<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://159.203.101.162/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eddyanthony</id>
	<title>PCGen Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://159.203.101.162/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eddyanthony"/>
	<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php/Special:Contributions/Eddyanthony"/>
	<updated>2026-05-13T15:02:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Tracker_Priorities&amp;diff=1289</id>
		<title>Tracker Priorities</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Tracker_Priorities&amp;diff=1289"/>
		<updated>2009-02-27T03:57:22Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* Bug Tracker Priorities */&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;
=Code=&lt;br /&gt;
==FREQ Tracker Priorities==&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! align=&amp;quot;left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 9 || Critical for current release (Gates the release)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 8 || Major goal of release - no alternative (Gates the release)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 7 || Major goal of release - workaround available&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 6 || Priority item (e.g. data requirement)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 5 || New Code FREQ. This FREQ is under review or is waiting for assignment. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 4 || Reserved&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 3 || Reserved&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 2 || Unarchitected or gated by development spec&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 1 || Not in the scope of PCGen at this time&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Data Bug and Feature Request Tracker Priorities==&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! align=&amp;quot;left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 9 || Critical for current release (Gates the release)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 8 || Major goal of release - no alternative (Gates the release)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 7 || Needs to be fixed for the next release&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 6 || Request for which no code work is required but is not required for the next release.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 5 || Default - needs triage &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 4 || Request for which there is pending code work (trackered but not yet completed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 3 || Request which need code specs developed (not yet paired with a code tracker)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 2 || Request which require major and/or inlikely code work in order to be developed (Gestalt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 1 || Not in the scope of PCGen at this time&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Data Source Development==&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! align=&amp;quot;left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 9 || Reserved&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 8 || Reserved&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 7 || Ready for review process, slated for next production release. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 6 || Ready for review process. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 5 || New tracker, not yet evaluated. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 4 || On hold due to problems with some aspect of the process. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 3 || Not ready for review, incomplete or in progress. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 2 || Reserved &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 1 || Reserved&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Development Spec Tracker Priorities =&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! align=&amp;quot;left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 9 || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 7 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 6 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 5 || New Dev Spec. This Dev Dpec is under review or is waiting for assignment. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 3 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 2 ||  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 1 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Use of the Dev Spec Trackers ==&lt;br /&gt;
&lt;br /&gt;
* When a Code FREQ tracker is created, its priority will be set to '''5''', as the default, and will be placed in the 'Unscheduled' category unless otherwise directed by the Code SB or 2nd.&lt;br /&gt;
* As the Code Team evaluates the Code FREQs, the priority for the trackers for those FREQs that require token definition will be set to '''2'''.&lt;br /&gt;
* When a Priority 2 FREQ is moved from 'Unscheduled' to a specific release, a Dev Spec tracker needs to be created.&lt;br /&gt;
* The Dev Spec should point to a specification to be hosted on the PCGen Wiki. &lt;br /&gt;
** If a specification already exists and is pointed to by the code FREQ, then that page should be used. &lt;br /&gt;
* The Code FREQ and Dev Spec trackers should cross-reference each other.&lt;br /&gt;
* The code FREQ tracker should also have the target priority for release placed into the comments.&lt;br /&gt;
* The priority of the FREQ should not be set to a value above '''2''' until the Dev Spec is closed by the data team. &lt;br /&gt;
* When the Dev Spec tracker is closed, the Code FREQ should be raised to the target priority shown in the comments&lt;br /&gt;
&lt;br /&gt;
=Doc=&lt;br /&gt;
&lt;br /&gt;
==Bug and FREQ Tracker Priorities==&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! align=&amp;quot;left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 9 || Doc FREQ/Bug is critical for the next release.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 8 || Doc FREQ/Bug is critical for the next stable release. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 7 || Doc FREQ/Bug is highly desirable for the next stable release. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 6 || Documentation FREQ/Bug has been assigned and is being worked. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 5 || New Documentation Feature Request. This Doc FREQ is under review or is waiting for assignment. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 4 || Doc FREQ/Bug requires additional definition. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 3 || Doc FREQ/Bug waiting for code work. Reference code tracker. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 2 || Reserved &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | 1 || Reserved&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1288</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=1288"/>
		<updated>2009-02-24T17:59:57Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* General Variable Naming Standards */&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;
&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;
===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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1287</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=1287"/>
		<updated>2009-02-24T17:57:46Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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;
&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 or variable defined in 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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1286</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=1286"/>
		<updated>2009-02-24T17:57:05Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* General Object Naming Standards */&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;
&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;
===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 or variable defined in 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;
===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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1285</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=1285"/>
		<updated>2009-02-24T17:50:15Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* General Variable Naming Standards */&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;
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;
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;
&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 or variable defined in 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;
===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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1279</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=1279"/>
		<updated>2009-02-12T04:41:18Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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;
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;
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;
&lt;br /&gt;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
There should be only one DEFINE statement per variable.&lt;br /&gt;
&lt;br /&gt;
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded or variable defined in the system files.&lt;br /&gt;
&lt;br /&gt;
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers.&lt;br /&gt;
&lt;br /&gt;
Each word in the variable should be capitalized for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is.&lt;br /&gt;
&lt;br /&gt;
All variables are to be DEFINEd within the parent object where it is first used or encountered.&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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1278</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=1278"/>
		<updated>2009-02-12T04:34:26Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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 (:) and semicolons (;).&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;
&lt;br /&gt;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
There should be only one DEFINE statement per variable.&lt;br /&gt;
&lt;br /&gt;
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded or variable defined in the system files.&lt;br /&gt;
&lt;br /&gt;
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers&lt;br /&gt;
&lt;br /&gt;
Each word in the variable should be capitalized for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is&lt;br /&gt;
&lt;br /&gt;
All variables used in a hidden feat are to be DEFINEd within that hidden feat.&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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1277</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=1277"/>
		<updated>2009-02-12T04:33:26Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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 (), and a slash (/).&lt;br /&gt;
&lt;br /&gt;
Characters which should never be used in object names are Commas (,), Pipes (|), backslashes (\), colons (:) and semicolons (;).&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;
&lt;br /&gt;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
There should be only one DEFINE statement per variable.&lt;br /&gt;
&lt;br /&gt;
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded or variable defined in the system files.&lt;br /&gt;
&lt;br /&gt;
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers&lt;br /&gt;
&lt;br /&gt;
Each word in the variable should be capitalized for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is&lt;br /&gt;
&lt;br /&gt;
All variables used in a hidden feat are to be DEFINEd within that hidden feat.&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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1276</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=1276"/>
		<updated>2009-02-12T04:33:10Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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 (), and a slash (/).&lt;br /&gt;
&lt;br /&gt;
Characters which should never be used in object names are Commas (,), Pipes (|), backslashes (\), colons (:) and semicolons (;).&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;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
There should be only one DEFINE statement per variable.&lt;br /&gt;
&lt;br /&gt;
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded or variable defined in the system files.&lt;br /&gt;
&lt;br /&gt;
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers&lt;br /&gt;
&lt;br /&gt;
Each word in the variable should be capitalized for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is&lt;br /&gt;
&lt;br /&gt;
All variables used in a hidden feat are to be DEFINEd within that hidden feat.&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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=1275</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=1275"/>
		<updated>2009-02-12T04:29:58Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: General Object Naming Standards  These are general rules for the naming of classes, feats, races and other objects.  Characters approved for use in object names are: upper and lower case l...&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 (), and a slash (/).&lt;br /&gt;
&lt;br /&gt;
Characters which should never be used in object names are Commas (,), Pipes (|), backslashes (\), colons (:) and semicolons (;).&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;
