The first field in the equipmods.lst files must be the name of the modifier, after that, the tags do not need to be in any special order.
Tag Name: ADDPROF:x.x
Variables Used (x): Text (proficiency name)
What it does:
This will take the base items required proficiency and assign it the type specified.
Example:
ADDPROF:Exotic.Heavy
Item requires the "Exotic" and "Heavy" proficiencies.
Tag Name: ARMORTYPE:x|y
Variables Used (x): Text (what the armor proficiency currently is)
Variables Used (y): Text (type is what it will become)
What it does:
This will change the armor type and is | (pipe) delimited.
Example:
ARMORTYPE:Medium|Heavy
Changes the armor type from "Medium" to "Heavy".
Tag Name: ASSIGNTOALL:x
Variables Used (x): Boolean (YES)
What it does:
This is for double weapons only. If this tag is present then the modifiers will be applied to both heads.
Example:
ASSIGNTOALL:YES
Assigns modifiers to both heads.
Tag Name: CHARGES:x|y
Variables Used (x): Number (Minumum number of charges)
Variables Used (y): Number (Maximum number of charges)
What it does:
Sets the charges for a magic item.
Example:
CHARGES:1|50
Sets the charges for a magic item at a minumum of 1 and maximum of 50.
Tag Name: COST:x
Variables Used (x): Number (Cost or Formula)
What it does:
Example:
COST:300
Item cost will be 300 gold.
Tag Name: COSTPRE:x
Variables Used (x): Number (Cost before resizing)
What it does:
The cost applied to the equipment before resizing an item occurs.
Example:
COSTPRE:100
Item cost is 100 gold before resizing.
*** New
Tag Name: EQBUILDER.SPELL|u|v|w|x|y|z
Variables Used (u): :Text (spell type: Arcane, Divine, Psionic, ANY)
Variables Used (v): :Text (SCHOOL)
Variables Used (w): :Text (SUBSCHOOL)
Variables Used (x): :Text (DESCRIPTOR)
Variables Used (y): :Number (Minimum Level)
Variables Used (z): :Number (Maximum Level)
What it does:
Used in conjunction with CHOOSE: it allows magic/psionic items with a specific TYPE/SCHOOL/SUBSCHOOL/DESCRIPTOR filtering. Minimum and maximum level of spell may be set by using the y|z options, but are optional. If there is no numbers then y = 0 and z = MAX_LEVEL. If there is one number present, y = number and z = MAX_LEVEL. if there are two numbers, y = number1 and z = number2.
Example:
CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment;SUBSCHOOL.Compulsion
Show all spells that are Evocation AND Compulsion.
CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment|SCHOOL.Abjuration
Show all spells that are Evocation OR Abjuration.
CHOOSE:EQBUILDER.SPELL|Arcane,Divine|0|3
Allows the user to quickly generate a minor scroll
CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Evocation|0|3
Allows the user to quickly generate a minor wand with only evocation spells
CHOOSE:EQBUILDER.SPELL|Psionics|0|3
Allows a minor powerstone
Tag Name: IGNORES:x,x
Variables Used (x): Text (List of Keys)
What it does:
This is a , (comma) delimited list of Keys that the modifier will ignore when making custom items.
Example:
IGNORES:ARMRMW,WEAPWM
The "ARMRMW" & "WEAPWM" keys are ignored.
Tag Name: ITYPE:x.x
Variables Used (x): Text (Type Name)
What it does:
This is a . (period) delimited list of types that will be granted, in addition to any existing types, to the item being created.
Example:
ITYPE:Magic.Ranged.Thrown
The item gains the types "Magic", "Ranged" & "Thrown".
Tag Name: KEY:x
Variables Used (x): Text (Key Name)
What it does:
This is a unique descriptor for the modifier, basically the same as the 1st files in all other files, the "name" field.
Examples:
The following list of keys covers all those used in the SRD(including psionics)/RSRD/MSRD files.
