The LST file tag
   TYPE
   has many uses within the
PCGen, most commonly it is used to sort objects by type within the
display or to identify a group of objects to another object that
grants a choice from that type. Additionally there are certain
types which have uses beyond sorting the display and identification
within the data. Examples of this include types used to identify
objects for the output sheets and special case types used by the
code for various purposes. This page will list these types and
explain their uses. This page will not detail all TYPEs used in our
data (that would be a long list) just the ones more commonly used
and/or which have uses outside of the dataset which may not be
immediately apparent.
  
The following Objects utilize TYPE tags:
Tag Name: TYPE:x
Variables Used (x): Text (Class type)
What it does:
Example:
   TYPE:Base.PC
  
The class will appear if the "Base" or "PC" filter options are selected.
Where it is used:
Class Line.
Commonly Used Types:
RSRD
   PC
  
   NPC
  
   Prestige
  
   Monster
  
MSRD
   Advanced
  
Tag Name: TYPE:x
Variables Used (x): Text (Companion type)
What it does:
TYPE
    tag.
   Example:
   TYPE:Familiar
  
Defines the creature as a "Familiar" for resources tab display purposes.
Commonly Used Types:
   Familiar
  
   Animal Companion
  
   Special Mount
  
Tag Name: TYPE:x.x
Variables Used (x): Text (Deity Type)
What it does:
Examples:
   TYPE:Good
  
The deity belongs to the "Good" type.
   TYPE:Good.Chaotic
  
The deity belongs to the "Good" and "Chaotic" types.
Tag Name: TYPE:x.x
Variables Used (x): Text (Item Type)
What it does:
TYPE
    tag is used for many filtering and PRExxx
tags. Please follow the conventions used in the Players Rules for
the
    TYPE
    tag.
   TYPE
    tag may also be used to identify which
"slot" the item will be equiped to. See
    
     Equipment Type Slots
    
    below
   Example:
   TYPE:Weapon.Simple.Melee.Slashing.Metal
  
Item is a Simple Melee Slashing Metal Weapon.
   Scythe.MOD <tab> TYPE:.CLEAR
<tab>
TYPE:Weapon.Exotic.Melee.Piercing.Slashing.Standard
  
Modifying the Scythe to have a few more capabilities.
Special Case and Commonly Used Types:
Equip Slot Types - Equipment slot types are specific types which are used to control how many of a specific equipment TYPE a character can Equip to any one Equipset. Equipment slots and their associated types are defined in the equipmentslots.lst gameMode file. Since Slot TYPEs control where an item can be equipped no item should have more than one of these types, an item with more than one slot type will confuse PCGen and may not be equipped into the expected slot. A slot type is not required and any item with no slot type designated can still be equipped. There is no limit on how many such items can be equipped.
Common Equip Slot Types
Eyegear
Headgear
Amulet
Armor
Robe
Cape
Shirt
Clothing
Belt
Shield
Bracer
Glove
Weapon
Ring
Legwear
BootUncommon Equip Slot Types
PsionicTattoo- used in SRD and RSRD
Tattoo- used in MSRD
Transportation- used in MSRD
Vehicle- used in SpycraftOutput Sheet Types
Items with the following types are not listed in the Equipment List but are instead listed in a separate block labeled Money.
Coin
GemThe following types trigger special blocks for these types of equipment and are mutually exclusive.
Armor
Ammunition
Shield
WeaponThe following is used to identify Equipment which can be useful in combat during ones turn but which is not a Weapon or Ammunition (and thus already listed under attacks). This is used in some newer stat block formats. Examples might include a wand of Fireballs, a Thunderstone and a Tanglefoot Bag.
OffensiveGearThe following is used to identify Equipment which can be useful for defense in combat but which is not an Armor or Shield item (and thus already listed under Armor Class). This is used in some newer stat block formats. Examples might include a Cloak of Displacement and a Ring of Invisibility.
DefensiveGearThe following is used to identify Equipment which can be used to cast illumination. The item should also contain certain
QUALITYtags which define the brightness and duration of the light source.
LightSourceWeapon Types:
All items of type
Weaponmust also have at least one of the typesMeleeorRanged.The type
Thrownis designates a weapon as a thrown weapon and activates a second output block showing the weapons Ranged statistics.The type
Doubledesignates a weapon as a double weapon and activates the three ALTxxx tags for the statistics for the second head.Weapon Damage Types
Weapon Damage types are defined in the miscinfo.lst gameMode file by the WEAPONTYPE tag.
Bludgeoning
Piercing
Slashing
Fire
Acid
Electricity
Cold
Poison
SonicAdditional MSRD Weapon Damage Types:
Ballistic
Concussion
Radiation
DisintegrationMiscellaneous Types:
Containerdesignates the item is a container and activates the CONTAINS tag in the item.
Tag Name: TYPE:x.x
Variables Used (x): Text (Type name)
What it does:
PRETYPE
    and
    ITYPE
    .
   Example:
   TYPE:Armor.Shield
  