General Variable Naming Standards&lt;br /&gt;
&lt;br /&gt;
There should be only one DEFINE statement per variable.&lt;br /&gt;
&lt;br /&gt;
Variables should always be DEFINEd at 0 and then a BONUS:VAR used to set the value.&lt;br /&gt;
&lt;br /&gt;
Variable names in all capitals are reserved for hard coded or variable defined in the system files.&lt;br /&gt;
&lt;br /&gt;
Variables syntax must start with a letter or a _ and must be composed of only letters, _ and numbers&lt;br /&gt;
&lt;br /&gt;
Each word in the variable should be capitalized for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: TurnUndead, SpecialAbility, UncannyDodgeFlankingLevel.&lt;br /&gt;
&lt;br /&gt;
A separate text document should accompany all data sets explaining what variables have been used in the set and what their purpose is&lt;br /&gt;
&lt;br /&gt;
All variables used in a hidden feat are to be DEFINEd within that hidden feat.&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;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data&amp;diff=1274</id>
		<title>Data</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data&amp;diff=1274"/>
		<updated>2009-02-12T04:28:02Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* Resources */&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;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wiki section of the Data team! The data team is a sub team under the umbrella of the [[Content]] team.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
* [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/listfilepages/listfiledatadevelopment.html New Datasource Development] Steps to create a new dataset&lt;br /&gt;
* [[First Steps with Prettylst]] A small guide for the very beginner&lt;br /&gt;
* [[Testing new Data]] Some steps you can follow to test your work&lt;br /&gt;
* [[Board of Directors|BoD]] [[Policies]] which includes a section on permissions&lt;br /&gt;
* [[LST Syntax FREQ]] describing the process a FREQ will run through&lt;br /&gt;
* [[Internationalization]]&lt;br /&gt;
* [[Out of cycle dataset releases]]&lt;br /&gt;
* [[Data LST Standards]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
Members of this team (and areas of specialty/responsibility) are:&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Tir Gwaith]] - 3e, 3.5e, Races, Classes, Prettylst&lt;br /&gt;
* [[Chris Chandler]] - Tag design, consulting (CMP datasets)&lt;br /&gt;
* Paul Grosse&lt;br /&gt;
* [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
* [[Stefan Radermacher]], Pathfinder RPG&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* [[Paul W. King|Paul King]]&lt;br /&gt;
* Phantom of Krankor&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[Shelley Stephen]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
* [[David R. Bender]]&lt;br /&gt;
* Dennis Baker &lt;br /&gt;
* Fluxxdog&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* Phillip Ryan - PrettyLst&lt;br /&gt;
* [[Terry FitzSimons]]&lt;br /&gt;
* [[Tod Milam]]&lt;br /&gt;
&lt;br /&gt;
===Special Titles===&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shelley Stephen]] || 1st flunky in charge of finding weird bugs&lt;br /&gt;
|-&lt;br /&gt;
| [[Tir Gwaith]] || [[Strange Monkey]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Frank Kliewe]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
* Michael Gray (taluroniscandar) - 3e and 3.5e Psionics&lt;br /&gt;
* Aaron Divinsky, Default Monster Kits, [[Internationalization]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* Ratheof Blithwyn&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
* [[Andargor]]&lt;br /&gt;
* David Saulnier&lt;br /&gt;
* Eric Jarman&lt;br /&gt;
* [[Jason Horner]]&lt;br /&gt;
&lt;br /&gt;
===Special Titles===&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
| [[Andargor]] || Amoeba&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PRESPELLTYPE_Syntax&amp;diff=675</id>
		<title>PRESPELLTYPE Syntax</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PRESPELLTYPE_Syntax&amp;diff=675"/>
		<updated>2008-09-04T19:28:21Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: So generally, PROHIBITSPELL today is:  PROHIBITSPELL:PSTYPE.Foo[.Foo2]  Where PSTYPE is ALIGNMENT, SCHOOL, or DESCRIPTOR... I would like to alter PROHIBITSPELL's SYNTAX:  PROHIBITSPELL:PST...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So generally, PROHIBITSPELL today is:&lt;br /&gt;
&lt;br /&gt;
PROHIBITSPELL:PSTYPE.Foo[.Foo2]&lt;br /&gt;
&lt;br /&gt;
Where PSTYPE is ALIGNMENT, SCHOOL, or DESCRIPTOR... I would like to alter PROHIBITSPELL's SYNTAX:&lt;br /&gt;
&lt;br /&gt;
PROHIBITSPELL:PSTYPE|Foo[.Foo2][,Foo3[.Foo4]]&lt;br /&gt;
&lt;br /&gt;
Changes:&lt;br /&gt;
&lt;br /&gt;
1) | serves as a separator for the Prohibited 'type'&lt;br /&gt;
&lt;br /&gt;
2) comma separated lists of dot separated items are allowed (the dots operating as they do today in PROHIBITSPELL as an and, the comma as a or)&lt;br /&gt;
&lt;br /&gt;
Thus, prohibited spells end up as something like:&lt;br /&gt;
&lt;br /&gt;
PROHIBITSPELL:SPELL|Dispel Magic,Fireball&lt;br /&gt;
&lt;br /&gt;
The examples in the docs change to:&lt;br /&gt;
&lt;br /&gt;
PROHIBITSPELL:ALIGNMENT|Evil&amp;lt;br&amp;gt;&lt;br /&gt;
PROHIBITSPELL:ALIGNMENT|Chaotic.Evil&amp;lt;br&amp;gt;&lt;br /&gt;
PROHIBITSPELL:DESCRIPTOR|Fear&amp;lt;br&amp;gt;&lt;br /&gt;
PROHIBITSPELL:SCHOOL|Illusion&lt;br /&gt;
&lt;br /&gt;
I do this so that the PSTYPE lookup can avoid a special exception for ALIGNMENT, SCHOOL, or DESCRIPTOR. This (in the long term, at least) helps the code stay clean.&lt;br /&gt;
&lt;br /&gt;
Consider this 'bad' case that the code would have to resolve if this change is not made:&lt;br /&gt;
&lt;br /&gt;
Spell LST file:&amp;lt;br&amp;gt;&lt;br /&gt;
School Victim&amp;lt;tab&amp;gt;KEY:SCHOOL&lt;br /&gt;
&lt;br /&gt;
Class LST file:&amp;lt;br&amp;gt;&lt;br /&gt;
CLASS:Foo&amp;lt;tab&amp;gt;PROHIBITSPELL:SCHOOL.Invocation&lt;br /&gt;
&lt;br /&gt;
This causes a NASTY lookahead - one has to test Invocation to check if it's a spell school, and then the code has to guess whether (1) Invocation was meant to be a spell and this is a typo or (2) Invocation really is a school and all is OK. If Invocation is actually a Spell, the situation is even worse, because both are valid and the code must then make a priority call. Those are BAD decisions to have to code, especially when a simple change can completely avoid the issue.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=CDOM_-_Token_Application_in_Spells/Skills/Languages&amp;diff=674</id>
		<title>CDOM - Token Application in Spells/Skills/Languages</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=CDOM_-_Token_Application_in_Spells/Skills/Languages&amp;diff=674"/>
		<updated>2008-09-04T19:24:46Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: Given the following in an LST file:&amp;lt;br&amp;gt; ObjectFoo &amp;lt;tab&amp;gt; SA:Do Cool Stuff  Question #1) If ObjectFoo is a Skill, when should the SA be applied to the PC? When the skill rank is &amp;gt;=1? When th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Given the following in an LST file:&amp;lt;br&amp;gt;&lt;br /&gt;
ObjectFoo &amp;lt;tab&amp;gt; SA:Do Cool Stuff&lt;br /&gt;
&lt;br /&gt;
Question #1) If ObjectFoo is a Skill, when should the SA be applied to the PC? When the skill rank is &amp;gt;=1? When the modified rank (for attributes, et al) is &amp;gt;=1? When the character can perform the skill (meaning always if the skill has USEUNTRAINED:YES)? Never (because PCGen should barf on the SA: entry and claim it's not valid in Skill files)? Please note this is a much larger issue than just the SA token - just about every global token's behavior is undefined in Skills&lt;br /&gt;
&lt;br /&gt;
Question #2) If ObjectFoo is a Spell, when should the SA be applied to the PC? When the spell is available as a spell to that character class/level? When the spell is known to that character class/level? When the spell is memorized by that particular PC (if MEMORIZE:YES? What about MEMORIZE:NO?)? When the spell is actually applied to a PC? Never (because PCGen should barf on the SA: entry and claim it's not valid in Spell files without PREAPPLY:PC)? Again, please note this is a much larger issue than just the SA token.&lt;br /&gt;
&lt;br /&gt;
Question #3) If ObjectFoo is a Language, when should the SA be applied to the PC? When the language is available as a language to that character class/level? When the language is known to that character? When the language is actually being used by the PC (requires it to be applied)? Never (because PCGen should barf on the SA: entry and claim it's not valid in Language files without PREAPPLY:PC)? Again, please note this is a much larger issue than just the SA token.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
----&lt;br /&gt;
IMO, it should be when can perform the skill. If you can do something because of a skill, it helps to know what you can do. However, if the skill is USEUNTRAINED=NO, then it should only appear when the actual Rank is &amp;gt;= 1.&lt;br /&gt;
&lt;br /&gt;
As an aside to this, I would like to see an addition to the dropdown about what skills to display. There are times when you might want to see a UNTRAINED Skill with modifiers applied to it without seeing any other modified skills (Animals with no ranks in a skill but with a +4 or +8 modifier or whatever to it for example.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=673</id>
		<title>Future Development</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=673"/>
		<updated>2008-09-04T19:22:20Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the request or stated problem. These pages may be moved to The specs page once they are resolved into workable specs.&lt;br /&gt;
&lt;br /&gt;
* [[LIST/CHOICE usage]]&lt;br /&gt;
&lt;br /&gt;
* [[Handling campaign settings]]&lt;br /&gt;
&lt;br /&gt;
* [[PCGen Support for Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
* [[ANY and ALL in Tokens]]&lt;br /&gt;
&lt;br /&gt;
* [[.CLEARALL Syntax]]&lt;br /&gt;
&lt;br /&gt;
* [[Bonus domain spells]]&lt;br /&gt;
&lt;br /&gt;
* [[CDOM - Token Application in Spells/Skills/Languages]]&lt;br /&gt;
&lt;br /&gt;
* [[PRESPELLTYPE Syntax]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Bonus_domain_spells&amp;diff=672</id>
		<title>Bonus domain spells</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Bonus_domain_spells&amp;diff=672"/>
		<updated>2008-09-04T18:58:08Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: The problem: I have a class that grants an additional domain spell at each level the character can cast. I was looking through the docs, and found BONUS:SPELLCAST. However, it looks like i...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The problem: I have a class that grants an additional domain spell at each level the character can cast. I was looking through the docs, and found BONUS:SPELLCAST. However, it looks like its only good for class spells or spell types...not domains.&lt;br /&gt;
&lt;br /&gt;
[http://tech.groups.yahoo.com/group/pcgen_experimental/message/6755 original post]&lt;br /&gt;
----&lt;br /&gt;
One proposed solution:&lt;br /&gt;
&lt;br /&gt;
Tag Name: BONUS:DOMAINSPELLCAST|CLASS=x;LEVEL=y|z&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Text (Class name)&lt;br /&gt;
Variables Used (y): Number (Spell level)&lt;br /&gt;
Variables Used (z): Number (Number of spells)&lt;br /&gt;
&lt;br /&gt;
What it does:&lt;br /&gt;
Adds additional domain spell slots.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
BONUS:DOMAINSPELLCAST|CLASS=Cleric;LEVEL=1|1&lt;br /&gt;
&lt;br /&gt;
You can cast 1 more 1st lvl Cleric domain spell.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is being tabled for now because there are larger problems with Domains which should be addressed first.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=671</id>
		<title>Future Development</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=671"/>
		<updated>2008-09-04T18:52:50Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the request or stated problem. These pages may be moved to The specs page once they are resolved into workable specs.&lt;br /&gt;
&lt;br /&gt;
* [[LIST/CHOICE usage]]&lt;br /&gt;
&lt;br /&gt;
* [[Handling campaign settings]]&lt;br /&gt;
&lt;br /&gt;
* [[PCGen Support for Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
* [[ANY and ALL in Tokens]]&lt;br /&gt;
&lt;br /&gt;
* [[.CLEARALL Syntax]]&lt;br /&gt;
&lt;br /&gt;
* [[Bonus domain spells]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=.CLEARALL_Syntax&amp;diff=644</id>
		<title>.CLEARALL Syntax</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=.CLEARALL_Syntax&amp;diff=644"/>
		<updated>2008-09-03T19:44:56Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: I'd really like a .CLEARALL (to remove everything) instead of .CLEAR in a number of instances...  .CLEAR.&amp;lt;whatever directly after) makes sense as well. What I'd like to steer towards, idea...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd really like a .CLEARALL (to remove everything) instead of .CLEAR in a number of instances...&lt;br /&gt;
&lt;br /&gt;
.CLEAR.&amp;lt;whatever directly after) makes sense as well. What I'd like to steer towards, ideally, is that if a tag has .CLEAR, that is _all_ it does. A second tag (following on the line) can then add in whatever is needed. Would make things much more intuitive, at least to me.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=643</id>
		<title>Future Development</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=643"/>
