#
# Current Ver: $Revision: 1970 $
# Last Editor: $Author: eddyanthony $
# Last Edited: $Date: 2007-01-17 14:44:01 -0800 (Wed, 17 Jan 2007) $
#
# message displayed when experience added allows character to advance a level

#LEVELMSG:Congratulations, you can advance with that much experience!

#
# Displays the Alignment and what name to call Hit Points. Commenting out the Alignment tag removes it from the GUI. Example of this use is in MSRD.

#ALIGNMENTNAME:Alignment
#HPNAME:Hit Points
#HPABBREV:HP

#ALTHPNAME:
#ALTHPABBREV:

# AC tags can be used to display AC info by using appropriate name and abbrev.
# ACNAME: and ACABBREV: are required for proper usage.

#ACNAME:Armor Class
#ACABBREV:AC

# Whether to allow AutoResizing of Equipment for nonmedium characters in this gamemode
#ALLOWAUTORESIZE:Y

# Stacking bonuses - What bonuses STACK automatically
#BONUSSTACKS:Defense.Dodge.Circumstance.NotRanged.NotFlatFooted

#
#misc. currency specific items
#

#CURRENCYUNIT:Gold
#CURRENCYUNITABBREV:gp

#
#define this game mode's default unit set
#as specified in unitset.lst
#

#DEFAULTUNITSET:Imperial

# The following determine whether some Class-related
# variables are displayed on the Classes tab.
# SHOWCLASSDEFENSE: determines whether BONUS:COMBAT|AC|x|TYPE=ClassDefense
#  value is displayed.
# DISPLAYVARIABLExTEXT: determines the Label displayed for the variable
# DISPLAYVARIABLExNAME: determines the variable displayed.
#  This must match the DEFINE: variable in order to be displayed
# Up to 3 variables can be displayed in this manner

#SHOWCLASSDEFENSE:No
#DISPLAYVARIABLE1TEXT:
#DISPLAYVARIABLE1NAME:
#DISPLAYVARIABLE2TEXT:
#DISPLAYVARIABLE2NAME:
#DISPLAYVARIABLE3TEXT:
#DISPLAYVARIABLE3NAME:

#
# Whether or not the game mode displays these tabs
#

#TAB:ABILITIES	NAME:in_abilities_tabname	CONTEXT:tabpages\players\tabability.html
#TAB:CAMPAIGNS	NAME:Source Materials	CONTEXT:tabpages\source\sourcesectionheading.html
#TAB:CLASS	NAME:in_class		CONTEXT:tabpages\players\tabclasses.html
#TAB:DESCRIPTION	NAME:in_descrip		CONTEXT:tabpages\players\tabdescription.html
#TAB:DOMAINS	NAME:in_domains		CONTEXT:tabpages\players\tabdomains.html
#TAB:FEATS	NAME:in_feats		CONTEXT:tabpages\players\tabfeats.html
#TAB:INVENTORY	NAME:in_inventory	CONTEXT:tabpages\players\inventory\inventorygear.html
#TAB:RACE	NAME:in_race		CONTEXT:tabpages\players\tabraces.html
#TAB:SKILLS	NAME:in_skills		CONTEXT:tabpages\players\tabskills.html
#TAB:SPELLS	NAME:in_spells		CONTEXT:tabpages\players\tabspells.html
#TAB:SUMMARY	NAME:in_summary		CONTEXT:tabpages\players\tabsummary.html

# Inventory subpanels
#TAB:GEAR	NAME:in_InfoGear	CONTEXT:tabpages\players\inventory\inventorygear.html
#TAB:EQUIPPING	NAME:in_InfoEquipping	CONTEXT:tabpages\players\inventory\inventoryequipping.html
#TAB:RESOURCES	NAME:in_InfoResources	CONTEXT:tabpages\players\inventory\inventoryresources.html
#TAB:TEMPMOD	NAME:in_InfoTempMod	CONTEXT:tabpages\players\inventory\inventorytempbonus.html
#
# Menu entry (under Settings-->Campaign), and tool tip displayed for said entry
# use & for mnemonic, && for & (MENUENTRY only)
#
#MENUENTRY:3.5e
#MENUTOOLTIP:Use 3.5e character creation settings
#DISPLAYORDER:1
#ALLOWEDMODES:35e|DnD
#
# SHORTRANGE sets the Short Range as referenced by
#  TOHIT-SHORTRANGE and DAMAGE-SHORTRANGE
# Integer value, defaults to zero if tag not present to allow GameModes
# without shortrange bonus/limitations
#SHORTRANGE:30
#
# RANGEPENALTY sets the modification of the to-hit value for
# each range increment after the first.
# Integer value, defaults to zero if tag not present to allow GameModes
# without range increment bonus/limitations
#RANGEPENALTY:-2

