Skill Files

 

The name of the skill must be the first entry on each line.

 

Tag Name: ACCHECK

            Variable(s) Used: Text (Y, N, P, W)

                        Example(s): ACCHEK:Y

                        Example(s): ACCHEK:N

                        Example(s): ACCHEK:P

                        Example(s): ACCHEK:W

WHAT IT DOES: This tells PCGen whether any penalties from equipped armor are applied.  Y(es), N(o), P(roficient), W(eight) are the only valid variables for this tag.

 

Tag Name: CHOOSE:Language

            Variable(s) Used: Text

                        Example(s): CHOOSE:Language(Spoken)

                        Example(s): CHOOSE:Language(Written)

                        Example(s): CHOOSE:Language(Read)

                        Example(s): CHOOSE:Language(Spoken, Read, Written)

                        Example(s): CHOOSE:Language(Written.Draconic)

                        Example(s): CHOOSE:Language(Read.Draconic)

                        Example(s): CHOOSE:Language(PC.Spoken)

                        Example(s): CHOOSE:Language(PC.Written)

                        Example(s): CHOOSE:Language(PC.Read)

WHAT IT DOES: This provides the user with a list of languages that the character may speak.  The languages listed are determined by the TYPE tag used in the Languages List File.  If the text is listed as Spoken, Written, or Read, ONLY the languages with the matching TYPE tag from the Languages List File are supplied as viable choices.  You can also specify multiple types by using a , (comma) delimited list.  You can also Specify  specific language types using the . (period) delimiter, in the case of Written.Draconic, ONLY languages that had BOTH of these TYPE tag variables listed would qualify and be shown to the user.  And the final way you can give choices is from the PC's list of already known languages.  This way one can only allow a character to write languages that they can first speak, or vice versa.

 

Tag Name: EXCLUSIVE

            Variable(s) Used: Y or N

                        Example(s): EXCLUSIVE:Y

                        Example(s): EXCLUSIVE:N

WHAT IT DOES: This tells PCGen whether a skill is an exclusive skill or not.  If this is set to Y(es) then ONLY classes that have this listed as a class skill can take it.  The Default is N

 

Tag Name: KEYSTAT

            Variable(s) Used: Text

                        Example(s): KEYSTAT:INT

WHAT IT DOES: This is to set what stat (as defined by the Game Mode List File) the skill draw and bonuses from.

 

Tag Name: REQ

            Variable(s) Used: Y or N

                        Example(s): REQ:Y

WHAT IT DOES: indicates that this skill is added to all classes whether they add any ranks or not. This way it will show up on the character sheet without being selected specifically.

 

Tag Name: ROOT

            Variable(s) Used: Text

                        Example(s): ROOT:Craft

                        Example(s): ROOT:Knowledge

                        Example(s): ROOT:Profession

                        Example(s): ROOT:Perform

WHAT IT DOES: The text specified (Such as Craft) is the root of the skill that is displayed instead of all the varieties of this skill. For example, Craft() has many varieties but are treated as one skill, so they all have ROOT:Craft.

 

Tag Name: SYNERGY

            Variable(s) Used: Text

                        Example(s): SYNERGY:Heal=5=2

WHAT IT DOES: This is a , (Comma) delimited list of skill names.  If the skill names listed have the specified ranks (the 1st number in the example) then the skill with the SYNERGY tag gains the bonus ranks listed (the 2nd number).

 

Tag Name: TYPE

            Variable(s) Used: Text

                        Example(s): TYPE:Charisma.Perform

WHAT IT DOES: All Skill TYPE tags should use the skill's key attribute as the first type ("None" is an acceptable option). Multiple types can be specified using the . (period) Delimiter.

 

Tag Name: USEUNTRAINED

            Variable(s) Used: Y or N

                        Example(s): USEUNTRAINED:N

WHAT IT DOES: Y(es) or N(o) are used to indicate if this skill can be used untrained by the character. The default is Y.