		<updated>2008-09-03T19:44:01Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the request or stated problem. These pages may be moved to The specs page once they are resolved into workable specs.&lt;br /&gt;
&lt;br /&gt;
* [[LIST/CHOICE usage]]&lt;br /&gt;
&lt;br /&gt;
* [[Handling campaign settings]]&lt;br /&gt;
&lt;br /&gt;
* [[PCGen Support for Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
* [[ANY and ALL in Tokens]]&lt;br /&gt;
&lt;br /&gt;
* [[.CLEARALL Syntax]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=ANY_and_ALL_in_Tokens&amp;diff=633</id>
		<title>ANY and ALL in Tokens</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=ANY_and_ALL_in_Tokens&amp;diff=633"/>
		<updated>2008-09-03T01:42:29Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: So as one of the cleanup items I'd like to do as I'm swapping out token code in 5.15 is to clean up the &amp;quot;ANY&amp;quot;/&amp;quot;ALL&amp;quot; confusion. It would really be nice to be consistent and only use one of ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So as one of the cleanup items I'd like to do as I'm swapping out token code in 5.15 is to clean up the &amp;quot;ANY&amp;quot;/&amp;quot;ALL&amp;quot; confusion. It would really be nice to be consistent and only use one of those items (because it makes unparsing a LOT easier)&lt;br /&gt;
&lt;br /&gt;
The question is: Which should we be using?&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that there are multiple types of tokens:&lt;br /&gt;
&lt;br /&gt;
Primary tokens, e.g. Deity's DOMAINS&lt;br /&gt;
CHOOSE tokens&lt;br /&gt;
PRExxx tokens&lt;br /&gt;
&lt;br /&gt;
It would be really nice to have all of those the same.&lt;br /&gt;
&lt;br /&gt;
TP.&lt;br /&gt;
&lt;br /&gt;
[http://tech.groups.yahoo.com/group/pcgen_experimental/message/10701 Link to the original post]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=632</id>
		<title>Future Development</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=632"/>
		<updated>2008-09-03T01:40:04Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the request or stated problem. These pages may be moved to The specs page once they are resolved into workable specs.&lt;br /&gt;
&lt;br /&gt;
* [[LIST/CHOICE usage]]&lt;br /&gt;
&lt;br /&gt;
* [[Handling campaign settings]]&lt;br /&gt;
&lt;br /&gt;
* [[PCGen Support for Savage Worlds]]&lt;br /&gt;
&lt;br /&gt;
* [[ANY and ALL in Tokens]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PrettyLst&amp;diff=403</id>
		<title>PrettyLst</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PrettyLst&amp;diff=403"/>
		<updated>2008-08-13T19:47:04Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: Next to PCGen the best thing that can happen to your data is prettylst.pl. Not only will it sort the data in a LST file in a way that makes it better readable, but you get an error report ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Next to PCGen the best thing that can happen to your data is prettylst.pl. Not only will it sort the data in a LST file in a way that makes it better readable, but you get an error report that will show you mistakes that you wouldn't catch otherwise. Only a fool would commit a file to CVS without running prettylst over it first. Don't be a fool!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* You can get the latest stable version of prettylst from sourceforge, or if you are lucky, the Space Monkey might supply you with the latest beta. Unpack it wherever you will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Get Perl. It is necessary to run prettylst. You can use Active Perl from http://www.activestate.com/Products/ActivePerl/ or find another distribution at http://www.cpan.org/ports/index.html. Just install Perl and you are ready to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Open a command line (e.g. if you are using WinXP a DOS Window). In that change to the directory where you unpacked prettylst.pl and run it on your data:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Perl prettylst.pl -i=&amp;lt;INPATH&amp;gt; -o=&amp;lt;OUTPATH&amp;gt; -e=&amp;lt;~ERROR_FILE&amp;gt;&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::Example: &amp;lt;tt&amp;gt;Perl prettylst.pl -i=&amp;quot;c:\pcgen\data\d20ogl\SRD&amp;quot; -o=&amp;quot;c:\sort&amp;quot; -e=&amp;quot;c:\sort\Rpt.txt&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The INPATH argument tells prettylst the directory and subdirectories to parse. For example, -i=&amp;quot;c:\pcgen\data\d20ogl\SRD&amp;quot; would cause prettylst to parse the files in folder &amp;quot;c:\pcgen\data\d20ogl\SRD&amp;quot; and its subdirectories. The given directory must be one that contains a usable dataset for prettylst to work. INPATH is a valid path name to an input directory containing lst files in current PCGen format. If this path contains special characters, you may need to enclose it in double quotes. For example, &amp;quot;C:\My Documents\bar&amp;quot;. In addition, the pathname should be valid for the version of Perl that you are using on the platform that you are using. Some perl installations on Windows will expect UNIX paths, such as &amp;quot;/cygdrive/c/My Documents/&amp;quot;. Directory names may be case sensitive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OUTPATH argument tells prettylst the output directory. For example, providing the -o=&amp;quot;c:\sort&amp;quot; would then output files that needed to be sorted in folder &amp;quot;c:\sort&amp;quot;. This needs to point to a pre-existing directory. It will not create the given directory, so if in the example the folder &amp;quot;c:\sort&amp;quot; didn't exist, prettylst would fail. See other comments above under INPATH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ~ERROR_FILE argument provides the name of the file that will contain all error and warning messages generated by the process. For example, -e=&amp;quot;c:\sort\Rpt.txt&amp;quot; would cause a file &amp;quot;Rpt.txt&amp;quot; put in the &amp;quot;c:\sort&amp;quot; folder, that holds all the error and warning messages generated by the process. Please notice that the -e switch is pointing to a file, unlike the -i and -o switches that point to a directory. If you use the name of an existing directory as your ~ERROR_FILE, as you did with INPATH and OUTPATH, this will prevent the file to be created and prettylst will not finish its run. The filename must not be a directory name or the name of an existing file that you do not have write permissions for. If the filename includes a directory name, the directory must exist and you must have write permissions to that directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* To get a more comprehensive information on prettylst, you can type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;tt&amp;gt;Perl prettylst.pl -htmlhelp&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That will generate and display a HTML file that holds all the necessary information you need.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Testing_new_Data&amp;diff=402</id>
		<title>Testing new Data</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Testing_new_Data&amp;diff=402"/>
		<updated>2008-08-13T19:44:12Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: When you have finished your work and often also while working on your dataset, you will want to test your data. Here are some steps that you can follow to do this:  :* Run prettylst.pl on ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you have finished your work and often also while working on your dataset, you will want to test your data. Here are some steps that you can follow to do this:&lt;br /&gt;
&lt;br /&gt;
:* Run prettylst.pl on your files. I know this has been said before, but it can't be said often enough. Don't forget to generate the &amp;lt;~ERROR_FILE&amp;gt; and check its content. The generated messages are invaluable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Eyeball your data. There are still so many errors that cannot be caught by software, e.g. typos in output text fields like DESC or SPROP, tags that are spelled correct but do not belong there, or errors in JEP formulas, to name just a few. I know that 'Eyeballing the data' is very difficult for newbies, and seems very daunting to try to catch everything that way. Don't look at it that way - you won't catch _everything_ on any single pass over the data- and you shouldn't try to... For someone like a Chimp eyeballing is much more useful, based on his cumulative experience in the area of how proper entry should look. However, after running prettylst, a go over with the file - even by an newbie - by eye, esp. after going through the error report, will quickly teach one a lot about the LST and how it all goes together. -- Tir Gwaith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Glancing at your new file, and then glancing at a similar file from a CORE source (such as looking at a ranged weapon file in the Core when you are doing a new ranged weapon file) and comparing the two files can quickly show you potentially missing tags, badly formed syntax tags, etc. (Like what all to put in a TYPE tag for weapons) -- Tir Gwaith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Start PCGen. Select Debug &amp;gt; Debug Mode and also Debug &amp;gt; Console and click Clear in the console. Now load your data and check whether that caused any error messages to appear in the console window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Run your data in PCGen. Apply your data to a character and see whether it behaves the way you intended it to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Finally a tip: When entering data that is somewhat similar, it will look very tempting to copy and paste a line and then apply the necessary changes. Try to avoid that. Very often the cost of copy and paste is higher than the gain, as leftovers from the copied entry are that kind of errors that are the hardest to catch.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=New_.lst_Tag_process&amp;diff=401</id>
		<title>New .lst Tag process</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=New_.lst_Tag_process&amp;diff=401"/>
		<updated>2008-08-13T19:41:20Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: '''Introduction'''  This process covers the path from a LST Syntax FREQ first being entered, to the Data-approved spec'ed out tracker that is handed of to Code for implementation or the po...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Introduction'''&lt;br /&gt;
&lt;br /&gt;
This process covers the path from a LST Syntax FREQ first being entered, to the Data-approved spec'ed out tracker that is handed of to Code for implementation or the possible rejection of the FREQ. It is going to be effective as of May 1st, 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The organ that is used to spec out and approve new or changed LST syntax is the discussion of the Feature Request on the PCGen_Experimental group on Yahoo Groups. To be able to do this, we need get all relevant FREQs to be posted on this group.&lt;br /&gt;
There are 3 different types of Feature Requests that we have to deal with:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1. User FREQS entered on one of the lists&lt;br /&gt;
&lt;br /&gt;
:2. User FREQS entered as tracker&lt;br /&gt;
&lt;br /&gt;
:3. FREQS entered by a Team Member&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For point 1 the various discussion lists need to be scanned and all relevant FREQS be forwarded to Experimental. Also a reply to the original message is to be given that this FREQ has entered the Feature Request Evaluation Process on PCGen_Experimental. This is the task of the Data Liaison TM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For point 2 the user entered FREQs that were directly entered as a tracker need to be surveyed and posted as a proposal on Experimental. This needs also be replied to in the trackers in point 1. This is also the task of the Data Liaison TM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For point 3 Team members should post their proposals directly at Experimental.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tracker category called &amp;quot;Development Specs&amp;quot; is used to track the advancement of the discussion. When a FREQ enters the process, a tracker in the new category is to be created for it by the Data Liaison TM. The purpose of these trackers is not to discuss the spec itself on them, but to keep track of which discussions are going on, how long they are going on, and finally the decision if a FREQ has been refused or accepted will be noted in them. This will also allow us to see if a refused Freq gets requested again repetitiously. For user entered FREQ trackers, a link to that tracker needs to be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FREQs should then be discussed, any subscriber to PCGen_Experimental may take part in this discussion. At the time when 2 Data Chimps have agreed on a syntax, the proposal will have to rest for 1 week. In that time any Data Chimp can lay in protest against the Freq, which will restart the discussion. The cut-off date for the protest is to be posted in the Development Spec tracker. This should be done by one of the involved Data Chimps. In case the discussion moves into an impasse because of a dispute between the Data Chimps, the Content Silverback will adjudicate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a FREQ has passed this process, it is entered as a Feature Request tracker or the result of the discussion is posted on the existing user entered tracker. This would usually be done by the Data Liaison TM, but if the discussion was long and complicated and spreads its results over multiple posts, one of the involved Data Chimps should take this on. If it was a user FREQ from one of the other lists, there needs to be another reply either stating why the FREQ was refused or pointing to the resulting Feature Request tracker. The Development Specs tracker needs to have the result stated and a link to the Feature Request tracker is to be entered if a new one has come forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To keep an eye on proposed FREQs where the discussion has stalled, the Data Liaison TM will check once a week, whether a discussion hasn't seen a reply within that week. In that case the thread is to be bumped with a [WAKE_UP] tag in the subject line. If that still doesn't lead to a new discussion within 2 or 3 days, then the Content Silverback is to be contacted directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To make the tasks of the Data Liaison TM easier, each FREQ that enters the discussion on Experimental is to be tagged [PROPOSAL]. Also a discussion that has finished should be tagged as [TRACKERED].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course no rule without exception, so there are 2 cases that are exempt from this process:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pre-existing FREQS'''&amp;lt;br&amp;gt;&lt;br /&gt;