Item is of the "Armor" & "Shield" types.
   EDF Combat Armor.MOD <tab>
TYPE:.CLEAR <tab>
TYPE:Armor.Medium.Suit.Tactical.PL6
  
Modifies the item is of the "Armor" "Medium" "Suit" "Tactical" "PL6" types.
Special Case:
   BaseMaterial
  
The BaseMaterial TYPE is used to identify Equipment Modifiers which represent materials an item can be made from such as Mithral, Adamantine, Steel and Wood. An equipment item can only have one Equipment Modifier with the "BaseMaterial" type, if a second one is applied the first is automatically removed.
Tag Name: TYPE:x
Variables Used (x): Text (Feat or Ability type)
What it does:
This is a period-delimited (.) list of the types assigned to the feat or ability.
Example:
   TYPE:General.Fighter
  
This Feat is part of the "General" and "Fighter" feat types.
   Acrobatic.MOD <tab> TYPE:.CLEAR
<tab> TYPE:General.Fast.Pugilist.Rustler.Showman
  
Modification of the Acrobatic Class to be "General", "Fast", "Pugilist", "Rustler", "Showman", feat types.
   Charm.MOD <tab>
TYPE:Efficacious
  
This modification adds the "Efficacious" feat type to the list of types for this feat.
Special Case and Common Types:
Feat and Ability types fall into three general uses; Game Rule types, Class Bonus Feat or Ability types, and types used by the Output Sheets. Game rule types represent the types the game itself groups the feats or abilities into and are derived from the source material. Class bonus feat or ability types are used to create a group of feats or abilities from which a class is granted a selection.
Common Game Rule Types
General
ItemCreation
MetamagicCommon Class Bonus Feat or Ability Types
Fighter
Wizard
FavoredEnemy
Turning
RogueAbilitiesOutput Sheet types
Types used by the output sheets require more explanation since their purpose is not evident in the data files.
The following two types are used in Abilities of CATEGORY=Special Ability (in the RSRD). Every Ability in this category should have one of these types or the other. Depending on the type the output sheet will list the ability in the Special Attacks block or the Special Qualities block.
SpecialAttack
SpecialQualityAbilities designated as Extraordinary, SpellLike, Supernatural or PsiLike in the source material do so with an abbreviation at the end of the name, (Ex), (Sp), (Su) and (Ps). The output sheet can use this type to add the abbreviation to the end of the ability name if it is appropriate for that sheet. Not all sheets will want to display the name in that way and by using a type rather than having the abbreviation be part of the name this makes it optional.
Extraordinary
SpellLike
Supernatural
PsiLikeThe following type identifies the Feat or Ability as one which provides an alternate attack or modifies a standard attack. This is used in some newer stat block formats.
AttackOptionThe following type identifies the Feat or Ability as one which represents an Aura or continuous area of effect ability. This is used in some newer stat block formats.
AuraThe following type identifies the Feat or Ability as one which grants some ability to communicate. This is used in some newer stat block formats where the ability is listed with languages.
CommunicateThe following type identifies the Feat or Ability of a Defensive nature other than Resistances, Immunities, AC or HP effecting abilities. This is used in some newer stat block formats.
DefensiveThe followng type identifies the Feat or Ability as one which represent a specific immunity. This is used in some newer stat block formats.
ImmunityThe following type identifies the Feat or Ability as one which provide a circumstantial AC bonus or other defensive benefit. This is used in some newer stat block formats where the ability is listed with AC details.
ModifyACThe following type identifies the Feat or Ability as one which provide a bonus or other defensive benefit related to hit points. This is used in some newer stat block formats where the ability is listed with hit points.
ModifyHPThe following type identifies the Feat or Ability as one which provides some for of special movement or modifies the movement rate. This is used in some newer stat block formats where the ability is listed with movement rates.
ModifyMovementThe following type identifies the Feat or Ability as one which represent a specific resistance. This is used in some newer stat block formats.
ResistanceThe following type identifies the Feat or Ability as one which represent a circumstancial bonus to one or more saving throws. This is used in some newer stat block formats where the bonus is listed with saving throws.
SaveBonusThe following type identifies the Feat or Ability as one which represent a specific special sense or perception. This is used in some newer stat block formats.
SenseThe following type identifies the Feat or Ability as one which represent a specific weakness. This is used in some newer stat block formats.
Weakness
Tag Name: TYPE:x.x
Variables Used (x): Text (Language type)
What it does:
This is a period-delimited (".") list of the types that languages are.
Example:
   TYPE:Spoken.Written.Read
  
