FEAT
ability category
, i.e.
CATEGORY:FEAT
.
feats.lst
(see
/data/35e/wizards_of_the_coast/rsrd/basics/feats.lst
for an example.) However this file must use the
ability.lst
format
, not the obsolete format
described below.
FEAT
tags have been
deprecated
and replaced by the
ABILITY
system, which is more general. The
ABILITY
system can model feats, racial features, class
features, traits, flaws, temporary bonuses, and so on, all using a
common format
Each feat takes one line and the first field must be the feat's name.
Naming Feats
When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is because of how PCGen names feats which can be taken multiple times. For example, the Feat Weapon Focus when taken will display as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes that feat is an instance of the one without parentheses and does not display the one with parentheses.
Improved Critical
The feat named "Improved Critical" is to be created.
Acrobatic.MOD
The feat named "Acrobatic" is to be modified.
Occupation (Emergency
Services).FORGET
The feat named "Occupation (Emergency Services)" is to be forgotten.
When the
POINTPOOLNAME
trigger tag
is present in the
miscinfo.lst
file,
the
Summary Tab
Will display total points/points
remaining (i.e. Development Points 160/135) on the same line as the
stat total and stat mod total
Skills Tab - Instead of skill points by class/level requirement to spend skill points, it's just a pool this is also populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER
Feats Tab - Will show total point pool as reported on the skills tab
Tag Name: ADDSPELLLEVEL:x
Variables Used (x): Number (Increase in spell slot level)
What it does:
.MOD
tag, given an existing
ADDSPELLLEVEL
tag, the data included in a new
ADDSPELLLEVEL
tag will overwrite the existing tag
data.
Example:
ADDSPELLLEVEL:2
A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.
.MOD Example:
Initial Feat:
<feat name>
<tab> ADDSPELLLEVEL:1
Modified By:
<feat name> <tab>
ADDSPELLLEVEL:2
Is Equivalent To:
<feat name>
<tab> ADDSPELLLEVEL:2
Modified feat applied to a spell will causes the spell to take up a slot two levels higher than the normal spell.
Tag Name: APPLIEDNAME:x
Variables Used (x): Text (An adjective to be prefixed to a spell modified by this feat)
What it does:
This tag is used in metamagic feat to give an addribute that can modify the spell name./p>
Example:
APPLIEDNAME:Empowered
A spell with this metamagic feat applied to it gets the word "Empowered" prefixed to the spell name.
Tag Name: ASPECT:x|y|z|z
Variables Used (x): Text (Name of Aspect)
Variables Used (y): Text (Value of Aspect)
Variables Used (z): Number or Formula (Optional. Used for substitutions in y)
What it does:
DESC
tag:
%CHOICE
- Will replace the first associated choice
in the object.
%LIST
- Will substitute all choices comma
separated into that parameter.
%NAME
- The
OUTPUTNAME
or name of the
object this
DESC
tag is in.
.MOD
tag, given an existing
ASPECT
tag,
the data included in a new
ASPECT
tag will selectively
overwrite the existing tag data or include the separate tags. Since
each aspect name can hold only one value per feat, modifying an
existing
ASPECT
tag will overwrite only the value of
the aspect by that name in the feat, and will add a separate
ASPECT
tag with a new name.
Example:
ASPECT:Action Type|Standard
Action
Identifies the "Action Type" of an action performed as part of the associated feat as a "Standard Action".
ASPECT:Attack Type|Melee weapon
Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Melee weapon" attack.
ASPECT:Target|One creature
Identifies the "Target" of an action performed as part of the associated feat as "One creature".
ASPECT:Attack|Strength vs. AC
Identifies an "Attack" performed as part of the associated feat as "Strength vs. AC".
ASPECT:Attack Type|Ranged
%1|PowerRange
Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Ranged" attack with a range equivalent to the "PowerRange" variable.
ASPECT:Effect|Double damage to %CHOICE
creatures
Identifies the "Effect" of an action performed as part of the associated feat as "Double damage" to the creature chosen by the associated chooser.
.MOD Example (Overwrite):
Initial Feat:
<feat name>
<tab> ASPECT:A1|A2
Modified By:
<feat name> <tab>
ASPECT:A1|A3
Is Equivalent To:
<feat name>
<tab> ASPECT:A1|A3
.MOD Example (Include Separately):
Initial Feat:
<feat name>
<tab> ASPECT:A1|A2
Modified By:
<feat name> <tab>
ASPECT:B1|B2
Is Equivalent To:
<feat name>
<tab> ASPECT:A1|A2 <tab> ASPECT:B1|B2
Tag Name: BENEFIT:x
Variables Used (x): Text (feat benefit text)
What it does:
BENEFIT
tag.
BENEFIT
tags per line are allowed with
all qualifying
BENEFIT
tags being concatonated for
output and separated by spaces.
.CLEAR
will clear all
BENEFIT
tags.
.CLEAR.(regular expression match)
will clear
specific instances.
BENEFIT
tags will take variable substitution.
BENEFIT
.
%NAME
- The name of the object this
BENEFIT
tag is in.
%FEAT
- Will substitute the descriptions of feats
within the object that match the associated preqrequisites.
%CHOICE
- Will replace the first associated choice
in the object.
%LIST
- Will substitute all choices into that
parameter as a comma-delimited list.