Anything that has been trackered as a FREQ before May 1st, 2006 can continue as before. We currently have over 250 Feature Requests, the majority of them concerning LST syntax. If we put them all on hold and tried to run them through this process, the process would break under the burden. If later tracker reviews reveal a FREQ that would benefit from the process, the Content SB may still decide to let that run through it, but doing so is optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RC FREQS'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the need for a special FREQ is encountered while PCGen is in Release Candidate state, or even in a late Beta state, the process may prove too slow for that. The Content Silverback can then decide to let a Feature Request pass without running through the process.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=400</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=400"/>
		<updated>2008-08-13T19:35:58Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* MODIFY FEAT tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
'''DAMAGE:''' standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''DAMAGETYPE:''' Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''ATTACKTYPE:''' Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
&lt;br /&gt;
'''XPCOST:''' number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
::* Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
'''DESC''' should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NEW SPELL OUTPUT TOKENS'''&amp;lt;br&amp;gt;&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&amp;lt;br&amp;gt;&lt;br /&gt;
So the spell list could look like:&amp;lt;br&amp;gt;&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
::* a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
::* a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=399</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=399"/>
		<updated>2008-08-13T19:34:00Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* MODIFY FEAT tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
'''DAMAGE:''' standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''DAMAGETYPE:''' Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''ATTACKTYPE:''' Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
&lt;br /&gt;
'''XPCOST:''' number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
::* Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
DESC should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NEW SPELL OUTPUT TOKENS&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT**&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&lt;br /&gt;
So the spell list could look like:&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
::* a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
::* a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=398</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=398"/>
		<updated>2008-08-13T19:32:51Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* SPELLLIST Object */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
'''DAMAGE:''' standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''DAMAGETYPE:''' Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''ATTACKTYPE:''' Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
&lt;br /&gt;
'''XPCOST:''' number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
::* Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
DESC should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NEW SPELL OUTPUT TOKENS&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT**&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&lt;br /&gt;
So the spell list could look like:&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
ToDo&lt;br /&gt;
&lt;br /&gt;
    * a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=397</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=397"/>
		<updated>2008-08-13T19:31:08Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* NEW TAGS for Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
'''DAMAGE:''' standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''DAMAGETYPE:''' Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''ATTACKTYPE:''' Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
&lt;br /&gt;
'''XPCOST:''' number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
    * Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
DESC should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NEW SPELL OUTPUT TOKENS&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT**&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&lt;br /&gt;
So the spell list could look like:&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
ToDo&lt;br /&gt;
&lt;br /&gt;
    * a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=396</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=396"/>
		<updated>2008-08-13T19:30:29Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* NEW TAGS for Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
'''DAMAGE:''' standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''DAMAGETYPE:''' Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
'''ATTACKTYPE:''' Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
'''&lt;br /&gt;
XPCOST:''' number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
    * Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
DESC should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NEW SPELL OUTPUT TOKENS&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT**&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&lt;br /&gt;
So the spell list could look like:&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
ToDo&lt;br /&gt;
&lt;br /&gt;
    * a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=395</id>
		<title>Spell Improvements</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Spell_Improvements&amp;diff=395"/>
		<updated>2008-08-13T19:29:18Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page:  == Introduction ==   Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the follow...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the existing LST syntax of spell tags has proven to be too limiting for many purposes that have been introduced by game designers in the recent past, the following changes should be taken:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW TAGS for Spells ==&lt;br /&gt;
&lt;br /&gt;
DAMAGE: standard xdx notation can use CASTERLEVEL variable, needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
DAMAGETYPE: Type of damage done e.g. Fire Slashing etc., needs to be insertable into the DESC tag&lt;br /&gt;
&lt;br /&gt;
ATTACKTYPE: Touch, Ranged Touch, Ranged, Melee others?&lt;br /&gt;
&lt;br /&gt;
XPCOST: number of XP that need to be spent for the spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TYPE Modification ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TYPE should be removed from the SPELL LST file. Each assignment of a Spell should provide the type of Spell (Arcane, Divine, Psionic) in the grant of a Spell. In the case of a Class (like a Cleric) the Class may already have a SPELLTYPE Tag that defines the types of Spells granted by the Class. For other Tags (Such as BONUS:SPELLKNOWN) the Spells must either be added to a Class that has a SPELLTYPE or the Type must be defined in the Tag.&lt;br /&gt;
&lt;br /&gt;
I think the SPELLS Tag will require an updated syntax to add a Type?&lt;br /&gt;
&lt;br /&gt;
Does the fact that EQMOD:SPL_CHRG.... not specify a Type matter? (since the args are really only used to calculate the cost)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPELLLIST Object ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tags CLASSES and DOMAIN should no longer be placed into the SPELL PObject, but rather used to associate Spells to a SpellList. They will remain in the Spell LST file. A SpellList will be a new java Class (perhaps a PObject, but no guarantee). Thus, CLASSES:Cleric1 in the Spell LST file will add the Spell to the Cleric SpellList at Spell Level 1.&lt;br /&gt;
&lt;br /&gt;
Also, the SPELLLEVEL Tag will add to a SpellList, not a Class. Therefore, we should probably alter the Syntax, since the current syntax is SPELLLEVEL:CLASS|x|y,y|x|y,y ... and perhaps we want that to be SPELLLEVEL:SPELLLIST|x|y,y|x|y,y or just SPELLLEVEL:x|y,y|x|y,y&lt;br /&gt;
&lt;br /&gt;
The SPELLLEVEL Tag will modify the SpellList... meaning it is possible to have multiple SPELLLEVEL Tags within a given Class. This is expected to increase clarity (vs. having it &amp;quot;set&amp;quot; rather than &amp;quot;add&amp;quot; and only allowing it once - the once limit would also be hard as it can't be a pure reset, as CLASSES and DOMAINS remain in the Spell LST file)&lt;br /&gt;
&lt;br /&gt;
Unclear to me: Will each Class require that the SpellList be added? Meaning, Will the Cleric Class require SPELLLIST:Cleric? If we are redefining how the CLASSES and DOMAINS Tags work in the Spell LST (to build SpellLists) then we need some way to associate those SpellLists to the Classes.&lt;br /&gt;
&lt;br /&gt;
    * Tom's opinion: I don't like magical association because it shares a name or key - that sounds like a recipe for a problem if something gets changed. I would much rather require direct association, even if it is slightly more verbose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: If you want to have a class that used the &amp;quot;Ranger&amp;quot; list but added a few special spells a SPELLLIST:Ranger tag in the casting line for the class and SPELLLEVEL:CLASSRanger tags to add to it for just the new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new File Type SPELLMOD ==&lt;br /&gt;
&lt;br /&gt;
To handle Augmented Powers and similar working spells we create a new LST file type called SPELLMOD, which will be an equivalent for spells to what EQMOD does for equipment. Applying these to the power or spell in question will be handled by the spell customizer, which should be accessible by right clicking a spell/power on the spells tab, much like the equipment customizer on the Equipment tab. Metamagic Feats can be supported by this as well by putting PREFEAT tags into the SPELLMOD, which will make it appear in the customizer only if the character has the feat in question.&lt;br /&gt;
&lt;br /&gt;
This will require new tags to be created:&lt;br /&gt;
In PCC a new tag SPELLMOD: is needed that will add the new file type to the dataset.&lt;br /&gt;
&lt;br /&gt;
In the new SPELLMOD object we are going to need the following tags:&lt;br /&gt;
&amp;lt;name&amp;gt; the name of the spell modifier, used for output and as identifier if no KEY should be present&lt;br /&gt;
&lt;br /&gt;
KEY: used as identifier for the object, as usual&lt;br /&gt;
&lt;br /&gt;
TYPE: still needs discussion. This will depend on what we decide to do with the current TYPE in spells. If we move away from using the spell's type to create spell lists, we might begin utilizing that tag for a similar behaviour as the EQMODs use the equipment's type to assign where they are eligible.&lt;br /&gt;
&lt;br /&gt;
The follwing from the NEW FEAT tags section that was in the previous version of this spec still needs to be ported over:&lt;br /&gt;
&lt;br /&gt;
AUGMENTS:SPELL|COMPONENTV&lt;br /&gt;
this would allow this feat to modify any spell that has a V component (this is currently only an example, it still needs to be looked at which objects of a spell other than components need to be included to make a spell eligible to be modified by a feat)&lt;br /&gt;
*we probably will need to do that with a new PRExxx tag that can be applied to a SPELLMOD&lt;br /&gt;
&lt;br /&gt;
SPELLMOD:COMPS|-V or&lt;br /&gt;
SPELLMOD:DAMAGETYPE|Any|Fire (change the damage type of the spell from any type to fire).&lt;br /&gt;
This tag is meant to allow modifying the non-numeric fields of a spell, the numeric ones are covered by the above Bonus tag&lt;br /&gt;
*this can probably be done by setting up the existing tags from the spell in SPELLMOD now, to allow them modifying the ones in a spell? So with the given example we'd just have COMPS:-V or DAMAGETYPE:Any|Fire.&lt;br /&gt;
&lt;br /&gt;
