Equipment Modification Files

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

 

Tag Name: ADDPROF

           Variable(s) Used: Text

                        Example(s): ADDPROF:Exotic.Heavy

WHAT IT DOES: This will take the base items required proficiency and assign it the type specified.

 

Tag Name: ARMORTYPE

           Variable(s) Used: Text

                        Example(s): ARMORTYPE:Medium|Heavy

WHAT IT DOES: This will change the armor type and is | (pipe) delimited.  The 1st type listed is what the armor proficiency currently is, and the 2nd type is what it will become.

 

Tag Name: ASSIGNTOALL

           Variable(s) Used: Y

                        Example(s): ASSIGNTOALL:Y

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

 

Tag Name: COST

           Variable(s) Used: Numeric

                        Example(s): COST:300

WHAT IT DOES: The cost applied to the item after resizing it.  Formulas can be used with this tag, and valid variables for the formulas are: BASECOST, CRITMULT, DMGDICE, DMGDIE, RANGE, SIZE, & WT.

 

Tag Name: COSTPRE

           Variable(s) Used: Numeric

                        Example(s): COSTPRE:100

WHAT IT DOES: The cost applied to the equipment before resizing an item occurs

 

Tag Name: IGNORES

           Variable(s) Used: Text (List of Keys)

                        Example(s): IGNORES:ARMRMW,WEAPWM

WHAT IT DOES: This is a , (comma) delimited list of Keys that the modifier will ignore when making custom items.

 

Tag Name: ITYPE

           Variable(s) Used: Text

                        Example(s): ITYPE:Magic.Ranged.Thrown

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

 

Tag Name: KEY

           Variable(s) Used: Text

                        Example(s): KEY:WEAPWM

WHAT IT DOES: This is a unique descriptor for the modifier, basically the same as the 1st files in all other files, the 'name' field.

 

Tag Name: NAMEOPT

           Variable(s) Used: NOLIST

                        Example(s): NAMEOPT:NOLIST

           Variable(s) Used: NONAME

                        Example(s): NAMEOPT:NONAME

           Variable(s) Used: NORMAL

                        Example(s): NAMEOPT:NORMAL

WHAT IT DOES: This is used to determine the naming convention when offering a choice of skills to apply this modifier to.

 i.e. - with the modifier: Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]
selecting "Craft (Armorsmithing)" in the chooser with the NORMAL option would generate "Craft (Craft (Armorsmithing))" as the name. Using the NOLIST option, the name generated would be "Craft", and the NONAME option would give a name of "Craft (Armorsmithing)"

 

Tag Name: PLUS

           Variable(s) Used: Numeric

                        Example(s): PLUS:1

WHAT IT DOES: The numeric value supplied is the plus of the item.  More details on this can be found in the DMG pages 180 & 184

 

Tag Name: REPLACES

           Variable(s) Used: Text (Keys)

                        Example(s): REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5

WHAT IT DOES: This is the list of keys that are replaced in the existing item by the specified keys in this tag

 

Tag Name: TYPE

           Variable(s) Used: Text (TYPE listings)

                        Example(s): TYPE:Armor.Shield

WHAT IT DOES: This is a list of the TYPE's of items that the modifiers can be applied to

 

Tag Name: VISIBLE

           Variable(s) Used: Yes, No, or Qualify

                        Example(s): VISIBLE:Yes

WHAT IT DOES: This will always show the modifier in the customizer window.

                        Example(s): VISILE:No

WHAT IT DOES: This will never show the modifier in the customizer window.

                        Example(s): VISIBLE:Qualify

WHAT IT DOES: This will always show the modifier in the customizer window if the item meets the requirements to obtain this modifier.