Language is "Spoken", "Written" and "Read".
   Celestial <tab>
TYPE:Spoken
  
Language Celestial is "Spoken", not "Written" or "Read".
Commonly Used Types:
   Read
  
   Spoken
  
   Written
  
Tag Name: TYPE:x.x
Variables Used (x): Text (Source types)
What it does:
TYPE
    tag is used to set the source display
tree in the Sources Tab.
   TYPE
    tags cannot have more than three type
elements as follows:
    Example:
   TYPE:Foo Games.Core Rules.Core
  
Tag Name: TYPE:x
Variables Used (x): Text (Race type)
What it does:
TYPE
    tag
in race files has been used to set the races Creature Type as
defined in the game rules. This function is now being performed by
the
    
     RACETYPE
    
    tag and the use of the
    TYPE
    tag to set this is being
phased out.
   Example:
   TYPE:Outsider
  
The race is of the "Outsider" type.
Commonly Used Types:
   Aberration
    
  
    Animal
    
    Beast
    
    Construct
    
    Dragon
    
    Elemental
    
    Fey
    
    Giant
    
    Humanoid
    
    Magical Beast
    
    Monstrous Humanoid
    
    Ooze
    
    Outsider
    
    Plant
    
    Shapechanger
    
    Undead
    
    Vermin
Tag Name: TYPE:x.x
Variables Used (x): Text (Skill type)
What it does:
Example:
   TYPE:Charisma.Perform
  
This skill belongs to the "Charisma" and "Perform" types.
   Craft (Electronic - class skill).MOD
<tab> TYPE:.CLEAR <tab>
TYPE:Scientist_Skills.Terraformer_Skills
  
This skill is modified to be in the "Scientist_Skills" and "Terraformer_Skills" types.
Commonly Used Types:
To group by relevant ability
   Strength
    
  
    Dexterity
    
    Constitution
    
    Intelligence
    
    Wisdom
    
    Charisma
To group by relevant skill type
   Craft
    
  
    Knowledge
    
    Perform
Tag Name: TYPE:x.x
Variables Used (x): Text (Spell type)
What it does:
Example:
   TYPE:Arcane.Divine
  
Spell is both "Arcane" and "Divine".
Commonly Used Types:
   Arcane
  
   Divine
  
   Psionic
  
Tag Name: TYPE:x.x
Variables Used (x): Text (Start Kit type)
What it does:
Example:
   TYPE:DefaultMonster
  
Kit is a "DefaultMonster" kit.
Commonly Used Types:
   DefaultMonster
  
   Treasure
  
   NPC
  
   PC
  
   StartingKit
  
Tag Name: TYPE:x.x
Variables Used (x): Text (Template type)
What it does:
TYPE
    tag
in tTemplate files have been used to alter the races Creature Type
as defined in the game rules. This function is now being performed
by the
    
     RACETYPE
    
    tag and the use of
    TYPE
    to alter this is being phased
out.
   Example:
   TYPE:Outsider
  
Is a "Outsider" if this template is selected.
Tag Name: TYPE:x.x
Variables Used (x): Text (Type name)
What it does:
Example:
   TYPE:Simple
  
Characters with "Simple" weapon proficiency can use this weapon.