Question: The NEW BONUS category below was created with the former implementation in mind. Should we move these to tags in the SPELLMOD file, instead of creating bonuses as well?&lt;br /&gt;
&lt;br /&gt;
=NEW BONUS category&lt;br /&gt;
BONUS:SPELL - modifies the properties of the spell it is applied to.&lt;br /&gt;
options: LEVEL, DAMAGE, RANGE, TARGETAREA, DURATION, CASTTIME (by step?), COST, and XPCOST&lt;br /&gt;
&lt;br /&gt;
The LEVEL tag in this bonus would be used to set the effective spell level for dispel etc. as per the Heighten Spell feat.&lt;br /&gt;
&lt;br /&gt;
The DAMAGE tag in this bonus could take the following forms:&lt;br /&gt;
- BONUS:X|X|+/-Xd - Add or subtract a number of dice of the current die type for the field. This would do nothing if the die type is heterogenous.&lt;br /&gt;
- BONUS:X|X|+/-dX - Adds &amp;quot;two sides&amp;quot; to the current die sides used by this dice expression&lt;br /&gt;
- BONUS:X|X|XdX|TYPE&amp;lt;DamageType&amp;gt;.MERGE - Adds specified dice expression to the current dice expresison. If MERGE is specified the dice expressions will try and be combined if not they won't be.&lt;br /&gt;
*Presumably we need a BONUS:X:Y:+/-Z here as well for adding just a few points?&lt;br /&gt;
*Aaron make the point that we probably need damage per die (presumably in addition to the direct point add): BONUS:SPELLDESCRIPTOR.Cold|DAMAGEPERDIE|1&lt;br /&gt;
&lt;br /&gt;
The RANGE tag in this bonus will do nothing if the system can't make the existing field a numeric range (as the Extend Spell feat).&lt;br /&gt;
&lt;br /&gt;
The TARGETAREA, DURATION and CASTTIME tags in this bonus are a little more complicated but as long as we have a format we can parse it and figure it out. We could also allow for parsing clues for those fields to help find the numeric parts. Something like &amp;quot;[20]-ft.-radius burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The COST and XPCOST tags in this bonus should be self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1: Empower Spell&lt;br /&gt;
BONUS:SPELL|DAMAGE|DICE*1.5&lt;br /&gt;
&lt;br /&gt;
Example 2: Heighten Spell&lt;br /&gt;
CHOOSE:SPELLLEVEL|1|%CASTERCLASS|%SPELLLEVEL|MAXLEVEL&lt;br /&gt;
BONUS:SPELL|LEVEL|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Example 3: Widen Spell.MOD&amp;lt;tab&amp;gt;BONUS:SPELL|TARGETAREA|TARGETAREA*2&lt;br /&gt;
As per the description it would double the numeric component of a burst, emanation, line or spread spell.&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
Acid Fog.MOD &amp;lt;tab&amp;gt; DAMAGE:2d6 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&lt;br /&gt;
&lt;br /&gt;
Example 5:&lt;br /&gt;
Acid Splash.MOD &amp;lt;tab&amp;gt; DAMAGE:1d3 &amp;lt;tab&amp;gt; DAMAGETYPE:Acid&amp;lt;tab&amp;gt; ATTACKTYPE:Ranged.Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MODIFY FEAT tags ==&lt;br /&gt;
&lt;br /&gt;
DESC should be able to take output token substitution for any spell tag as well as the CASTERLEVEL variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NEW SPELL OUTPUT TOKENS&lt;br /&gt;
DAMAGE, DAMAGETYPE, ATTACKTYPE, TOHIT**&lt;br /&gt;
&lt;br /&gt;
The output sheet for character spells could have the following after the spell name, |%SPELLATTACK.spell| (|SPELLMEM.TOHIT| some token for ranged or melee touch or not) |%|&lt;br /&gt;
So the spell list could look like:&lt;br /&gt;
2nd (X/day)--ghoul touch (+X melee touch, DC X),scorching ray (+X ranged touch)&lt;br /&gt;
&lt;br /&gt;
ToDo&lt;br /&gt;
&lt;br /&gt;
    * a new Spell Chooser that will be able to deal with these advancements needs to be fleshed out. This needs the capability of bringing up modified spells for selection, but only those that are wanted. Wanted could be none, only those feats a character has, all existing modifications, and partial selections from the last two possibilities (like only metamagic feats, etc.), plus the same for the augmentations in the spells (powers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * a spell customizer that allows building modified spells using those feats and augmentations. This customizer should be accessible from the Equipment Customizer, so equipment can be built that incorporates these modified spells. A second place where the customizer comes into play is the spells tab, where it should allow the user to add modified spells to their prepared spells list / spellbooks.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Development_Specs&amp;diff=394</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=394"/>
		<updated>2008-08-13T19:26:42Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* Specs currently under development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specs currently under development ==&lt;br /&gt;
&lt;br /&gt;
[[Skill Cost and CSKILL Overhaul]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment Variables]]&lt;br /&gt;
&lt;br /&gt;
[[Spell Improvements]]&lt;br /&gt;
&lt;br /&gt;
== Finalized Specs which now have associated code FREQ trackers ==&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder feat progression]]&lt;br /&gt;
&lt;br /&gt;
[[ASPECT tag for Abilities and Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Additional Weapon Damage]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=393</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=393"/>
		<updated>2008-08-13T19:24:09Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &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)&lt;br /&gt;
'''Variables Used (y):''' GLOBAL (Optional, applies to all equipment)&lt;br /&gt;
'''Variables Used (y):''' TYPE.Text (Optional, applies only if the equipment has this TYPE)&lt;br /&gt;
'''Variables Used (y):''' EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&lt;br /&gt;
Variables Used (y): Text (Optional, Equipment item name, applies to a specific item)&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)&lt;br /&gt;
'''Variables Used (x):''' Text (Name of an EQVAR)&lt;br /&gt;
'''Variables Used (y):''' Boolean math operator ( &amp;gt; &amp;lt; equals notequals greaterthanandequals or lessthanandequals)&lt;br /&gt;
'''Variables Used (z):''' Number or formula (EQVAR value)&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>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Handling_campaign_settings&amp;diff=391</id>
		<title>Handling campaign settings</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Handling_campaign_settings&amp;diff=391"/>
		<updated>2008-08-12T19:24:11Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was recently asked about how to configure a campaign setting dataset and I had some idea's on the subject so here they are. There are three separate idea's here, one is trackered already, one relates to data configuration and one is a gameMode tag proposal.&lt;br /&gt;
&lt;br /&gt;
First a little background. Campaign setting can be put into two groups: Add-ons and Alters. An add-on setting uses the core material as is and just provides additional campaign specific material. In PCGen these are handled just like any other supplement, an example of this is the Murchad's Legacy Campaign Setting. The other group of campaign settings alters the core material in specific ways, examples of these are the Midnight setting (which has an alternate magic system) and the Players Guide to Arcanis (which alters many of the base classes). To accomplish these alterations both of these datasets load parts of the core data, leaving out what is not used in the setting or altering it as needed. One of the problems here is that is may not be intuitive to the user that the set should be loaded on it own and should not be loaded with the core data.&lt;br /&gt;
&lt;br /&gt;
On to the first idea:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=1298910&amp;amp;group_id=25576&amp;amp;atid=384722 PRECAMPAIGN tag for .pcc files]&amp;lt;br&amp;gt;&lt;br /&gt;
This would allow datasets to require or prohibit other specific sets from being loaded with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idea 2 provides a way to configure gameModes so that common supplements can be used. The example here is a Campaign setting which is different enough to require it's own gameMode but still has enough in common with the game it's based on to allow the use of other datasets with it. In that case you would want to see the other sets in that gameMode but not the core data since the campaign setting already loads it.&lt;br /&gt;
&lt;br /&gt;
The way to do this is to simply change the GAMEMODE tags in the core datasets to something different and then configure the gameMode to see both.&lt;br /&gt;
&lt;br /&gt;
I'll use Legends of Excalibur as an example (and assume you might want to load other datasets with it). First the RSRD sets would be changed to use GAMEMODE:35e_Core, next 35e miscinfo.lst would be changed to ALLOWEDMODES:35e|35e_Core, next the Legends of Excalibur gameMode would be changed to ALLOWEDMODES:LoE|35e&lt;br /&gt;
&lt;br /&gt;
The result of this is when you are in the 35e gameMode you see everything you see now but when you are in Legends of Excalibur you see that set as well as all the 35e supplements but you don't see the RSRD core sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idea 3 is way way to set specific sources to be in the right pane of the sources tab when you enter that gameMode. Two (optional) tags would be added to the miscinfo.lst file:&lt;br /&gt;
&lt;br /&gt;
DEFAULTCAMPAIGN:x|x - specifies datasets which are recommended in this gameMode, the will appear in the right pane in the sources tab but can be removed by the user if not desired.&lt;br /&gt;
&lt;br /&gt;
REQUIREDCAMPAIGN:x|x - specifies datasets which are required in this game Mode, it will appear in the right pane on the sources tab and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
I'm not sure code-wise if it would be better to set by the name (as set by the CAMPAIGN tag) or by file path, I'd go with which ever the CMs recommend.&lt;br /&gt;
&lt;br /&gt;
This would help with new users as we could set the full RSRD set to default into the load pane making it just a little easier to get rolling. For a campaign setting gameMode you could then set the campaign setting as a required dataset which also lessens what the user needs to figure out.&lt;br /&gt;
&lt;br /&gt;
This idea was proposed on pcgen_experimental [http://tech.groups.yahoo.com/group/pcgen_experimental/message/5413 in this thread].&amp;lt;br&amp;gt;&lt;br /&gt;
Some of these ideas are currently being developed, PRECAMPAIGN has been implemented.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Handling_campaign_settings&amp;diff=390</id>
		<title>Handling campaign settings</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Handling_campaign_settings&amp;diff=390"/>
		<updated>2008-08-12T19:18:24Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: I was recently asked about how to configure a campaign setting dataset and I had some idea's on the subject so here they are. There are three separate idea's here, one is trackered already...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was recently asked about how to configure a campaign setting dataset and I had some idea's on the subject so here they are. There are three separate idea's here, one is trackered already, one relates to data configuration and one is a gameMode tag proposal.&lt;br /&gt;
&lt;br /&gt;
First a little background. Campaign setting can be put into two groups: Add-ons and Alters. An add-on setting uses the core material as is and just provides additional campaign specific material. In PCGen these are handled just like any other supplement, an example of this is the Murchad's Legacy Campaign Setting. The other group of campaign settings alters the core material in specific ways, examples of these are the Midnight setting (which has an alternate magic system) and the Players Guide to Arcanis (which alters many of the base classes). To accomplish these alterations both of these datasets load parts of the core data, leaving out what is not used in the setting or altering it as needed. One of the problems here is that is may not be intuitive to the user that the set should be loaded on it own and should not be loaded with the core data.&lt;br /&gt;
&lt;br /&gt;
On to the first idea:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=1298910&amp;amp;group_id=25576&amp;amp;atid=384722 PRECAMPAIGN tag for .pcc files]&amp;lt;br&amp;gt;&lt;br /&gt;
This would allow datasets to require or prohibit other specific sets from being loaded with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idea 2 provides a way to configure gameModes so that common supplements can be used. The example here is a Campaign setting which is different enough to require it's own gameMode but still has enough in common with the game it's based on to allow the use of other datasets with it. In that case you would want to see the other sets in that gameMode but not the core data since the campaign setting already loads it.&lt;br /&gt;
&lt;br /&gt;
The way to do this is to simply change the GAMEMODE tags in the core datasets to something different and then configure the gameMode to see both.&lt;br /&gt;
&lt;br /&gt;
I'll use Legends of Excalibur as an example (and assume you might want to load other datasets with it). First the RSRD sets would be changed to use GAMEMODE:35e_Core, next 35e miscinfo.lst would be changed to ALLOWEDMODES:35e|35e_Core, next the Legends of Excalibur gameMode would be changed to ALLOWEDMODES:LoE|35e&lt;br /&gt;
&lt;br /&gt;
