The LST file tag TYPE
has many uses within the PCGen, most commonly it is used
to sort objects by type within the display or to identify a group of objects
to another object that grants a choice from that type. Additionally there are
certain types which have uses beyond sorting the display and identification
within the data. Examples of this include types used to identify objects for
the output sheets and special case types used by the code for various purposes.
This page will list these types and explain their uses. This page will not detail
all TYPEs used in our data (that would be a long list) just the ones more commonly
used and/or which have uses outside of the dataset which may not be immediately
apparent.
The following Objects utilize TYPE tags:
Tag Name: TYPE:x
Variables Used (x): Text (Class type)
What it does:
Example:
TYPE:Base.PC
The class will appear if the "Base" or "PC" filter options are selected.
Where it is used:
Class Line.
Commonly Used Types:
RSRD
PC
NPC
Prestige
Monster
MSRD
Advanced
Tag Name: TYPE:x
Variables Used (x): Text (Companion type)
What it does:
TYPE
tag.Example:
TYPE:Familiar
Defines the creature as a "Familiar" for resources tab display purposes.
Commonly Used Types:
Familiar
Animal Companion
Special Mount
Tag Name: TYPE:x.x
Variables Used (x): Text (Deity Type)
What it does:
Examples:
TYPE:Good
The deity belongs to the "Good" type.
TYPE:Good.Chaotic
The deity belongs to the "Good" and "Chaotic" types.
Tag Name: TYPE:x.x
Variables Used (x): Text (Item Type)
What it does:
TYPE
tag is used for many filtering and PRExxx tags. Please follow the conventions used in
the Players Rules for the TYPE
tag.TYPE
tag may also be used to identify which "slot" the item will be equiped to. See
Equipment Type Slots belowExample:
TYPE:Weapon.Simple.Melee.Slashing.Metal
Item is a Simple Melee Slashing Metal Weapon.
Scythe.MOD <tab> TYPE:.CLEAR <tab> TYPE:Weapon.Exotic.Melee.Piercing.Slashing.Standard
Modifying the Scythe to have a few more capabilities.
Special Case and Commonly Used Types:
Equip Slot Types - Equipment slot types are specific types which are used to control how many of a specific equipment TYPE a character can Equip to any one Equipset. Equipment slots and their associated types are defined in the equipmentslots.lst gameMode file. Since Slot TYPEs control where an item can be equipped no item should have more than one of these types, an item with more than one slot type will confuse PCGen and may not be equipped into the expected slot. A slot type is not required and any item with no slot type designated can still be equipped. There is no limit on how many such items can be equipped.
Common Equip Slot Types
Eyegear
Headgear
Amulet
Armor
Robe
Cape
Shirt
Clothing
Belt
Shield
Bracer
Glove
Weapon
Ring
Legwear
Boot
Uncommon Equip Slot Types
PsionicTattoo
- used in SRD and RSRD
Tattoo
- used in MSRD
Transportation
- used in MSRD
Vehicle
- used in SpycraftOutput Sheet Types
Items with the following types are not listed in the Equipment List but are instead listed in a separate block labeled Money.
Coin
Gem
The following types trigger special blocks for these types of equipment and are mutually exclusive.
Armor
Ammunition
Shield
Weapon
The following is used to identify Equipment which can be useful in combat during ones turn but which is not a Weapon or Ammunition (and thus already listed under attacks). This is used in some newer stat block formats. Examples might include a wand of Fireballs, a Thunderstone and a Tanglefoot Bag.
OffensiveGear
The following is used to identify Equipment which can be useful for defense in combat but which is not an Armor or Shield item (and thus already listed under Armor Class). This is used in some newer stat block formats. Examples might include a Cloak of Displacement and a Ring of Invisibility.
DefensiveGear
The following is used to identify Equipment which can be used to cast illumination. The item should also contain certain
QUALITY
tags which define the brightness and duration of the light source.