# SQUARESIZE defines the size of a battlemap square in feet.
#SQUARESIZE:5

#SPELLRANGExxx specifies the formula used to compute spell ranges
#The formula is evaluated by the PlayerCharacter.getVariableValue() routine
#SPELLRANGE:CLOSE|floor(CASTERLEVEL/2)*5+25
#SPELLRANGE:MEDIUM|(CASTERLEVEL*10)+100
#SPELLRANGE:LONG|(CASTERLEVEL*40)+400

#SKILLMULTIPLIER by level (assumes 1 for all levels beyond those in | delimited list)
#e.g. SKILLMULTIPLIER:2|2|2 would give a x2 mult at levels 1 to 3, and x1 beyond that
#SKILLMULTIPLIER:4
#SPELLBASEDC:10+SPELLLEVEL+BASESPELLSTAT

# BONUSFEATLEVELSTARTINTERVAL:level|interval
# level = first level where you gain an additional feat
# (use more than one of these tags for additional feats)
# interval = multiples of levels after the start level that you gain an additional feat (0 = only at start)
# this is handled in the races.lst by the STARTFEATS tag
#BONUSFEATLEVELSTARTINTERVAL:1|0
#BONUSFEATLEVELSTARTINTERVAL:3|3

#BONUSSTATLEVELSTARTINTERVAL:level|interval
# level = first level where you gain an additional stat
# (use more than one of these tags for additional stat)
# interval = multiples of levels after the start level that you gain an additional stat (0 = only at start)
#BONUSSTATLEVELSTARTINTERVAL:4|4

# Calculations for AC. Same as those used on the
# output sheets with the 'BONUS.' stripped off

#BONUS_ACTOUCH:COMBAT.AC.TOTAL.!Armor.!NaturalArmor
#BONUS_ACFLAT:COMBAT.AC.TOTAL.!Ability.PRESTAT:1,DEX=10.!PRESA:1,Uncanny Dodge.MIN=0

# Ammo is made in batches of 50, so the "plus" cost
# per unit should be 2000*(PLUS*PLUS)/50
#PLUSCOST:AMMUNITION|BASEQTY*40*PLUS*PLUS
#PLUSCOST:ARMOR|1000*PLUS*PLUS
#PLUSCOST:SHIELD|1000*PLUS*PLUS
#PLUSCOST:WEAPON|(2000*PLUS*PLUS)+(2000*ALTPLUS*ALTPLUS)

#Attack/Check Cycle attributes
#BABMAXATT:4
#BABATTCYC:5
#BABMINVAL:1
# Epic stuff
#BABMAXLVL:20
#CHECKSMAXLVL:20

#Class Types
#CLASSTYPE:PC		CRFORMULA:CL		ISMONSTER:NO	XPPENALTY:YES
#CLASSTYPE:NPC		CRFORMULA:max(CL-1,0)	ISMONSTER:NO	XPPENALTY:YES
#CLASSTYPE:Prestige	CRFORMULA:0			ISMONSTER:NO	XPPENALTY:NO
#CLASSTYPE:Monster		CRFORMULA:0			ISMONSTER:YES	XPPENALTY:NO

#AC Types
#ACTYPE:Total				ADD:TOTAL
#ACTYPE:Flatfooted				ADD:TOTAL		REMOVE:Ability|PRESTAT:1,DEX=10|!PREFEAT:1,Uncanny Dodge	REMOVE:Dodge|!PREFEAT:1,Uncanny Dodge
#ACTYPE:Touch				ADD:TOTAL		REMOVE:Armor|NaturalArmor|Shield|NaturalArmorEnhancement
#ACTYPE:Base					ADD:Base
#ACTYPE:Armor				ADD:Armor
#ACTYPE:Shield				ADD:Shield
#ACTYPE:Ability				ADD:Ability
#ACTYPE:Size					ADD:Size
#ACTYPE:NaturalArmor			ADD:NaturalArmor|NaturalArmorEnhancement
#ACTYPE:NaturalArmorEnhancement	ADD:NaturalArmorEnhancement
#ACTYPE:Misc					ADD:TOTAL		REMOVE:Base|Armor|Shield|Ability|Size|NaturalArmor|NaturalArmorEnhancement
#ACTYPE:ClassDefense			ADD:ClassDefense
#ACTYPE:Dodge				ADD:Dodge

