# Game Mode: load.lst

The first line is a list of Size letters with a pipe-delimiter (|) separating it from its load limit multiplier.

The second through next-to-last line contain a strength value (must be incremental starting at 1) and the last line indicates the multiplier and power escalation for every 10 strength points beyond the end of the list.

This is to represent the multiplier of 4 for the first 10 beyond the end of the strength list, 16 for the next 10 (4 to the power of 2), 64 for the next 10 (4 to the power of 3) and so on.

You can change the multiplier (4) if you wish or add to the list of strength/capacity lines, but they must be incremental (no skipping strength scores).

*** New 5.7.12

Tag Name: ENCUMBRANCE:w|x|y|z

Variables Used (w): Text (Name of load category)

Variables Used (x): Number (Multiplier - Portion of full load covered by encumbrance category)

Variables Used (y): Text (Move formula. Optional)

Variables Used (z): Number (Check Penalty)

What it does:

- This tag defines the Load Categories used by the output sheets and is set by gameMode.
- The `ENCUMBRANCE` tag expects either two or four parameters with parameters (y) and (z) being optional.
- If the move formula, parameter (y), is not included the gameMode's default move formula will be used.
- The following six load categories are hardcoded into PCGen and are required to be included in all load.lst files:
  - Light
  - Medium
  - Heavy
  - OverHead
  - OffGround
  - PushDrag
- Additional categories may be defined as needed.
- The `ENCUMBRANCE` tag defines the output token used. See the entry for the output token WEIGHT

Note: Parameter (z) can be included without parameter (y) but you will need to include a double pipe (||) in its place as PCGen still expects 4 parameters. Examples are provided below.

Example:

`ENCUMBRANCE:Light|1/3||0`

`ENCUMBRANCE:Medium|2/3||-3`

`ENCUMBRANCE:Heavy|1||-6`

`ENCUMBRANCE:OverHead|1||-6`

`ENCUMBRANCE:OffGround|2||-6`

`ENCUMBRANCE:PushDrag|5||-6`

These six categories must be included in all gameModes.

`ENCUMBRANCE:FooBar|8`

The OS output token for this load category is `WEIGHT.FOOBAR` .

Tag Name: LOAD:x|y

Variables Used (x): Number (Strength)

Variables Used (y): Number ((Heavy) Weight Carried)

What it does:

Defines the Weight Categories for the Strength of the Creature.

Example:

`LOAD:0|0`

This give a strength of 0 a heavy load of 0.

`LOAD:10|100`

This give a strength of 10 a heavy load of 100.

`LOAD:27|1040`

This give a strength of 27 a heavy load of 1040.

Tag Name: LOADMULT:x

Variables Used (x): Number

What it does:

Set the original value that is changed in the SizeAdjustment.lst file.<.p>

Example:

`LOADMULT:4`

Sets the original value to 1.

*** New 5.11.11

Tag Name: LOADSTEPMULT:x

Variables Used (x): Number (Default number is 10)

What it does:

Used for determining encumbrance limits for values outside the range defined by the `LOAD` tags

Example:

`LOADSTEPMULT:4`

When the encumbrance limits are exceeded in the SIZEMULT:x|y the y value switched to 4.

Tag Name: MODIFIER:x

Variables Used (x): Number, Variable or Formula

What it does:

- Provides the maximum load value.
- This tag is optional. If not included, the maximum load is the internally generated $$SCORE$$.

Example:

`MODIFIER:$$SCORE$$*(1+EquipLoadBonusMult)`

The load score, $$SCORE$$, is modified by a multiplier of EquipLoadBonusMult+1.

Tag Name: SIZEMULT:x|y

Variables Used (x): Text (Name of size category)

Variables Used (y): Number (Decimal Fractions)

What it does:

Defines the Load Categories for the Size of the Creature.

Example:

`SIZEMULT:FINE|0.125`

`SIZEMULT:Diminutive|0.25`

`SIZEMULT:Tiny|0.5`

`SIZEMULT:Small|0.75`

`SIZEMULT:Large|2`

`SIZEMULT:Huge|4`

`SIZEMULT:Gargantuan|8`

`SIZEMULT:Colossal|16`

These six categories must be included in all gameModes.