KEY:ADAM - AdamantineKEY:ADDTYPE - Add TypeKEY:ALCHM - Alchemical SilverKEY:ALCHM/2 - 1/2 Alchemical SilverKEY:ANMATD - AnimatedKEY:APRTR - AporterKEY:ARW_CAT - Arrow CatchingKEY:ARW_DEF - Arrow DeflectionKEY:ARW_DEF - Arrow DeflectionKEY:AUTOFIRE - AutofireKEY:AVRTR - AverterKEY:A_1USEMA - Spell Effect (Single Use/Completion)KEY:A_1USEME - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:A_1USEMI - Spell Effect (Single Use/Completion)KEY:BANE_A - BaneKEY:BANE_M - BaneKEY:BANE_R - BaneKEY:BASH_H - BashingKEY:BASH_L - BashingKEY:BDY_FDR - Body FeederKEY:BIND - BlindingKEY:BNS_AC_DEFL - AC Bonus (Deflection)KEY:BNS_AC_INSI - AC Bonus (Insight)KEY:BNS_AC_LUCK - AC Bonus (Luck)KEY:BNS_AC_OTHE - AC Bonus (Other)KEY:BNS_AC_PROF - AC Bonus (Profane)KEY:BNS_AC_SCRD - AC Bonus (Sacred)KEY:BNS_ENHC_AB - Ability Bonus (Enhancement)KEY:BNS_ENHC_AC - Armor Bonus (Enhancement)KEY:BNS_ENHC_NAT - Natural Armor Bonus (Enhancement)KEY:BNS_SAV_INS - Save Bonus (Insight)KEY:BNS_SAV_LUC - Save Bonus (Luck)KEY:BNS_SAV_OTH - Save Bonus (Other)KEY:BNS_SAV_PRO - Save Bonus (Profane)KEY:BNS_SAV_RES - Save Bonus (Resistance)KEY:BNS_SAV_SAC - Save Bonus (Sacred)KEY:BNS_SKL_CIR - Skill Bonus (Circumstance)KEY:BNS_SKL_CMP - Skill Bonus (Competance)KEY:BNS_SKL_LCK - Skill Luck BonusKEY:BNS_SPELL - Bonus SpellKEY:BNS_SPL_RST - Spell ResistanceKEY:BRI_EN_A - Brilliant EnergyKEY:BRI_EN_M - Brilliant EnergyKEY:BRI_EN_T - Brilliant EnergyKEY:BURSTFIRE - Burst fireKEY:CHAOS_A - Anarchic, ChaoticKEY:CHAOS_M - Anarchic, ChaoticKEY:CHAOS_R - Anarchic, ChaoticKEY:CHRGD - ChargedKEY:CRYSTAL - CrystallineKEY:C_IRON - Cold IronKEY:C_IRON/2 - 1/2 Cold IronKEY:DANCE - DancingKEY:DARK - DarkwoodKEY:DBLTAP - Double Tap fireKEY:DEFEND - DefendingKEY:DISRPT - DisruptionKEY:DISSIP - DissipaterKEY:DISTNC - DistanceKEY:DRACO - DragonhideKEY:D_1USEMA - Spell Effect (Single Use/Completion)KEY:D_1USEME - Spell Effect (Single Use/Completion)KEY:D_1USEMI - Spell Effect (Single Use/Completion)KEY:ECTO - EctoplasmicKEY:ETHERE - EtherealnessKEY:ETHERE - EtherealnessKEY:FLM_A - FlamingKEY:FLM_BR_A - Flaming BurstKEY:FLM_BR_M - Flaming BurstKEY:FLM_BR_R - Flaming BurstKEY:FLM_M - FlamingKEY:FLM_R - FlamingKEY:FLOAT - FloatingKEY:FROST_A - FrostKEY:FROST_M - FrostKEY:FROST_R - FrostKEY:FRT_HVY - Fortification (Heavy)KEY:FRT_LGHT - Fortification (Light)KEY:FRT_MOD - Fortification (Moderate)KEY:GHOST_A - Ghost touchKEY:GHOST_AM - Ghost touchKEY:GHOST_M - Ghost touchKEY:GHOST_R - Ghost touchKEY:GLAM - GlameredKEY:HEART - HeartenKEY:HOLY_A - HolyKEY:HOLY_M - HolyKEY:HOLY_R - HolyKEY:ICE_BR_A - Icy BurstKEY:ICE_BR_M - Icy BurstKEY:ICE_BR_R - Icy BurstKEY:ILLUMINATOR - IlluminatorKEY:IMPCT - ImpactKEY:INVULN - Invulnerability KEY:KEEN - KeenKEY:KIFOC - Ki FocusKEY:LANDING - LandingKEY:LAW_A - Axiomatic, LawfulKEY:LAW_M - Axiomatic, LawfulKEY:LAW_R - Axiomatic, LawfulKEY:LINKED - LinkedKEY:LSR_SIGHT - Laser SightKEY:LUCKY - LuckyKEY:MERC_A - MercifulKEY:MERC_M - MercifulKEY:MERC_R - MercifulKEY:MI_CLE - Mighty CleavingKEY:MND_ARMR - MindarmorKEY:MND_CRSHR - MindcrusherKEY:MND_FDR - Mind FeederKEY:MNFSTR_S - ManifesterKEY:MNFSTR_W - ManifesterKEY:MNTL_ADBL - Mentally AudibleKEY:MTHRL - MithralKEY:MWORKA - Masterwork (Armor)KEY:MWORKI - Masterwork (Instrument)KEY:MWORKT - Masterwork (Tool)KEY:MWORKW - Masterwork (Weapon/Ammo)KEY:PARRYING - ParryingKEY:PHASING - PhasingKEY:PLUS1A - +1 (Enhancement to Armor)KEY:PLUS1S - +1 (Enhancement to Shield)KEY:PLUS1W - +1 (Enhancement to Weapon or Ammunition)KEY:PLUS2A - +2 (Enhancement to Armor)KEY:PLUS2S - +2 (Enhancement to Shield)KEY:PLUS2W - +2 (Enhancement to Weapon or Ammunition)KEY:PLUS3A - +3 (Enhancement to Armor)KEY:PLUS3S - +3 (Enhancement to Shield)KEY:PLUS3W - +3 (Enhancement to Weapon or Ammunition)KEY:PLUS4A - +4 (Enhancement to Armor)KEY:PLUS4S - +4 (Enhancement to Shield)KEY:PLUS4W - +4 (Enhancement to Weapon or Ammunition)KEY:PLUS5A - +5 (Enhancement to Armor)KEY:PLUS5S - +5 (Enhancement to Shield)KEY:PLUS5W - +5 (Enhancement to Weapon or Ammunition)KEY:POWER STORING - Power StoringKEY:PSIBANE - PsibaneKEY:PSYCHIC - PsychicKEY:PWR_RST - Power ResistanceKEY:QUICKNESS - QuicknessKEY:RADIANT - RadiantKEY:REFLC - ReflectingKEY:RES_ACD_GRT - Acid Resistance (Greater)KEY:RES_CLD_GRT - Cold Resistance (Greater)KEY:RES_ELE_GRT - Electricity Resistance (Greater)KEY:RES_FR_GRT - Fire Resistance (Greater)KEY:RES_SNC_GRT - Sonic Resistance (Greater)KEY:RETRN - ReturningKEY:RNFRC_HVY - Reinforcement (Heavy)KEY:RNFRC_LGHT - Reinforcement (Light)KEY:RNFRC_MOD - Reinforcement (Moderate)KEY:RNGED - RangedKEY:RST_ACD - Acid ResistanceKEY:RST_ACD_IMP - Acid Resistance (Improved)KEY:RST_CLD - Cold ResistanceKEY:RST_CLD_IMP - Cold Resistance (Improved)KEY:RST_ELE - Electricity Resistance Lightning ResistanceKEY:RST_ELE_IMP - Electricity Resistance (Improved)KEY:RST_FR - Fire ResistanceKEY:RST_FR_IMP - Fire Resistance (Improved)KEY:RST_SNC - Sonic ResistanceKEY:RST_SNC_IMP - Sonic Resistance (Improved)KEY:SCP_ELE_OP - Scope (Electro-optical)KEY:SCP_STD - Scope (Standard)KEY:SEEK - SeekingKEY:SHDW - ShadowKEY:SHDW_GRT - Shadow (Greater)KEY:SHDW_IMP - Shadow (Improved)KEY:SHK_BR_A - Shocking BurstKEY:SHK_BR_M - Shocking BurstKEY:SHK_BR_R - Shocking BurstKEY:SHOCK_A - ShockKEY:SHOCK_M - ShockKEY:SHOCK_R - ShockKEY:SIGHT - SightKEY:SLK - SlickKEY:SLK_GRT - Slick (Greater)KEY:SLK_IMP - Slick (Improved)KEY:SLNT_MV - Silent movesKEY:SLNT_MV_GRT - Silent moves (Greater)KEY:SLNT_MV_IM - Silent moves (Improved)KEY:SL_FDR - Soul FeederKEY:SPEED - SpeedKEY:SPEED_LD - Speed LoaderKEY:SPIKE_A - Armor