Sub AddModifier(BonusName As String, ByVal value As Single, Optional ModType As String, Optional Subname As String = "", Optional VariableName As String, Optional nSource, Optional ExtraString As String, Optional SemiPermanent As Boolean = False)
'This adds an arbitrary bonus/modifier to the PC's list
' BonusName: See RULES.TXT for a list of acceptable bonus names. Examples are "Att Melee" or "AC Deflection".
' Value: The numerical value of the modifier. Can be a float.
' ModType: Optional. The type of the modifier - this can be Luck, Circumstance, Enhancement, etc. or any of the standard modifier types. You can also define new modifier types - just type in a different value than those in the combo box.
' Subname: Optional. The "subname" is a specialization of the name. For instance, for skill bonuses in general Name is "Skill", but you need to specify Subname to the name of the skill, like Listen, Spot, etc... This also applies to DR and energy resistances.
' VariableName: Optional. Name of a custom variable that will replace the value.
' ExtraString: Optional. This is an extra string of information that, in this version, has no game effect.
' nSource: Optional. String indicating what the source of the modifier is. This is set automatically in scripting to say 'Feat X', but can be overriden.
' SemiPermanent:
' Set to TRUE to put the modifier in the 'DM Modifiers' condition - that is, the modifiers
' that can be modified on the fly by the user in the 'Condition Modifiers Editor' (Ctrl+F6)