The result of this is when you are in the 35e gameMode you see everything you see now but when you are in Legends of Excalibur you see that set as well as all the 35e supplements but you don't see the RSRD core sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idea 3 is way way to set specific sources to be in the right pane of the sources tab when you enter that gameMode. Two (optional) tags would be added to the miscinfo.lst file:&lt;br /&gt;
&lt;br /&gt;
DEFAULTCAMPAIGN:x|x - specifies datasets which are recommended in this gameMode, the will appear in the right pane in the sources tab but can be removed by the user if not desired.&lt;br /&gt;
&lt;br /&gt;
REQUIREDCAMPAIGN:x|x - specifies datasets which are required in this game Mode, it will appear in the right pane on the sources tab and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
I'm not sure code-wise if it would be better to set by the name (as set by the CAMPAIGN tag) or by file path, I'd go with which ever the CMs recommend.&lt;br /&gt;
&lt;br /&gt;
This would help with new users as we could set the full RSRD set to default into the load pane making it just a little easier to get rolling. For a campaign setting gameMode you could then set the campaign setting as a required dataset which also lessens what the user needs to figure out.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=LIST/CHOICE_usage&amp;diff=389</id>
		<title>LIST/CHOICE usage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=LIST/CHOICE_usage&amp;diff=389"/>
		<updated>2008-08-12T19:12:16Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: After too many years, we need to work out the issue of LIST, %LIST, CHOICE and %CHOICE.  Why do we need them, Where do we Need them and DO we need them.  A) Can we condense these four into...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After too many years, we need to work out the issue of LIST, %LIST, CHOICE and %CHOICE.&lt;br /&gt;
&lt;br /&gt;
Why do we need them, Where do we Need them and DO we need them.&lt;br /&gt;
&lt;br /&gt;
A) Can we condense these four into two or even one tag?&amp;lt;br&amp;gt;&lt;br /&gt;
B) If we can't condense them down, can we understand the proper usage.&amp;lt;br&amp;gt;&lt;br /&gt;
C) If the code and Docs are contradicting we should hash out in a proper manner HOW we want them to work, Where they work, how they work.&lt;br /&gt;
&lt;br /&gt;
Basically, this should be part of the effort to clean up the Code, Data and Docs and understand in all three areas EXACTLY what is intended, expected and will result in the usage of the tag(s)&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=388</id>
		<title>Future Development</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Future_Development&amp;diff=388"/>
		<updated>2008-08-12T19:11:01Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the reques...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a catchall page listing topics and idea's for the future development of PCGen that have note yet been made into formal requests and have not had specs developed to cover the request or stated problem. These pages may be moved to The specs page once they are resolved into workable specs.&lt;br /&gt;
&lt;br /&gt;
* [[LIST/CHOICE usage]]&lt;br /&gt;
&lt;br /&gt;
* [[Handling campaign settings]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=387</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=387"/>
		<updated>2008-08-12T19:06:07Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* Strategic Development */&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;
Welcome to the PCGen Wiki space, there's plenty of useful information here, we hope you enjoy your visit! The links below should help you dive right on in.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen Goes to Gen Con!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[https://sourceforge.net/forum/forum.php?forum_id=850838 Announcing PCGen's v5.15.0 (Alpha) Release!]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[OGL]] - (aka Open Gaming License)&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Getting Started with the Wiki =&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=376</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=376"/>
		<updated>2008-08-09T20:39:04Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be implemented under the following code FREQ:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=2038175&amp;amp;group_id=25576&amp;amp;atid=384722 Additional Weapon Damage]&lt;br /&gt;
&lt;br /&gt;
Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x|y|y&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&amp;lt;br&amp;gt;&lt;br /&gt;
y = Var or formula, referenced by %1, %2, etc in (x)&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x|y|y&amp;lt;/tt&amp;gt;&lt;br /&gt;
Same syntax as ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
This tag takes PRExxx&amp;lt;br&amp;gt;&lt;br /&gt;
This tag can be used multiple times, and CLEARed in .MODs using .CLEARALL (everything) or .CLEAR.&amp;lt;specific (x) value&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple instances from both Equip and Equipmods are joined together as a comma separated string for output just like multiple instances of SPROP is done. &lt;br /&gt;
&lt;br /&gt;
'''NOTE''': +1d6 Fire +1d6 Cold looks a lot better than +1d6 Fire, +1d6 Cold, and so might want to be rethought.  - Tir&lt;br /&gt;
&lt;br /&gt;
=== .CLEAR / MODs ===&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
=== WEAPON Token ===&lt;br /&gt;
WEAPON.[q.][r.]s.z&amp;lt;br&amp;gt;&lt;br /&gt;
New (z) - ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EQ Token ===&lt;br /&gt;
New Equipment tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
EQ.%.ALTADDITIONALDAMAGE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=375</id>
		<title>ASPECT tag for Abilities and Feats</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=375"/>
		<updated>2008-08-09T20:37:22Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be implemented under the following code FREQ:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://sourceforge.net/tracker/?func=detail&amp;amp;aid=2038169&amp;amp;group_id=25576&amp;amp;atid=384722 ASPECT tag for Abilities and Feats]&lt;br /&gt;
&lt;br /&gt;
This specifically addresses the need to model powers in 4e with ability objects. Powers use a format with a number of structured elements not unlike spells, such as Duration, Range, Attack, Hit, Miss, Sustain, etc.. The problem being that Ability Objects don't have tags to hold these stat values, other than maybe cramming them all in the DESC.&lt;br /&gt;
&lt;br /&gt;
Rather than creating a number of specific tags for this purpose I propose we create one tag that has the versatility to hold all the stats. Basically all these stats need the same thing (hold a text string). This is conceptually similar to the QUALITY tag we made for use in equipment&lt;br /&gt;
&lt;br /&gt;
== LST Token, Ability object ==&lt;br /&gt;
&lt;br /&gt;
Tag Name: ASPECT:x|y|z|z&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Text (Name of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (y): Text (Value of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (z): Number or formula (Optional, values to replace % in y)&lt;br /&gt;
&lt;br /&gt;
What it does:&lt;br /&gt;
&lt;br /&gt;
Determines that the feat or ability has the aspect and sets it's value in that feat or ability. &lt;br /&gt;
&amp;lt;br&amp;gt;Can be used multiple times within an ability but each time it should be a new aspect (name). &lt;br /&gt;
&amp;lt;br&amp;gt;The text in the y variable can use %z for replacing numerical values set by the z variable, %1 is replaced by the first z, %2 is replaced by the second z, etc.. &lt;br /&gt;
&amp;lt;br&amp;gt;The y text can also use other special variables, also usable in the DESC tag:&lt;br /&gt;
&lt;br /&gt;
:%CHOICE - Will replace the first associated choice in the object.&amp;lt;br&amp;gt;&lt;br /&gt;
:%LIST - Will substitute all choices comma separated into that parameter.&amp;lt;br&amp;gt;&lt;br /&gt;
:%NAME - The OUTPUTNAME or name of the object this DESC tag is in.&lt;br /&gt;
&lt;br /&gt;
ASPECT tags can be modified by .MODing the feat or ability and inserting a&lt;br /&gt;
new ASPECT tag, Since each aspect name can hold only one value per ability&lt;br /&gt;
.MODing a new ASPECT tag will overwrite the only value of the aspect by that&lt;br /&gt;
name in the feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Melee weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Strength vs. AC&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And using variable substitution:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Attack Type|Ranged %1|PowerRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Effect|Double damage to %CHOICE creatures&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's how the Lance of Faith cleric power could be modeled:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
:Lance of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:PREVARGTEQ:ClericLevel,1&amp;lt;br&amp;gt;&lt;br /&gt;
:DESC:A brilliant ray of light sears your foe with golden radiance&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithDamageDie|1&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithRange|5&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:VAR|LanceofFaithDamageDie|1|PRELEVEL:MIN=21&amp;lt;br&amp;gt;&lt;br /&gt;
:CATEGORY:Power&amp;lt;br&amp;gt;&lt;br /&gt;
:TYPE:At-Will.Divine.Implement.Radiant&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Ranged %1|LanceofFaithRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Wisdom vs. Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Hit|1%d8 + 2% radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target|LanceofFaithDamageDie|WIS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Output: In the GUI when selecting an ability all the aspects are displayed&lt;br /&gt;
in a string in the information pane. For example, here is how the first 4&lt;br /&gt;
examples above might appear in the info pane:&lt;br /&gt;
&lt;br /&gt;
:Aspects: Action Type: Standard Action, Attack Type: Melee weapon, Target:&lt;br /&gt;
One creature, Attack: Strength vs. AC&lt;br /&gt;
&lt;br /&gt;
On the OS we'll need some new tokens to support this tag. There are a number&lt;br /&gt;
of feat and ability tokens which use the same format but target different&lt;br /&gt;
groups of abilities. This is the list of tokens which will need to be revised:&lt;br /&gt;
&lt;br /&gt;
:ABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYALL&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:FEAT&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATALL&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:VABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:VFEAT&lt;br /&gt;
&lt;br /&gt;
These tokens all have DESC as a variable, the new variables will be used in the same location in the token that DESC is used. Each will have the following additions:&lt;br /&gt;
&lt;br /&gt;
ASPECT - Will output a text string of all the aspects associated with the&lt;br /&gt;
ability in the same format as the GUI uses as described above.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;number&amp;gt; - Will output the name/value of the aspect of that number on&lt;br /&gt;
a 0 based index.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;text&amp;gt; - Will output the value of the named aspect.&lt;br /&gt;
&lt;br /&gt;
ASPECTCOUNT - Outputs the total number of Aspects associated with the ability.&lt;br /&gt;
&lt;br /&gt;
HASASPECT.&amp;lt;text&amp;gt; - Reports a Boolean result on the named aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples using the Lance of Faith example from above:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Action Type: Standard Action, Attack Type: Ranged 5, Target: One&lt;br /&gt;
creature, Attack: Wisdom vs. Reflex, Hit: 2d8 + 4 radiant damage, and one&lt;br /&gt;
ally you can see gains a +2 power bonus to his or her next attack roll&lt;br /&gt;
against the target&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;ActionType: Standard Action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.Attack Type&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Ranged 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECTCOUNT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.HASASPECT.Miss&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;N&amp;quot;&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=374</id>
		<title>Pathfinder feat progression</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Pathfinder_feat_progression&amp;diff=374"/>
		<updated>2008-08-09T20:35:10Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be implemented under the following code FREQ:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=2044260&amp;amp;group_id=25576&amp;amp;atid=384722 2044260 Pathfinder bonus feat progression]&lt;br /&gt;
&lt;br /&gt;
This is a freq/proposal for the implementation of code to support the Pathfinder PRG.&lt;br /&gt;
&lt;br /&gt;
Monsters and characters have different progressions for feats per level. While characters get a feat for each odd character level, feats for racial hit dice are still done as in D&amp;amp;D 3.5, i.e. one at 1 HD, and then one more for each 3 HD.&lt;br /&gt;
&lt;br /&gt;
An example: Consider a 7th level fire giant barbarian. As a fire giant he has 15 racial hit dice. He gets feats at hit dice 1, 3, 6, 9, 12, and 15, just as in D&amp;amp;D 3.5. For his class levels, however, he gets feats at levels 1, 3, 5, and 7 (in D&amp;amp;D he would get two more, at hit dice 18 and 21).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tom's proposal to address this feature:&lt;br /&gt;
&lt;br /&gt;
