#
# Current Ver: $Revision: 13293 $
# Last Editor: $Author: amaitland $
# Last Edited: $Date: 2010-10-04 12:34:51 +1100 (Mon, 04 Oct 2010) $
#
# message displayed when experience added allows character to advance a level
LEVELMSG:Congratulations, you can advance with that much experience!
#
#
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
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
#No longer required.

# PLUSCOST is now calculated derectly within the EQMODs using new equipement variables PLUSTOTAL and HEADPLUSTOTAL
#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|!PREABILITY:1,CATEGORY=Special Ability,Uncanny Dodge	REMOVE:Dodge|!PREABILITY:1,CATEGORY=Special Ability,Uncanny Dodge
ACTYPE:Touch				ADD:TOTAL		REMOVE:Armor|ArmorEnhancement|NaturalArmor|Shield|ShieldEnhancement|NaturalArmorEnhancement
ACTYPE:Base					ADD:Base
ACTYPE:Armor				ADD: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|Armor|Shield|Ability|Size|NaturalArmor|NaturalArmorEnhancement|Dodge|Deflection|ShieldEnhancement|ArmorEnhancement
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: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
BASEDICE:3d6	UP:4d6,6d6,8d6,12d6					DOWN:2d6,1d10,1d8,1d6,1d4

# 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
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: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
###COMMENT: Internal Category is for all hidden abilities.


PREVIEWDIR:d20/fantasy
PREVIEWSHEET:preview.html

# 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:Shield|Weapon|Armor|Ammunition|Resizable


DEFAULTDATASET:3.5 RSRD|SRD 3.5 for Game Masters (includes Monsters)

#
# DONE
#
