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Code Block
languagexml
<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>

Anchor
modifications
modifications
Items with modifications

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.

Code Block
languagexml
<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>