Editors&amp;diff=2573</id>
		<title>Text Editors</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Text_Editors&amp;diff=2573"/>
		<updated>2010-10-17T10:18:56Z</updated>

		<summary type="html">&lt;p&gt;Barak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most important tool is a good text editor with syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
Some good choices out there that have been used by previous data monkeys:&lt;br /&gt;
&lt;br /&gt;
* '''WINDOWS SYSTEM'''&lt;br /&gt;
** [http://www.emeraldeditor.com/ Crimson Editor]]  (Freeware)&lt;br /&gt;
*** [[Crimson Editor Setup]]&lt;br /&gt;
** [http://www.contexteditor.org/ CONText] (Freeware)&lt;br /&gt;
*** [[CONText Setup]]&lt;br /&gt;
** [http://www.pspad.com/ PSPad] (Freeware)&lt;br /&gt;
*** [[PSPad Setup]]&lt;br /&gt;
** [http://www.editplus.com Editplus] (Shareware for 30 days I believe)&lt;br /&gt;
*** [[EditPlus Setup]]&lt;br /&gt;
** [http://textpad.com/ Textpad] (Shareware)&lt;br /&gt;
*** [[TextPad Setup]]&lt;br /&gt;
** [http://www.ultraedit.com/ UltraEdit] (Shareware)&lt;br /&gt;
*** [[UltraEdit Setup]]&lt;br /&gt;
** [http://sourceforge.net/projects/notepad-plus/ Notepad++] (no Syntax Highlighter available, but free)&lt;br /&gt;
&lt;br /&gt;
* '''MAC SYSTEMS'''&lt;br /&gt;
** [http://www.barebones.com/products/bbedit/ BBEdit] (Shareware)&lt;br /&gt;
*** [[BBEdit Setup]]&lt;br /&gt;
&lt;br /&gt;
* '''JAVA Supported Systems'''&lt;br /&gt;
** [http://www.jedit.org/ jEDit]&lt;br /&gt;
*** [[jEdit Setup]]&lt;br /&gt;
&lt;br /&gt;
* '''OTHER SYSTEMS'''&lt;br /&gt;
** [http://www.vim.org/ vim] This is a VIM Clone Site; vim is distributed with Linux-based systems&lt;br /&gt;
*** [[vim Setup]]&lt;br /&gt;
** [http://kate-editor.org/ Kate] Linux KDE distributions&lt;br /&gt;
*** [[Kate Setup]]&lt;br /&gt;
&lt;br /&gt;
Most of these have PCGen specific syntax highlight files (Links to them are on the setup page for each editor). There are other good text editors, but you would need to create your own syntax highlight file for them.&lt;/div&gt;</summary>
		<author><name>Barak</name></author>
		
	</entry>
</feed>