(1) Deprecate CLASSTYPE: in Misc Info files&lt;br /&gt;
&lt;br /&gt;
(2) Deprecate BONUSFEATLEVELSTARTINTERVAL in Misc Info Files&lt;br /&gt;
&lt;br /&gt;
(3) Add a comma delimited list token MONSTERCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that produce Monsters, replaces ISMONSTER from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(4) Add a comma delimited list token IMMUNETOXPPENALTYCLASSTYPES in Misc Info Files. This is a list of Types (triggers off the TYPE token in a class) that do not get an XP Penalty. This replaces the XPPENALTY from CLASSTYPE&lt;br /&gt;
&lt;br /&gt;
(5) Add a CLASSGROUP: in Misc Info files, which allows additional tokens on that line&lt;br /&gt;
&lt;br /&gt;
(6) Add CR: as an additional token for CLASSGROUP: (replaces CR from CLASSTYPE)&lt;br /&gt;
&lt;br /&gt;
(7) Add BONUSFEATLEVELSTARTINTERVAL as an additional token for CLASSGROUP:) (replaces BONUSFEATLEVELSTARTINTERVAL as a stand-alone token)&lt;br /&gt;
&lt;br /&gt;
(8) Add a CLASSGROUP: token to Class LST files.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
(3,4) can be auto-generated based on the CLASSTYPE lines.&lt;br /&gt;
(5,6,7) can be auto-generated from what remains of CLASSTYPE and the existing BONUSFEATLEVELSTARTINTERVAL&lt;br /&gt;
(8) can be auto-generated from the existing TYPE token based on what CLASSGROUPs were created.&lt;br /&gt;
&lt;br /&gt;
Thus we can automatically convert existing game modes to this new syntax in the move to 5.16 (homebrews, et al.)&lt;br /&gt;
&lt;br /&gt;
The only problem will be if a class doesn't have a TYPE that is using a CLASSTYPE: line from Misc Info.&lt;br /&gt;
&lt;br /&gt;
[http://tech.groups.yahoo.com/group/pcgen_experimental/message/11022 See this post] for an in-depth explanation of the rational behind this proposal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;MONSTERCLASSTYPES:Monster&amp;lt;br&amp;gt;&lt;br /&gt;
IMMUNETOXPPENALTYCLASSTYPES:Prestige,Monster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASSGROUP:PC      CR:CL  &amp;lt;tab&amp;gt; BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:NPC     CR:max(CL-1,0) BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;br&amp;gt;&lt;br /&gt;
CLASSGROUP:Monster CR:0 BONUSFEATLEVELSTARTINTERVAL:3|3&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Development_Specs&amp;diff=373</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=373"/>
		<updated>2008-08-09T20:21:32Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specs currently under development ==&lt;br /&gt;
&lt;br /&gt;
[[Skill Cost and CSKILL Overhaul]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment Variables]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Finalized Specs which now have associated code FREQ trackers ==&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder feat progression]]&lt;br /&gt;
&lt;br /&gt;
[[ASPECT tag for Abilities and Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Additional Weapon Damage]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=361</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=361"/>
		<updated>2008-08-05T02:21:28Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* New EQUIP / EQUIPMOD tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
== New EQUIP / EQUIPMOD tag ==&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment and EQMODs can both have multiple ADDITIONALDAMAGE tags. Multiple instances are joined together as a comma separated string for output just like multiple instances of SPROP is done.&lt;br /&gt;
&lt;br /&gt;
Clearing ADDITIONALDAMAGE tags can be done with the following syntax:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEAR.&amp;lt;exact text&amp;gt;&amp;lt;/tt&amp;gt;  (to clear a specific instance)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:.CLEARALL&amp;lt;/tt&amp;gt;  (to clear all instances)&lt;br /&gt;
&lt;br /&gt;
== Modification to NATURALATTACKS tag ==&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
=== ISSUE === &lt;br /&gt;
Adding to NATURALATTACKS tags needs either a) a cleanup on error reporting on badly formed NATURALATTACKS tags, or b) the last set of commas being optional (right now, the number of commas is NOT optional).  &lt;br /&gt;
&lt;br /&gt;
Adding another comma WITHOUT that will kill all NATURALATTACKS tags out there currently.&lt;br /&gt;
&lt;br /&gt;
Possibily need to revamp / replace NATURALATTACKS, as it is a long and unwieldy tag currently.&lt;br /&gt;
&lt;br /&gt;
== OS Token ==&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [https://sourceforge.net/tracker/?func=detail&amp;amp;atid=384722&amp;amp;aid=1173470&amp;amp;group_id=25576 1173470 - BONUS: add DAMAGEDICE to WEAPON or WEAPONPROF] for the request for this feature.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Equipment_Variables&amp;diff=316</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=316"/>
		<updated>2008-07-30T21:10:34Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: 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 par...&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;
'''LST Tags'''&amp;lt;br&amp;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:&lt;br /&gt;
DEFINE:EQVAR|MaxSpeed|0&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)&lt;br /&gt;
Variables Used (y): GLOBAL (Optional, applies to all equipment)&lt;br /&gt;
Variables Used (y): TYPE.Text (Optional, applies only if the equipment has this TYPE)&lt;br /&gt;
Variables Used (y): EQMODTYPE.Text (Optional, applies only if the equipment has an EQMOD with this TYPE)&lt;br /&gt;
Variables Used (y): Text (Optional, Equipment item name, applies to a specific item)&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:&lt;br /&gt;
BONUS:EQVAR|x,x|y,y|z&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)&lt;br /&gt;
Variables Used (x): Text (Name of an EQVAR)&lt;br /&gt;
Variables Used (y): Boolean math opperator ( &amp;gt; &amp;lt;&lt;br /&gt;
equals notequals greaterthanandequals or lessthanandequals&lt;br /&gt;
Variables Used (z): Number or formula (EQVAR value)&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;
PREEQVAR:1,Speed==55&lt;br /&gt;
Speed must equal 55&lt;br /&gt;
PREEQVAR:1,Speed!=55&lt;br /&gt;
Speed must NOT equal 55&lt;br /&gt;
PREEQVAR:1,Speed=&amp;gt;55&lt;br /&gt;
Speed must be equal or greater than 55&lt;br /&gt;
PREEQVAR:1,Speed=&amp;lt;55&lt;br /&gt;
Speed must be equal or less than 55)&lt;br /&gt;
&lt;br /&gt;
Testing for EQVARs outside of equipment&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;
PREITEM:1,EQVAR=Speed=&amp;gt;120&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;
PREEQUIP:1,EQVAR=WeaponIntelligence&amp;gt;16&lt;br /&gt;
Must have an item with the WeaponIntelligence EQVAR with a value of greater than 16.&lt;br /&gt;
&lt;br /&gt;
Output Tokens&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).&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;
Example:&lt;br /&gt;
EQ.0.EQVAR.MaxSpeed&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).&lt;br /&gt;
Variables Used (y): Text (Equipment variable name)&lt;br /&gt;
&lt;br /&gt;
What it does:&lt;br /&gt;
*Outputs Y (Yes) or N (No) as appropriate.&lt;br /&gt;
*Makes this possible:&lt;br /&gt;
IFF(EQ.0.HASEQVAR.MaxSpeed:Y)&lt;br /&gt;
*The value of the EQVAR can be 0 and still return Y, the EQVAR just need to be DEFINEd to pass.&lt;br /&gt;
Example:&lt;br /&gt;
EQ.0.HASEQVAR.MaxSpeed&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 relevent tags shown):&lt;br /&gt;
Equipment Item:&lt;br /&gt;
&lt;br /&gt;
Shoe&lt;br /&gt;
EQMOD:GADGETSLOTS|2&lt;br /&gt;
&lt;br /&gt;
Equipment Modifiers:&lt;br /&gt;
&lt;br /&gt;
Gadget Slots&lt;br /&gt;
KEY:GADGET_SLOTS&lt;br /&gt;
DEFINE:EQVAR|AvailableGadgetSlots|0&lt;br /&gt;
CHOOSE:Gadget Slots|MIN=1|MAX=10&lt;br /&gt;
BONUS:EQVAR|AvailableGadgetSlots|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Hidden Telephone&lt;br /&gt;
KEY:HIDDEN_PHONE&lt;br /&gt;
PREEQVAR:1,AvailableGadgetSlots&amp;gt;0&lt;br /&gt;
BONUS:EQVAR|AvailableGadgetSlots|-1&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;
Vehicle Stats&lt;br /&gt;
KEY:VEHICLE_STATS&lt;br /&gt;
DEFINE:EQVAR|VehicleSpeed|0&lt;br /&gt;
DEFINE:EQVAR|VehicleManuver|0&lt;br /&gt;
DEFINE:EQVAR|VehicleCargo|0&lt;br /&gt;
&lt;br /&gt;
Equipment Item:&lt;br /&gt;
&lt;br /&gt;
VW bug&lt;br /&gt;
EQMOD:VEHICLE_STATS&lt;br /&gt;
BONUS:EQVAR|VehicleSpeed|60&lt;br /&gt;
BONUS:EQVAR|VehicleManuver|4&lt;br /&gt;
BONUS:EQVAR|VehicleCargo|120&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;
Equipment Modifiers:&lt;br /&gt;
&lt;br /&gt;
Intelligent Magic Item&lt;br /&gt;
KEY:INT_ITEM&lt;br /&gt;
&lt;br /&gt;
Magic Item INT&lt;br /&gt;
PRETYPE:1,EQMOD=INT_ITEM&lt;br /&gt;
KEY:ITEM_INT&lt;br /&gt;
DEFINE:EQVAR|MagicItemINT|0&lt;br /&gt;
CHOOSE:Intelligence|MIN=3|MAX=18&lt;br /&gt;
BONUS:EQVAR|MagicItemINT|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Magic Item WIS&lt;br /&gt;
PRETYPE:1,EQMOD=INT_ITEM&lt;br /&gt;
KEY:ITEM_WIS&lt;br /&gt;
DEFINE:EQVAR|MagicItemWIS|0&lt;br /&gt;
CHOOSE:Wisdom|MIN=3|MAX=18&lt;br /&gt;
BONUS:EQVAR|MagicItemWIS|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Magic Item CHA&lt;br /&gt;
PRETYPE:1,EQMOD=INT_ITEM&lt;br /&gt;
KEY:ITEM_CHA&lt;br /&gt;
DEFINE:EQVAR|MagicItemCHA|0&lt;br /&gt;
CHOOSE:Charisma|MIN=3|MAX=18&lt;br /&gt;
BONUS:EQVAR|MagicItemCHA|%CHOICE&lt;br /&gt;
&lt;br /&gt;
Equipment Item:**&lt;br /&gt;
&lt;br /&gt;
MoSaT's Magic Slingshot&lt;br /&gt;
EQMOD:INT_ITEM.ITEM_INT|10.ITEM_WIS|16.ITEM_CHA|12&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>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Development_Specs&amp;diff=315</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=315"/>
		<updated>2008-07-30T21:03:37Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pathfinder feat progression]]&lt;br /&gt;
&lt;br /&gt;
[[ASPECT tag for Abilities and Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Additional Weapon Damage]]&lt;br /&gt;
&lt;br /&gt;
[[Skill Cost and CSKILL Overhaul]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment Variables]]&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Out_of_cycle_dataset_releases&amp;diff=309</id>
		<title>Out of cycle dataset releases</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Out_of_cycle_dataset_releases&amp;diff=309"/>
		<updated>2008-07-30T02:21:56Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: As of PCGen version 5.14.0 packages can be created which can be easily installed via the Tools/Install Data menu. This means we can now develop datasets out of cycle which can be downloade...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of PCGen version 5.14.0 packages can be created which can be easily installed via the Tools/Install Data menu. This means we can now develop datasets out of cycle which can be downloaded separately for use with the current production release. The standards and processes for developing these sets are detailed below.&lt;br /&gt;
&lt;br /&gt;
For the file naming convention for these sets is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pcgenminversion&amp;gt;_&amp;lt;pubname&amp;gt;_&amp;lt;setname&amp;gt;_&amp;lt;subset&amp;gt;_&amp;lt;version&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;br&amp;gt;5141_paizo_riseoftherunelords_advset5_1.0&lt;br /&gt;
&amp;lt;br&amp;gt;5140_paradigmconcepts_forgedinmagic_1.2&lt;br /&gt;
&lt;br /&gt;
If this would make the name really long we can abbreviate to something sensible. For the version number (of the set) the first release is 1.0, bug fixes will increment the right decimal (1.1) and significant FREQs increment the left decimal (2.0). When a new release replaces an older version we will remove the older version unless the target PCGen version has changed in which case we'll leave the older version available for those who don't want to upgrade.&lt;br /&gt;
&lt;br /&gt;
In SVN we'll create a directory in the content directory called outofcycledatasets, this is in the trunk but outside of the release directory. The directory for each set will be named with the convention above minus the release number at the end, for example:&lt;br /&gt;
&lt;br /&gt;
5141_paizo_riseoftherunelords_advset5&lt;br /&gt;
&amp;lt;br&amp;gt;5140_paradigmconcepts_forgedinmagic&lt;br /&gt;
&lt;br /&gt;
Each datasets directory should have the structure of the release as well as the install.lst file, the install.lst file should have the release version number in it somewhere.&lt;br /&gt;
&lt;br /&gt;
We should try and avoid having duplicate copies of the set, if the set does not need to use code from the trunk that should not be a problem, the set can stay in outofcycledatasets until near the end of the cycle and then they can be moved into the alpha data folder and updated so that it will be released with the new production release.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data&amp;diff=308</id>
		<title>Data</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data&amp;diff=308"/>
		<updated>2008-07-30T02:03:33Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: /* Resources */&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;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wiki section of the Data team! The data team is a sub team under the umbrella of the [[Content]] team.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
* [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/listfilepages/listfiledatadevelopment.html New Datasource Development] Steps to create a new dataset&lt;br /&gt;
* [[First Steps with Prettylst]] A small guide for the very beginner&lt;br /&gt;
* [[Testing new Data]] Some steps you can follow to test your work&lt;br /&gt;