SpikesKEY:SPIKE_S - Shield SpikesKEY:SPL_1USE - Spell Effect (Single Use/Use Activated)KEY:SPL_ACT - Spell Effect (Use Activated)KEY:SPL_CHRG - Spell Effect (50 Charges/Spell Trigger)KEY:SPL_CMD - Spell Effect (Command Word)KEY:SPL_RST - Spell ResistanceKEY:SPL_STR - Spell StoringKEY:SPPRSSN - SuppressionKEY:SPPRSS_PIS - Suppressor (Pistol)KEY:SPPRSS_RFL - Suppressor (Rifle)KEY:SUNDERER - SundererKEY:THGHT_BSTN - Thought BastionKEY:THNDR_A - ThunderingKEY:THNDR_M - ThunderingKEY:THNDR_R - ThunderingKEY:THROW - ThrowingKEY:TIME_BTTRS - Time ButtressKEY:UNDEAD - Undead controllingKEY:UNHLY_A - UnholyKEY:UNHLY_M - UnholyKEY:UNHLY_R - UnholyKEY:UPGRADE - UpgradeKEY:VANISHING - VanishingKEY:VICIOU - ViciousKEY:VORPAL - VorpalKEY:WALL - WallKEY:WILD_A - WildKEY:WILD_S - WildKEY:WOUND - WoundingCreates the key.
Tag Name: NAMEOPT:x
Variables Used (x): NOLIST
Variables Used (x): NONAME
Variables Used (x): NORMAL
What it does:
This is used to determine the naming convention when offering a choice of skills to apply this modifier to.
Example:
Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]
selecting "Craft (Armorsmithing)" in the chooser with:
Tag Name: PLUS:x
Variables Used (x): Number (Key Name)
What it does:
The numeric value supplied is the plus of the item.
Example:
PLUS:1
Item is treated as +1.
Tag Name: REPLACES:x,x
Variables Used (x): Number (Key Name)
What it does:
This is the list of keys that are replaced in the existing item by the specified keys in this tag.
Example:
REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5
Replaces keys "WEAP+1", "WEAP+2", "WEAP+3", "WEAP+4" or "WEAP+5" with the keys specified in this tag.
*** Updated 5.7.7
Tag Name: SPROP:x
Variables Used (x): Text (Special property)
What it does:
Examples:
SPROP:Shines with an inner light
Output sheet reads "Shines with an inner light" under the item.
SPROP:Squash code bugs % times per day|TL
For a 5th level character the output sheet would read "Squash code bugs 5 times per day" under the item.
SPROP:+2 against undead|PRECLASS:Paladin=1
Outputs the text if the character has at least 1 level of Paladin.
SPROP:+% vs. code bugs|ColaIntake|PRESKILL:1,Programming=10
If the character has the Programming skill of at least 10 and the variable "ColaIntake" is defined as equal to 4 then the output sheet reads "+4 vs. code bugs".
SPROP:+2 against %CHOICE
If one of the choices offered by the EQMOD were "Dragons" the SPROP might read "+2 against Dragons".
*** Updated 4.3.8
Tag Name: TYPE:x.x
Variables Used (x): Number (Type Name)
What it does:
Example:
TYPE:Armor.Shield
Item is of the "Armor" & "Shield" types.
Tag Name: VISIBLE:x
Variables Used (x): Text (Yes, No, or Qualify)
What it does:
Example:
VISIBLE:Yes
This will always show the modifier in the customizer window.