# Damage die changes on size
#BASEDICE:1d2	UP:1d3,1d4,1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6	DOWN:1,0
#BASEDICE:1d3	UP:1d4,1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6		DOWN:1d2,1,0
#BASEDICE:1d4	UP:1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6			DOWN:1d3,1d2,1,0
#BASEDICE:1d6	UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6			DOWN:1d4,1d3,1d2,1
#BASEDICE:1d8	UP:2d6,3d6,4d6,6d6,8d6,12d6				DOWN:1d6,1d4,1d3,1d2
#BASEDICE:1d10	UP:2d8,3d8,4d8,6d8,8d8,12d8				DOWN:1d8,1d6,1d4,1d3
#BASEDICE:1d12	UP:3d6,4d6,6d6,8d6,12d6					DOWN:1d10,1d8,1d6,1d4
#BASEDICE:2d4	UP:2d6,3d6,4d6,6d6,8d6,12d6				DOWN:1d6,1d4,1d3,1d2
#BASEDICE:2d6	UP:3d6,4d6,6d6,8d6,12d6					DOWN:1d10,1d8,1d6,1d4
#BASEDICE:2d8	UP:3d8,4d8,6d8,8d8,12d8					DOWN:2d6,1d10,1d8,1d6
#BASEDICE:2d10	UP:4d8,6d8,8d8,12d8					DOWN:2d8,2d6,1d10,1d8

# Penalty to attacks for different sized weapons
#EQSIZEPENALTY:35 Size Penalty		BONUS:WEAPON|TOHIT|(PC.SIZE.INT-EQUIP.SIZE.INT)*-2|PREVARGT:PC.SIZE.INT,EQUIP.SIZE.INT|!PRETYPE:2,Melee,Natural|TYPE=DifferentEQSizePenalty	BONUS:WEAPON|TOHIT|(EQUIP.SIZE.INT-PC.SIZE.INT)*-2|PREVARGT:EQUIP.SIZE.INT,PC.SIZE.INT|!PRETYPE:2,Melee,Natural|TYPE=DifferentEQSizePenalty

# Long and Short weapon damage types
#WEAPONTYPE:Bludgeoning|B
#WEAPONTYPE:Piercing|P
#WEAPONTYPE:Slashing|S
#WEAPONTYPE:Fire|F
#WEAPONTYPE:Acid|A
#WEAPONTYPE:Electricity|E
#WEAPONTYPE:Cold|C
#WEAPONTYPE:Poison|Po
#WEAPONTYPE:Sonic|So

# Weapon proficiency categories -- These are used in the WEAPONPROF.lst file! If the category does not exist here, the weapon won't work.
#WEAPONCATEGORY:Simple
#WEAPONCATEGORY:Martial
#WEAPONCATEGORY:Exotic
#WEAPONCATEGORY:Natural

# Non-proficient penalty
#WEAPONNONPROFPENALTY:-4

# Number of hands required to wield weapon categories
#									Object Size difference
# 											Damage multiplier: hands = multiplier
#WIELDCATEGORY:Light		HANDS:1		FINESSABLE:Yes		SIZEDIFF:-1	DAMAGEMULT:1=1,2=1
#WIELDCATEGORY:OneHanded		HANDS:1					SIZEDIFF:0	DAMAGEMULT:1=1,2=1.5
#WIELDCATEGORY:TwoHanded		HANDS:2					SIZEDIFF:1	DAMAGEMULT:2=1.5
#WIELDCATEGORY:TooSmall		HANDS:999
#WIELDCATEGORY:TooLarge		HANDS:999
#WIELDCATEGORY:Unusable		HANDS:999
#WIELDCATEGORY:None		HANDS:0

# Light weapon vs PC size changes
#WIELDCATEGORY:Light		PREVARLTEQ:EQUIP.SIZE.INT,PC.SIZE.INT-1	SWITCH:TooSmall
#WIELDCATEGORY:Light		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT+1	SWITCH:OneHanded
#WIELDCATEGORY:Light		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT+2	SWITCH:TwoHanded
#WIELDCATEGORY:Light		PREVARGTEQ:EQUIP.SIZE.INT,PC.SIZE.INT+3	SWITCH:TooLarge

# OneHanded weapon vs PC size changes
#WIELDCATEGORY:OneHanded		PREVARLTEQ:EQUIP.SIZE.INT,PC.SIZE.INT-2	SWITCH:TooSmall
#WIELDCATEGORY:OneHanded		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT-1	SWITCH:Light
#WIELDCATEGORY:OneHanded		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT+1	SWITCH:TwoHanded
#WIELDCATEGORY:OneHanded		PREVARGTEQ:EQUIP.SIZE.INT,PC.SIZE.INT+2	SWITCH:TooLarge