* [[Board of Directors|BoD]] [[Policies]] which includes a section on permissions&lt;br /&gt;
* [[LST Syntax FREQ]] describing the process a FREQ will run through&lt;br /&gt;
* [[Internationalization]]&lt;br /&gt;
* [[Out of cycle dataset releases]]&lt;br /&gt;
&lt;br /&gt;
=Team Members=&lt;br /&gt;
Members of this team (and areas of specialty/responsibility) are:&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Frank Kliewe]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Tir Gwaith]] - [[3e]], [[3.5e]], [[Races]], [[Classes]], [[Prettylst]]&lt;br /&gt;
* [[Michael Gray]] ([[taluroniscandar]]) - [[3e]] and [[3.5e]] [[Psionics]]&lt;br /&gt;
* [[Chris Chandler]] - Tag design, consulting (CMP datasets)&lt;br /&gt;
* [[Paul Grosse]]&lt;br /&gt;
* [[Aaron Divinsky]], Default Monster Kits, [[Internationalization]]&lt;br /&gt;
* [[Andrew Maitland]]&lt;br /&gt;
* [[Stefan Radermacher]], Pathfinder RPG&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* [[Paul W. King|Paul King]]&lt;br /&gt;
* [[Phantom of Krankor]]&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[Ratheof Blithwyn]]&lt;br /&gt;
* [[Shelley Stephen]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[David R. Bender]]&lt;br /&gt;
* [[Terry FitzSimons]]&lt;br /&gt;
* [[Andargor]]&lt;br /&gt;
* [[Eric Jarman]]&lt;br /&gt;
* [[Tod Milam]]&lt;br /&gt;
* [[Jason Horner]]&lt;br /&gt;
* [[David Saulnier]]&lt;br /&gt;
* [[Phillip Ryan]]&lt;br /&gt;
&lt;br /&gt;
===Special Titles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tir Gwaith]] || [[Strange Monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andargor]] || [[Amoeba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shelley Stephen]] || 1st flunky in charge of finding weird bugs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Eddy_Anthony&amp;diff=307</id>
		<title>Eddy Anthony</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Eddy_Anthony&amp;diff=307"/>
		<updated>2008-07-30T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: New page: Eddy Anthony (MoSaT) is the former Silverback of the Content Team which was established at Gencon 04 by consolidating the Data, Docs and OS teams.  '''Teams I belong to''' {| |'''Team'...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Eddy Anthony]] (MoSaT) is the former Silverback of the Content Team which was established at Gencon 04 by consolidating the Data, Docs and OS teams.&lt;br /&gt;
&lt;br /&gt;
'''Teams I belong to'''&lt;br /&gt;
{|&lt;br /&gt;
|'''Team''' || '''Rank'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Code]] || [[Lemur]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Content]] - [[Data]] || [[2nd]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Content]] - [[Documentation|Docs]] || [[Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracker]] || [[Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Release]] || [[Gibbon]] (Mac Installer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Contact Details'''&lt;br /&gt;
&amp;lt;br&amp;gt;Timezone EST -5&lt;br /&gt;
&amp;lt;br&amp;gt;Email [mailto:eddyba@mindspring.com eddyba@mindspring.com]&lt;br /&gt;
&lt;br /&gt;
'''Current Projects'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on trial Data implementation of new Ability code tags&lt;br /&gt;
&amp;lt;br&amp;gt;Working on OS bugs and FREQs for 5.12 (yes, gonna get me another hat ;-)&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=48</id>
		<title>ASPECT tag for Abilities and Feats</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=ASPECT_tag_for_Abilities_and_Feats&amp;diff=48"/>
		<updated>2008-07-15T18:55:03Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This specifically addresses the need to model powers in 4e with ability objects. Powers use a format with a number of structured elements not unlike spells, such as Duration, Range, Attack, Hit, Miss, Sustain, etc.. The problem being that Ability Objects don't have tags to hold these stat values, other than maybe cramming them all in the DESC.&lt;br /&gt;
&lt;br /&gt;
Rather than creating a number of specific tags for this purpose I propose we create one tag that has the versatility to hold all the stats. Basically all these stats need the same thing (hold a text string). This is conceptually similar to the QUALITY tag we made for use in equipment&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tag Name: ASPECT:x|y|z|z&lt;br /&gt;
&lt;br /&gt;
Variables Used (x): Text (Name of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (y): Text (Value of the aspect)&amp;lt;br&amp;gt;&lt;br /&gt;
Variables Used (z): Number or formula (Optional, values to replace % in y)&lt;br /&gt;
&lt;br /&gt;
What it does:&lt;br /&gt;
&lt;br /&gt;
Determines that the feat or ability has the aspect and sets it's value in that feat or ability. &lt;br /&gt;
&amp;lt;br&amp;gt;Can be used multiple times within an ability but each time it should be a new aspect (name). &lt;br /&gt;
&amp;lt;br&amp;gt;The text in the y variable can use %z for replacing numerical values set by the z variable, %1 is replaced by the first z, %2 is replaced by the second z, etc.. &lt;br /&gt;
&amp;lt;br&amp;gt;The y text can also use other special variables, also usable in the DESC tag:&lt;br /&gt;
&lt;br /&gt;
:%CHOICE - Will replace the first associated choice in the object.&amp;lt;br&amp;gt;&lt;br /&gt;
:%LIST - Will substitute all choices comma separated into that parameter.&amp;lt;br&amp;gt;&lt;br /&gt;
:%NAME - The OUTPUTNAME or name of the object this DESC tag is in.&lt;br /&gt;
&lt;br /&gt;
ASPECT tags can be modified by .MODing the feat or ability and inserting a&lt;br /&gt;
new ASPECT tag, Since each aspect name can hold only one value per ability&lt;br /&gt;
.MODing a new ASPECT tag will overwrite the only value of the aspect by that&lt;br /&gt;
name in the feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Melee weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Strength vs. AC&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And using variable substitution:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ASPECT:Attack Type|Ranged %1|PowerRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Effect|Double damage to %CHOICE creatures&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's how the Lance of Faith cleric power could be modeled:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
:Lance of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:PREVARGTEQ:ClericLevel,1&amp;lt;br&amp;gt;&lt;br /&gt;
:DESC:A brilliant ray of light sears your foe with golden radiance&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithDamageDie|1&amp;lt;br&amp;gt;&lt;br /&gt;
:DEFINE:LanceofFaithRange|5&amp;lt;br&amp;gt;&lt;br /&gt;
:BONUS:VAR|LanceofFaithDamageDie|1|PRELEVEL:MIN=21&amp;lt;br&amp;gt;&lt;br /&gt;
:CATEGORY:Power&amp;lt;br&amp;gt;&lt;br /&gt;
:TYPE:At-Will.Divine.Implement.Radiant&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Action Type|Standard Action&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack Type|Ranged %1|LanceofFaithRange&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Target|One creature&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Attack|Wisdom vs. Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
:ASPECT:Hit|1%d8 + 2% radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target|LanceofFaithDamageDie|WIS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Output: In the GUI when selecting an ability all the aspects are displayed&lt;br /&gt;
in a string in the information pane. For example, here is how the first 4&lt;br /&gt;
examples above might appear in the info pane:&lt;br /&gt;
&lt;br /&gt;
:Aspects: Action Type: Standard Action, Attack Type: Melee weapon, Target:&lt;br /&gt;
One creature, Attack: Strength vs. AC&lt;br /&gt;
&lt;br /&gt;
On the OS we'll need some new tokens to support this tag. There are a number&lt;br /&gt;
of feat and ability tokens which use the same format but target different&lt;br /&gt;
groups of abilities. This is the list of tokens which will need to be revised:&lt;br /&gt;
&lt;br /&gt;
:ABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYALL&amp;lt;br&amp;gt;&lt;br /&gt;
:ABILITYAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:FEAT&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATALL&amp;lt;br&amp;gt;&lt;br /&gt;
:FEATAUTO&amp;lt;br&amp;gt;&lt;br /&gt;
:VABILITY&amp;lt;br&amp;gt;&lt;br /&gt;
:VFEAT&lt;br /&gt;
&lt;br /&gt;
These tokens all have DESC as a variable, the new variables will be used in the same location in the token that DESC is used. Each will have the following additions:&lt;br /&gt;
&lt;br /&gt;
ASPECT - Will output a text string of all the aspects associated with the&lt;br /&gt;
ability in the same format as the GUI uses as described above.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;number&amp;gt; - Will output the name/value of the aspect of that number on&lt;br /&gt;
a 0 based index.&lt;br /&gt;
&lt;br /&gt;
ASPECT.&amp;lt;text&amp;gt; - Will output the value of the named aspect.&lt;br /&gt;
&lt;br /&gt;
ASPECTCOUNT - Outputs the total number of Aspects associated with the ability.&lt;br /&gt;
&lt;br /&gt;
HASASPECT.&amp;lt;text&amp;gt; - Reports a Boolean result on the named aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples using the Lance of Faith example from above:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Action Type: Standard Action, Attack Type: Ranged 5, Target: One&lt;br /&gt;
creature, Attack: Wisdom vs. Reflex, Hit: 2d8 + 4 radiant damage, and one&lt;br /&gt;
ally you can see gains a +2 power bonus to his or her next attack roll&lt;br /&gt;
against the target&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.0&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;ActionType: Standard Action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECT.Attack Type&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;Ranged 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.ASPECTCOUNT&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ABILITY.Power.0.HASASPECT.Miss&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Outputs: &amp;quot;N&amp;quot;&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=47</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=47"/>
		<updated>2008-07-15T18:05:27Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=46</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=46"/>
		<updated>2008-07-15T18:03:56Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons and monster attacks&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=45</id>
		<title>Additional Weapon Damage</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Additional_Weapon_Damage&amp;diff=45"/>
		<updated>2008-07-15T18:02:08Z</updated>

		<summary type="html">&lt;p&gt;Eddyanthony: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's something simple that PCGen can't currently handle, some weapons&lt;br /&gt;
deal additional damage beyond the standard damage roll. Flaming swords&lt;br /&gt;
do fire damage, many monsters attacks inject poison. This is displayed&lt;br /&gt;
in most stat blocks right inline with the normal damage, examples:&lt;br /&gt;
&lt;br /&gt;
1d8 plus 1d6 fire&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 plus poison&lt;br /&gt;
&lt;br /&gt;
Currently we put this data in the equipments SPROP or an SAB tag if it's&lt;br /&gt;
a monster. I would like to see a way to do this in PCGen, we need&lt;br /&gt;
something in addition to SPROP as that tag is a dumping ground for many&lt;br /&gt;
things besides just additional damage. I think it can be a text string&lt;br /&gt;
as there are not many cases where there is something that modifies the&lt;br /&gt;
secondary damage value. In those rare cases where that may be needed we&lt;br /&gt;
could make the new tag accept variable substitution like SPROP and SAB do.&lt;br /&gt;
&lt;br /&gt;
ADDITIONALDAMAGE:x&amp;lt;br&amp;gt;&lt;br /&gt;
x = Text (Additional damage the weapon deals)&amp;lt;br&amp;gt;&lt;br /&gt;
This would be a short string (like &amp;quot;1d6 Acid damage&amp;quot;) leaving any longer&lt;br /&gt;
descriptions and details to an SPROP or ability DESC.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;ADDITIONALDAMAGE:Poison&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:1d6 Cold&amp;lt;br&amp;gt;&lt;br /&gt;
:ADDITIONALDAMAGE:%d4 Sonic|TL&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We may also need a parallel tag for double weapons:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ALTADDITIONALDAMAGE:x&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we need a way to add this property to natural weapons, I propose we&lt;br /&gt;
add an additional optional variable to NATURALATTACKS at the end where&lt;br /&gt;
the text can be added, example:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;NATURALATTACKS:Claw,Weapon.Natural.Melee.Slashing,*2, 1d4,1d6 Acid&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new variable for NATURALATTACKS will accept a single entry and no variable substitution.&lt;br /&gt;
&lt;br /&gt;
Next we need a new sub token for the WEAPON OS token, ADDITIONALDAMAGE&lt;br /&gt;
which outputs the value of ADDITIONALDAMAGE for that weapon.&lt;br /&gt;
&lt;br /&gt;
EQMOD's can have ADDITIONALDAMAGE tags to add these properties to weapons. ADDITIONALDAMAGE is additive in the same way that SPROP is (multiple tags are grouped into a single, comma separated string). This tag is pretty much identical to SPROP except for it's name and the additional ability to add this property to NATURALATTACKS.&lt;/div&gt;</summary>
		<author><name>Eddyanthony</name></author>
		
	</entry>
</feed>