The "Name" of the skill must be the first field on each line, the remaining tags may be of any order.
Craft (Structural)
The skill named "Craft (Structural)" is to be created.
Forgery.MOD
The skill named "Forgery" is to be modified.
Computer Use.FORGET
The skill named "Computer Use" is to be forgotten.
When POINTPOOLNAME trigger tag is present in miscinfo file 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
The name of the skill must be the first entry on each line.
Variables Used (x): DOUBLE
Variables Used (x): NO
Variables Used (x): NONPROF
Variables Used (x): PROFICIENT
Variables Used (x): WEIGHT
Variables Used (x): YES
What it does:
.MOD
tag, given an existing ACHECK
tag, the data included in a new ACHECK
tag will overwrite the existing tag data.Example:
ACHECK:YES
Armor check penalty applies to this skill.
.MOD Example (Overwriting):
Initial Skill: Brachiation <tab> ACHECK:YES
Modified By: Brachiation.MOD <tab> ACHECK:DOUBLE
Is Equivalent To: Brachiation <tab> ACHECK:DOUBLE
The skill "Brachiation" receives a double penalty from equipped armor.
Tag Name: CLASSES:x
Variables Used (x): Text (Class Name)
Variables Used (x): ALL
What it does:
.MOD
tag, given an existing CLASSES
tag, the data included in a new CLASSES
tag will be appended to the existing tag data.Example:
CLASSES:Cleric|Paladin
The listed skill is class skill for "Cleric" or "Paladin" characters.
CLASSES:ALL
The listed skill is class skill for all classes.
CLASSES:ALL|!Wizard
The listed skill is a class skill for all classes except for "Wizard" characters.
.MOD Example (Appending):
Initial Skill: Brachiation <tab> CLASSES:Acrobat
Modified By: Brachiation.MOD <tab> CLASSES:Ranger
Is Equivalent To: Brachiation <tab> CLASSES:Acrobat|Ranger
.
The skill "Brachiation" is a class skill for both the "Acrobat" and the "Ranger" classes.
Tag Name: EXCLUSIVE:x
Variables Used (x): Boolean (YES or NO)
What it does:
.MOD
tag, given an existing EXCLUSIVE
tag, the data included in a new EXCLUSIVE
tag will overwrite the existing tag data.Example:
EXCLUSIVE:YES
This skill may only be taken if it is a class skill.
.MOD Example (Overwriting):
Initial Skill: Brachiation <tab> EXCLUSIVE:YES
Modified By: Brachiation.MOD <tab> EXCLUSIVE:NO
Is Equivalent To: Brachiation <tab> EXCLUSIVE:NO
The exclusive skill "Brachiation" is no longer exclusive.
Tag Name: KEYSTAT:x
Variables Used (x): Text (Abbreviated name of stat from statsandchecks.lst)
What it does:
.MOD
tag, given an existing KEYSTAT
tag, the data included in a new KEYSTAT
tag will overwrite the existing tag data.Example:
KEYSTAT:INT
Sets the Key stat for the skill to Intelligence.
.MOD Example (Overwriting):
Initial Skill: Brachiation <tab> KEYSTAT:DEX
Modified By: Brachiation.MOD <tab> KEYSTAT:STR
Is Equivalent To: Brachiation <tab> KEYSTAT:STR
The keystat for the skill "Brachiation" is no "Strength".
Tag Name: USEUNTRAINED:x
Variables Used (x): Boolean (efault is YES)
What it does:
YES
or NO
are used to indicate if this skill can be used untrained by the character..MOD
tag, given an existing USEUNTRAINED
tag, the data included in a new USEUNTRAINED
tag will overwrite the existing tag data.Example:
USEUNTRAINED:NO
This skill may not be used if untrained.
.MOD Example (Overwriting):
Initial Skill: Brachiation <tab> USEUNTRAINED:NO
Modified By: Brachiation.MOD <tab> USEUNTRAINED:YES
Is Equivalent To: Brachiation <tab> USEUNTRAINED:YES
The modified "Brachiation" skill can be used untrained.
Tag Name: VISIBLE:x|y
Variables Used (x): YES (Default)
Variables Used (x): ALWAYS
Variables Used (x): DISPLAY
Variables Used (x): GUI
Variables Used (x): EXPORT
Variables Used (x): CSHEET
Variables Used (y): READONLY (Optional)
What it does:
YES
, ALWAYS
- Shows the skill name in PCGen and on export to a character sheet.DISPLAY
, GUI
- Displays the skill name in PCGen but not on the character sheet.EXPORT
, CSHEET
- Hides the skill name from PCGen but displays it on the character sheet.READONLY
- This will block the user from adding Ranks to the skill in the Skill Tab.READONLY
is not valid when VISIBLE
is set to EXPORT
or CSHEET
..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 skill name in PCGen and on the Output sheet.
VISIBLE:ALWAYS
Shows the skill name in PCGen and on the Output sheet.
VISIBLE:DISPLAY
Shows the skill name in PCGen but not on the Output sheet.
VISIBLE:GUI
Shows the skill name in PCGen but not on the Output sheet.
VISIBLE:CSHEET
Shows the skill name on the Output sheet but not in PCGen.
VISIBLE:ALWAYS|READONLY
Shows the skill name in PCGen and on the Output sheet but prohibits the user from adding ranks to it.
.MOD Example (Overwriting):
Initial Skill: Brachiation <tab> VISIBLE:EXPORT
Modified By: Brachiation.MOD <tab> VISIBLE:YES
Is Equivalent To: Brachiation <tab> VISIBLE:YES
The modified "Brachiation" skill can be seen throughout the PCGen experience.