# TwoHanded weapon vs PC size changes
#WIELDCATEGORY:TwoHanded		PREVARLTEQ:EQUIP.SIZE.INT,PC.SIZE.INT-3	SWITCH:TooSmall
#WIELDCATEGORY:TwoHanded		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT-2	SWITCH:Light
#WIELDCATEGORY:TwoHanded		PREVAREQ:EQUIP.SIZE.INT,PC.SIZE.INT-1	SWITCH:OneHanded
#WIELDCATEGORY:TwoHanded		PREVARGTEQ:EQUIP.SIZE.INT,PC.SIZE.INT+1	SWITCH:TooLarge

#
# Wield Category Steps
#  This is used when figuring bonuses that allow you to wield Larger or Smaller size weapons
#WCSTEPSFORMULA:EQUIP.SIZE.INT-PC.SIZE.INT

#WIELDCATEGORY:TooSmall		UP:Light|OneHanded|TwoHanded					ZERO:Light
#WIELDCATEGORY:Light		UP:OneHanded|TwoHanded
#WIELDCATEGORY:OneHanded		UP:TwoHanded			DOWN:Light
#WIELDCATEGORY:TwoHanded						DOWN:OneHanded|Light
#WIELDCATEGORY:TooLarge						DOWN:TwoHanded|OneHanded|Light	ZERO:TwoHanded

#
# Dice rolling methods for character creation
#
#ROLLMETHOD:3d6						METHOD:3d6
#ROLLMETHOD:4d4						METHOD:4d4
#ROLLMETHOD:4d6 drop lowest				METHOD:roll(4,6,top(3))
#ROLLMETHOD:4d6, reroll 1's				METHOD:4d5+4
#ROLLMETHOD:4d6, reroll 1's, drop the lowest	METHOD:roll(4,6,top(3),reroll(1))
#ROLLMETHOD:5d6 drop 2 lowest				METHOD:roll(5,6,top(3))

# Unit Set
#UNITSET:Imperial	HEIGHTUNIT:ftin	HEIGHTFACTOR:1		HEIGHTPATTERN:#		DISTANCEUNIT:ft.	DISTANCEFACTOR:1	DISTANCEPATTERN:#	WEIGHTUNIT:lbs.	WEIGHTFACTOR:1	WEIGHTPATTERN:#.##
#UNITSET:Metric		HEIGHTUNIT:cm	HEIGHTFACTOR:2.54	HEIGHTPATTERN:#		DISTANCEUNIT:m		DISTANCEFACTOR:0.3	DISTANCEPATTERN:#.##	WEIGHTUNIT:kg	WEIGHTFACTOR:0.5	WEIGHTPATTERN:#.###

#
# Reach mode formula to calculate weapon reach for a player
#
# RACEREACH = player's natural reach
# REACH = equipment's reach
# REACHMULT = equipment's reach multiple
#
#WEAPONREACH:(RACEREACH+(max(0,REACH-5)))*REACHMULT

#
# Ability Categories
#
#ABILITYCATEGORY:my_foo abilities	CATEGORY:PooSlinger	PLURAL:PooSlinger		EDITABLE:YES	EDITPOOL:NO	FRACTIONALPOOL:NO	POOL:<myformula or Number>	VISIBLE:YES/NO/QUALIFY
#ABILITYCATEGORY:AbilitybySkill	CATEGORY:AbilitybySkill	PLURAL:AbilitybySkills	EDITABLE:YES	EDITPOOL:NO	FRACTIONALPOOL:NO	POOL:AbilitybySkillPool		VISIBLE:QUALIFY


# VISIBLE TAG will take YES, NO or QUALIFY - QUALIFY won't display the Category unless it has one valid selection or the number is 1 or higher in the pool.
# New tag - DISPLAYLOCATION:<user defined> will allow you to group ABILITIES together in the same "tab"
# New tag - DISPLAYNAME:<user defined> serves the same function as OUTPUTNAME is showing what is displayed
# Using TYPE will populate the category with any ABILITY with a matching type. Example:
# ABILITYCATEGORY:Fighter Feats	CATEGORY:FEAT	TYPE:Fighter
# That will make all the Feats with TYPE:Fighter appear
# The POOL tag allows you to set a variable that will be added to the pool, this must be a valid variable DEFINEd or hardcoded elsewhere

# DONE
#