# @version    $Revision: 13293 $
#
# message displayed when experience added will allow character to advance a level
#
LEVELMSG:Congratulations, you can advance with that much experience!
#
#
#ALIGNMENTNAME:
HPNAME:Hit Point
HPABBREV:HP
ALTHPNAME:Damage Threshold
ALTHPABBREV:Threshold

# AC tags can be used to display AC info by using appropriate name and abbrev.
# ACNAME: and ACABBREV: are required for proper usage.
# SHOWCLASSDEFENSE: determines whether BONUS:COMBAT|AC|x|TYPE=ClassDefense value is reflected
# on the Classes Tab
ACNAME:Defense
ACABBREV:Def
#ALTACNAME:
#ALTACABBREV:

#
#misc. Modern specific items
#
CURRENCYUNIT:Wealth
CURRENCYUNITABBREV:Wlth

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

# Stacking bonuses
BONUSSTACKS:Defense.Dodge.Circumstance.NotRanged.NotFlatFooted

# 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:Action Points
DISPLAYVARIABLE1NAME:ActionRemain
DISPLAYVARIABLE2TEXT:Class Defense Bonus
DISPLAYVARIABLE2NAME:ClassDefense
DISPLAYVARIABLE3TEXT:Wealth Bonus
DISPLAYVARIABLE3NAME:Wealth

#
# Tabs defined
TAB:ABILITIES		NAME:in_abilities_tabname	CONTEXT:tabpages\players\tabability.html
TAB:CLASS			NAME:in_class			CONTEXT:tabpages\players\tabclasses.html
TAB:DESCRIPTION		NAME:in_descrip			CONTEXT:tabpages\players\tabdescription.html
TAB:FEATS			NAME:in_feats			CONTEXT:tabpages\players\tabfeats.html
TAB:INVENTORY		NAME:in_inventory			CONTEXT:tabpages\players\tabinventory.html
TAB:RACE			NAME:in_race			CONTEXT:tabpages\players\tabraces.html
TAB:SKILLS			NAME:in_skills			CONTEXT:tabpages\players\tabskills.html
TAB:CAMPAIGNS		NAME:Source Materials		CONTEXT:tabpages\source\sourcesectionheading.html
TAB:SPELLS			NAME:FX				CONTEXT:tabpages\players\tabspells.html
TAB:SUMMARY			NAME:in_summary			CONTEXT:tabpages\players\tabsummary.html
#
# Menu entry (under Settings-->Campaign), and tool tip displayed for said entry
# use & for mnemonic, && for & (MENUENTRY only)
#
MENUENTRY:&MSRD Modern
MENUTOOLTIP:Use Modern character creation settings
DISPLAYORDER:1
ALLOWEDMODES:Modern

#
#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

#Weapon Damage Types
WEAPONTYPE:Bludgeoning|Bl
WEAPONTYPE:Piercing|P
WEAPONTYPE:Slashing|S
WEAPONTYPE:Ballistic|Ba
WEAPONTYPE:Acid|A
WEAPONTYPE:Cold|Cd
WEAPONTYPE:Concussion|Cn
WEAPONTYPE:Electricity|El
WEAPONTYPE:Fire|F
WEAPONTYPE:Sonic|So
#used in Dawning Star
WEAPONTYPE:Radiation|Rd
WEAPONTYPE:Disintegration|Di

#Weapon categories
WEAPONCATEGORY:Simple
WEAPONCATEGORY:PersonalFirearm
WEAPONCATEGORY:Archaic
WEAPONCATEGORY:Exotic
WEAPONCATEGORY:ExoticFirearms
WEAPONCATEGORY:Natural
WEAPONCATEGORY:HMG
WEAPONCATEGORY:RocketLauncher
WEAPONCATEGORY:GrenadeLauncher
WEAPONCATEGORY:Mecha
WEAPONCATEGORY:Starship

# Non-proficient penalty
WEAPONNONPROFPENALTY:-4


#Attack/Check Cycle attributes
BABMAXATT:4
BABATTCYC:5
BABMINVAL:1

#Default Class Types
CLASSTYPE:PC		CRFORMULA:CL		ISMONSTER:NO	XPPENALTY:NO
CLASSTYPE:Advanced	CRFORMULA:0			ISMONSTER:NO	XPPENALTY:NO
CLASSTYPE:NPC		CRFORMULA:max(CL-1,0)	ISMONSTER:NO	XPPENALTY:NO
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|!PREABILITY:1,CATEGORY=Special Ability,Uncanny Dodge	REMOVE:Dodge|!PREABILITY:1,CATEGORY=Special Ability,Uncanny Dodge
ACTYPE:Touch				ADD:TOTAL		REMOVE:Armor|Equipment|ArmorEnhancement|NaturalArmor|Shield|ShieldEnhancement|NaturalArmorEnhancement
ACTYPE:Base					ADD:Base
ACTYPE:Equipment				ADD:Equipment|Armor|Shield
ACTYPE:Armor				ADD:Equipment|Armor|ArmorEnhancement
ACTYPE:ArmorEnhancement			ADD:ArmorEnhancement
ACTYPE:Shield				ADD:Shield|ShieldEnhancement
ACTYPE:ShieldEnhancement		ADD:ShieldEnhancement
ACTYPE:Ability				ADD:Ability
ACTYPE:Size					ADD:Size
ACTYPE:NaturalArmor			ADD:NaturalArmor|NaturalArmorEnhancement
ACTYPE:NaturalArmorEnhancement	ADD:NaturalArmorEnhancement
ACTYPE:Dodge				ADD:Dodge
ACTYPE:Deflection				ADD:Deflection
ACTYPE:Misc					ADD:TOTAL		REMOVE:Base|Equipment|Armor|Shield|Ability|Size|NaturalArmor|NaturalArmorEnhancement|Dodge|Deflection|ShieldEnhancement|ArmorEnhancement|ClassDefense
ACTYPE:Circumstance			ADD:Circumstance
ACTYPE:Insight				ADD:Insight
ACTYPE:Morale				ADD:Morale
ACTYPE:Profane				ADD:Profane
ACTYPE:Sacred				ADD:Sacred
ACTYPE:ClassDefense			ADD:ClassDefense





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

#
# 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:roll(4,6,reroll(1))
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:FEAT		VISIBLE:YES		EDITABLE:YES	EDITPOOL:YES	FRACTIONALPOOL:NO		CATEGORY:FEAT	PLURAL:Feats	DISPLAYLOCATION:Feats
ABILITYCATEGORY:Internal	VISIBLE:NO		EDITABLE:NO		EDITPOOL:NO		FRACTIONALPOOL:NO		CATEGORY:Internal
ABILITYCATEGORY:Mutation	VISIBLE:NO		EDITABLE:NO		EDITPOOL:NO		FRACTIONALPOOL:NO		CATEGORY:Mutation
###COMMENT: Internal Category is for all hidden abilities.


PREVIEWDIR:d20/modern
PREVIEWSHEET:Standard.htm

# DIESIZES values are used by the HITEDIE tag to bump up/down HD per level.
DIESIZES:1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000 

# Types which automatic resizing is activated on
RESIZABLEEQUIPTYPE:Weapon|Armor|Shield|Ammunition|Resizable

DEFAULTDATASET:MSRD - Basics,MSRD - Arcana,MSRD - Future,MSRD - Menaces|MSRD

#
# End
#