LightSource
Weapon Types:
All items of type
Weapon
must also have one, and only one, of typesMelee
orRanged
.The type
Thrown
is designates a weapon as a thrown weapon and activates a second output block showing the weapons Ranged statistics.The type
Double
designates a weapon as a double weapon and activates the three ALTxxx tags for the statistics for the second head.Weapon Damage Types
Weapon Damage types are defined in the miscinfo.lst gameMode file by the WEAPONTYPE tag.
Bludgeoning
Piercing
Slashing
Fire
Acid
Electricity
Cold
Poison
Sonic
Additional MSRD Weapon Damage Types:
Ballistic
Concussion
Radiation
Disintegration
Miscellaneous Types:
Container
designates the item is a container and activates the CONTAINS tag in the item.
Tag Name: TYPE:x.x
Variables Used (x): Text (Type name)
What it does:
PRETYPE
and ITYPE
.Example:
TYPE:Armor.Shield
Item is of the "Armor" & "Shield" types.
EDF Combat Armor.MOD <tab> TYPE:.CLEAR <tab> TYPE:Armor.Medium.Suit.Tactical.PL6
Modifies the item is of the "Armor" "Medium" "Suit" "Tactical" "PL6" types.
Special Case:
BaseMaterial
The BaseMaterial TYPE is used to identify Equipment Modifiers which represent materials an item can be made from such as Mithral, Adamantine, Steel and Wood. An equipment item can only have one Equipment Modifier with the "BaseMaterial" type, if a second one is applied the first is automatically removed.
Tag Name: TYPE:x
Variables Used (x): Text (Feat or Ability type)
What it does:
This is a period-delimited (.) list of the types assigned to the feat or ability.
Example:
TYPE:General.Fighter
This Feat is part of the "General" and "Fighter" feat types.
Acrobatic.MOD <tab> TYPE:.CLEAR <tab> TYPE:General.Fast.Pugilist.Rustler.Showman
Modification of the Acrobatic Class to be "General", "Fast", "Pugilist", "Rustler", "Showman", feat types.
Charm.MOD <tab> TYPE:Efficacious
This modification adds the "Efficacious" feat type to the list of types for this feat.
Special Case and Common Types:
Feat and Ability types fall into three general uses; Game Rule types, Class Bonus Feat or Ability types, and types used by the Output Sheets. Game rule types represent the types the game itself groups the feats or abilities into and are derived from the source material. Class bonus feat or ability types are used to create a group of feats or abilities from which a class is granted a selection.
Common Game Rule Types
General
ItemCreation
Metamagic
Common Class Bonus Feat or Ability Types
Fighter
Wizard
FavoredEnemy
Turning
RogueAbilities
Output Sheet types
Types used by the output sheets require more explanation since their purpose is not evident in the data files.
The following two types are used in Abilities of CATEGORY=Special Ability (in the RSRD). Every Ability in this category should have one of these types or the other. Depending on the type the output sheet will list the ability in the Special Attacks block or the Special Qualities block.
SpecialAttack
SpecialQuality
Abilities designated as Extraordinary, SpellLike, Supernatural or PsiLike in the source material do so with an abbreviation at the end of the name, (Ex), (Sp), (Su) and (Ps). The output sheet can use this type to add the abbreviation to the end of the ability name if it is appropriate for that sheet. Not all sheets will want to display the name in that way and by using a type rather than having the abbreviation be part of the name this makes it optional.
Extraordinary
SpellLike
Supernatural
PsiLike
The following type identifies the Feat or Ability as one which provides an alternate attack or modifies a standard attack. This is used in some newer stat block formats.
AttackOption
The following type identifies the Feat or Ability as one which represents an Aura or continuous area of effect ability. This is used in some newer stat block formats.
Aura
The following type identifies the Feat or Ability of a Defensive nature other than Resistances, Immunities, AC or HP effecting abilities. This is used in some newer stat block formats.
