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.