BENEFIT:.CLEAR..*
, or clear all exceptional abilities
by doing
BENEFIT:.CLEAR.\(Ex\)
, or clear everything
that's non-numeric with
BENEFIT:.CLEAR.[A-Za-z]
.
.MOD
tag, given an existing
BENEFIT
tag,
the data included in a new
BENEFIT
tag will be
included as a separate tag.
Example:
BENEFIT:This is sample text for the
example purposes
Adds feat benefit.
.MOD Example (Include Separately):
Initial Feat:
<feat name>
<tab> BENEFIT:Initial benefit text.
Modified By:
<feat name> <tab>
BENEFIT:New benefit text.
Is Equivalent To:
<feat name>
<tab> BENEFIT:Initial benefit text. <tab> BENEFIT:New
benefit text.
The output of the modified will show the following: "Initial benefit text. New benefit text."
Tag Name: COST:x
Variables Used (x): Number (feat point cost)
What it does:
.MOD
tag, given an existing
COST
tag, the
data included in a new
COST
tag will overwrite the
existing tag data.
Example:
COST:1
Feat costs one feat point.
COST:.5
Feat costs half a feat point.
Default Value:
1
.MOD Example:
Initial Feat:
<feat name>
<tab> COST:2
Modified By:
<feat name> <tab>
COST:1
Is Equivalent To:
<ability name>
<tab> COST:1
Modified Feat costs one feat point.
Tag Name: MODIFYFEATCHOICE:x
Variables Used (x): Text (feat name)
Variables Used (x): TYPE=Text (feat type)
What it does:
.MOD
tag, given an existing
MODIFYFEATCHOICE
tag, the data included in a new
MODIFYFEATCHOICE
tag will overwrite the existing tag
data.
Example:
MODIFYFEATCHOICE:TYPE=NinjaMonkeySchool
Allows the selection of a new school from a list of schools of type 'NinjaMonkeySchool' to replace a previously selected one.
MODIFYFEATCHOICE:Ninja Monkey Primary
Weapon Reselection
Allows a ninja monkey to select a new primary weapon, replacing an earlier selected primary weapon.
.MOD Example:
Initial Feat:
<feat name>
<tab> MODIFYFEATCHOICE:TYPE=NinjaMonkeyChimpSchool
Modified By:
<feat name> <tab>
MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool
Is Equivalent To:
<feat name>
<tab>
MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool
Modified feat allows the selection of a new school from a list of schools of type 'NinjaMonkeySilverbackSchool' to replace a previously selected one.
Tag Name: MULT:x
Variables Used (x): Boolean (YES/NO)
What it does:
CHOOSE
tag.
.MOD
tag, given an existing
MULT
tag, the
data included in a new
MULT
tag will overwrite the
existing tag data.
Example:
MULT:YES
This Feat can be taken multiple times.
Default Value:
NO
.MOD Example:
Initial Feat:
<feat name>
<tab> MULT:YES
Modified By:
<feat name> <tab>
MULT:NO
Is Equivalent To:
<feat name>
<tab> MULT:NO
Modified feat cannot be taken multiple times.
Tag Name: STACK:x
Variables Used (x): Boolean (YES/NO)
What it does:
.MOD
tag, given an existing
STACK
tag,
the data included in a new
STACK
tag will overwrite
the existing tag data.
Example:
STACK:YES
This Feat may be stack on itself.
Default Value:
NO
feat.MOD Example:
Initial Feat:
<feat name>
<tab> STACK:YES
Modified By:
<feat name> <tab>
STACK:NO
Is Equivalent To:
<feat name>
<tab> STACK:NO
The benefits for the modified feat will not stack with itself if taken multiple times.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Name of template)
What it does:
%LIST
in conjunction with a
CHOOSE
tag.
Example:
TEMPLATE:Celestial
Adds the "Celestial" template to the character.
TEMPLATE:Half Dragon
(Red)|Zombie
Adds the templates "Half Dragon (Red)" and "Zombie" to the character.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tag.
TEMPLATE:ADDCOICE
tag as part of a
.MOD
of a Feat that containes multiple
TEMPLATE:CHOOSE
tags, all instances of the
TEMPLATE:CHOOSE
tag will be modified.
Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The feat allows the selection of previously defined templates plus the "Demihuman" or "Beast" templates.
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tags can be used in the
same LST object but doing so can cause unintended results.
Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The feat allows the selections of either the "Celestial" or "Outsider" template.
Tag Name: VISIBLE:x
Variables Used (x): YES (Default)
Variables Used (x): NO
Variables Used (x): DISPLAY
Variables Used (x): EXPORT
What it does:
YES
- Shows the feat name in PCGen and on export
to a character sheet.
NO
- Hides the feat name in PCGen and on export to
a character sheet.
DISPLAY
- Displays the feat name in PCGen but not
on the character sheet.
EXPORT
- Hides the feat name from PCGen but
displays it on the character sheet.
.MOD
tag, given an existing
VISIBLE
tag,
the data included in a new
VISIBLE
tag will overwrite
the existing tag data.
Example:
VISIBLE:YES
Shows the feat name in PCGen and on the Output sheet.
.MOD Example:
Initial Feat:
<feat name>
<tab> VISIBLEE:YES
Modified By:
<feat name> <tab>
VISIBLE:DISPLAY
Is Equivalent To:
<feat name>
<tab> VISIBLE:DISPLAY
Modified feat will appear in the GUI but will not appear on the output sheet.