Defensive
The following type identifies the Feat or Ability as one which grants some ability to communicate. This is used in some newer stat block formats where the ability is listed with languages.
Communicate
The followng type identifies the Feat or Ability as one which represent a specific immunity. This is used in some newer stat block formats.
Immunity
The following type identifies the Feat or Ability as one which provide a circumstantial AC bonus or other defensive benefit. This is used in some newer stat block formats where the ability is listed with AC details.
ModifyAC
The following type identifies the Feat or Ability as one which provide a bonus or other defensive benefit related to hit points. This is used in some newer stat block formats where the ability is listed with hit points.
ModifyHP
The following type identifies the Feat or Ability as one which provides some for of special movement or modifies the movement rate. This is used in some newer stat block formats where the ability is listed with movement rates.
ModifyMovement
The following type identifies the Feat or Ability as one which represent a specific resistance. This is used in some newer stat block formats.
Resistance
The following type identifies the Feat or Ability as one which represent a specific weakness. This is used in some newer stat block formats.
Weakness
The following type identifies the Feat or Ability as one which represent a specific special sense or perception. This is used in some newer stat block formats.
Sense
Tag Name: TYPE:x.x
Variables Used (x): Text (Language type)
What it does:
This is a period-delimited (".") list of the types that languages are.
Example:
TYPE:Spoken.Written.Read
Language is "Spoken", "Written" and "Read".
Celestial <tab> TYPE:Spoken
Language Celestial is "Spoken", not "Written" or "Read".
Commonly Used Types:
Read
Spoken
Written
Tag Name: TYPE:x.x
Variables Used (x):Text (Source types)
What it does:
TYPE
tag is used to set the source display tree in the Sources Tab.TYPE
tags cannot have more than three type elements as follows:
Example:
TYPE:Foo Games.Core Rules.Core
Tag Name: TYPE:x
Variables Used (x): Text (Race type)
What it does:
TYPE
tag in race files has been used to
set the races Creature Type as defined in the game rules. This function is now being performed
by the RACETYPE tag and the
use of the TYPE
tag to set this is being phased out.Example:
TYPE:Outsider
The race is of the "Outsider" type.
Commonly Used Types:
Aberration
Animal
Beast
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Magical Beast
Monstrous Humanoid
Ooze
Outsider
Plant
Shapechanger
Undead
Vermin
Tag Name: TYPE:x.x
Variables Used (x): Text (Skill type)
What it does:
Example:
TYPE:Charisma.Perform
This skill belongs to the "Charisma" and "Perform" types.
Craft (Electronic - class skill).MOD <tab> TYPE:.CLEAR <tab> TYPE:Scientist_Skills.Terraformer_Skills
This skill is modified to be in the "Scientist_Skills" and "Terraformer_Skills" types.
Commonly Used Types:
To group by relevant ability
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
To group by relevant skill type
Craft
Knowledge
Perform
Tag Name: TYPE:x.x
Variables Used (x): Text (Spell type)
What it does:
Example:
TYPE:Arcane.Divine
Spell is both "Arcane" and "Divine".
Commonly Used Types:
Arcane
Divine
Psionic
Tag Name: TYPE:x.x
Variables Used (x): Text (Start Kit type)
What it does:
Example:
TYPE:DefaultMonster
Kit is a "DefaultMonster" kit.
Commonly Used Types:
DefaultMonster
Treasure
NPC
PC
StartingKit
Tag Name: TYPE:x.x
Variables Used (x): Text (Template type)
What it does:
TYPE
tag in tTemplate files have been used to
alter the races Creature Type as defined in the game rules. This function is now being performed
by the RACETYPE tag and the use
of TYPE
to alter this is being phased out.Example:
TYPE:Outsider
Is a "Outsider" if this template is selected.
Tag Name: TYPE:x.x
Variables Used (x): Text (Type name)
What it does:
Example:
TYPE:Simple
Characters with "Simple" weapon proficiency can use this weapon.