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<item id="fichetti_tiffani_needler" avail="2" price="435" type="WEAPON_FIREARMS" subtype="HOLDOUTS"> <weapon dmg="3P" attack="10,6,2,," mode="SS" ammo="4(c)" skill="firearms" spec="firearms/holdouts"/> </item> |
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Some items have modifications that should be applied - to either the item itself, the parent item containing the defined item or the character. The most common example is defining slots for accessories
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ToDo: assault rifles with strength
Accessories - or: “usage”
Sometimes items are not intended to be used on their own, but added into a slot of an existing item (see #modifications )
Items with variants
Variants are different versions of the same item. If an item has variants, it copies all attributes from the main item and allows you to define override those attributes or even add new ones.
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<item avail="1" price="250" id="flare_compensation" type="ACCESSORY" subtype="VISION_ENHANCEMENT">
<usage mode="EMBEDDED" slot="OPTICAL" size="1"/>
<variant id="helmet">
<usage mode="EMBEDDED" slot="HELMET_ACCESORY" size="1"/>
</variant>
<variant id="cybereye">
<usage mode="EMBEDDED" slot="CYBEREYE_IMPLANT" size="1"/>
<attrdef id="PRICE" value="1000"/>
<attrdef id="AVAILABILITY" value="2"/>
<flag>AUGMENTATION</flag>
</variant>
<variant id="bodyware">
<usage mode="IMPLANTED" />
<attrdef id="PRICE" value="1000"/>
<attrdef id="AVAILABILITY" value="2"/>
<attrdef id="ESSENCECOST" value="0.1"/>
<flag>AUGMENTATION</flag>
</variant>
</item>
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