The following tags are used to provide equipment related data to the various output sheets used by PCGen.
Token Name: EQ.%.x
Variables Used (x): Text (Property)
What it Does:
Example:
EQ.%.NAME
Displays a list of equipment names.
EQ.%.NAME.MAGIC~<b>~</b>
Displays a list of equipment names in BOLD , by placing <b> before the name, and </b> after the name of magic items.
EQ.%.SPROP
Displays a list of equipment special properties.
Token Name: EQ.ADD.x
Variables Used (x): Text (Subtype or "CONTAINED").
What it does:
Adds items containing that subtype to the returned list of equipment.
Example:
EQ.ADD.Armor
Displays all armor type items.
EQ.ADD.CONTAINED
Displays all items contained in another.
Token Name: EQ.IS.x.y.z
Variables Used (x): Text (Subtype or "CONTAINED").
Variables Used (y): Number (The equipment position number - 0-based index).
Variables Used (z): Text (property).
Variable Used (alpha): Text (Any valid tag for EQ.IS. Examples: NAME, QTY, CONTAINS, LOCATION).
Variable Used (type): Text (Item type).
Variable Used (w): Number (The equipment position number - 0-based index).
Variable Used (type): Text (Item type).
Variable Used (w): Number (The equipment position number - 0-based index).
Variable Used (type): Text (Item Type)
Variable Used (a/b/c/d): Text (a = prepended if type matches, b = appended if type matches, c = prepended if type doesn't match, d = appended if type doesn't match).
Variable Used (n): Number (The equipment position number - 0-based index).
What it does:
Examples:
EQ.IS.Metal.1.TYPE1
If the item was type "MAGIC.WEAPON.MARTIAL.METAL", then "WEAPON" would be displayed.
EQ.IS.ROD.5.NAME.MAGIC~<b>~</b>
Would display the name of the 6th rod in the equipment list and bold it if it was magical.
EQ.IS.0.CONTAINS.0.LONGNAME
Returns Longbow +1 (Flaming).
EQ.IS.2.CONTAINS.4.QTY
Returns the quantity of the 5 th item contained in 3 rd Equipment.
EQ.IS.ROD.0.NOTE
Would display a player added note on the 1 st rod in the equipment list. (If available).
Token Name: EQ.MERGEx.y.z
Variables Used (x): Text (Merge Code).
Variables Used (y): Number (The equipment position number - 0-based index).
Variables Used (z): Text (property as per EQ.IS.x.y.z).
What it does:
Examples:
EQ.MERGEALL.0.CHARGES
Displays the number of charges of all items of the same name as the 1 st item.
EQ.MERGELOC.3.LOCATION
Displays blank if not carried, "Equipped", the name of the container if inside a container or "Carried" for all items with the same name in the same container as the 4 th item.
EQ.MERGE.NONE.1.SIZE
Displays a one letter description of the size of the 2 nd item (eg. "M" for Medium).
Token Name: EQ.NOT.x
Variables Used (x): Text (Subtype or "CONTAINED").
What it does:
Removes all equipment not containing that subtype from the returned list of equipment.
Example:
EQ.NOT.Metal
Displays all items that are not metal type items.
Token Name: EQ.x.QUALITY.y
Variables Used (x): Number (The equipment position number - 0-based index).
Variables Used (y): Text (Name of quality).
Variables Used (y): Number (The quality position number - 0-based index).
What it does:
Returns the value set by the QUALITY equipment tag.
Example:
EQ.0.QUALITY
Displays all the Name/Value pairs of qualities.
EQ.0.QUALITY.Restriction
Displays the Value of the Restriction quality (if the equipment has this quality).
EQ.0.QUALITY.0
Displays the Name/Value of the first quality the equipment has.
Token Name: EQCONTAINER.x.y
Variables Used (x): Number (The equipment position number - 0-based index).
Variables Used (y): Text (property).
Variable Used (n): Number (The equipment position number - 0-based index).
Variable Used (n): Number (The equipment position number - 0-based index).
What it does:
Displays various weight information about container type equipment.
Examples:
EQCONTAINER.0.ITEMWEIGHT
Displays the weight of the 1 st container itself.
EQCONTAINER.3.CONTENTWEIGHT
Displays the weight of the contents of the 4 th container.
EQCONTAINER.1.TOTALWEIGHT
Displays the total weight of the 2 nd container.
Token Name: EQCONTAINERS.x.y
Variables Used (x): Number (The equipment position number - 0-based index).
Variables Used (y): Text (property as EQ.IS.x.y.z).
What it does:
Example:
EQCONTAINERS.0.COST
Display the cost in gold of the 1 st container.
Token Name: EQCONTAINERW.x.y
Variables Used (x): Number (The equipment position number - 0-based index).
Variables Used (y): Text (property as per EQ.IS.x.y.z).
What it does:
Example:
EQCONTAINERW.0.SPROP
Displays the special properties of the 1 st container.
Token Name: EQSET.x
Variables Used (x): text (Option).
What it does:
Used to output equipment sets to csheets or eqsheets.
Example:
EQSET.START
EQSET.NAME
FOR,%num,0,10,1,1
ARMOR%num.NAME
ENDFOR
EQSET.END
The above code would loop once for each Equipment Set created on the Equipping tab.
Token Name: EQTYPE.w.x.y.z
Variables Used (w): MERGE.ALL (Optional. Default behavior.)
Variables Used (w): MERGE.LOC (Optional)
Variables Used (w): MERGE.NONE (Optional)
Variables Used (x): Text (Subtype or "CONTAINED").
Variables Used (y): Number (Equipment position. Not used with MERGE.).
Variables Used (z): ADD.Text (Subtype or "CONTAINED").
Variables Used (z): IS.Text (Options as per EQ.IS.x.y.z).
Variables Used (z): NOT.Text (Subtype or "CONTAINED").
Variables Used (z): NOTE.Text (Miscelaneous notes on sub-type. Used only with MERGE. Optional)
What it does:
- Displays equipment type information.
- Equipment of like type is merged by default prior to display.
- MERGE.ALL - Causes all items with the same name to be merged (default behavior).
- MERGE.LOC - Causes all items with the same name and in the same location to be merged.
- MERGE.NONE - No items with the same name are merged.
- Equipment position is a zero-based index.
- ADD - Adds items containing that subtype to the returned list of equipment (Options as per EQ.NOT.x).
- IS - Removes all equipment not containing that subtype from the returned list of equipment (Options as per EQ.IS.x.y.z).
- NOT - Removes items containing that subtype from the returned list of equipment (Options as per EQ.NOT.x).
- NOTE - Displays the player added notes (if any) of the items containing that subtype.
- Depending on the type of EQ, you can also use all the tokens from the ARMOR and ATTACK tokens (ACMOD, MAXDEX, DAMAGE, etc).
- EQTYPE and all options can also be used in a COUNT[] statement.
Example:
EQTYPE.GEM.5.COST
Would display the cost of the 4 th gem in the equipment list.
EQTYPE.GEM.1.NOTE
Would display a player added note on the 2 nd gem in the equipment list. (If available)
EQTYPE.MAGIC.IS.STAFF.ADD.ROD.x.NAME
Would display the name of the x-th magical staff or rod in the equipment list.
EQTYPE.MERGE.NONE.MAGIC.IS.STAFF.ADD.ROD.NAME
Would display the name of all magical staves or rods in the equipment list.