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For ease of use and for backward compatibility with Genesis data, there are elements within an item, that replace attribute definitions.

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would be written like this:

Code Block
languagexml
<item id="fichetti_tiffani_needler" type="WEAPON_FIREARMS" subtype="HOLDOUTS">
  <attrdef id="AVAILABILITY"  value="2"/>
  <attrdef id="PRICE"         value="435"/>
  <attrdef id="DAMAGE"        value="3P"/>
  <attrdef id="ATTACK_RATING" value="10,6,2,,"/>
  <attrdef id="FIREMODES"     value="SS"/>
  <attrdef id="AMMUNITION"    value="4(c)"/>
  <attrdef id="SKILL"         value="firearms"/>
  <attrdef id="SKILL_SPECIALIZATION"  value="firearms/holdouts"/>
</item>

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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>

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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Like all light pistols, the Beretta supports Top or Barrel-mounted accessories

Code Block
languagexml
<item avail="2L" price="260" id="beretta_101T" type="WEAPON_FIREARMS" subtype="PISTOLS_LIGHT">
  <modifications>
    <itemmod type="HOOK" ref="TOP"/>
    <itemmod type="HOOK" ref="BARREL"/>
  </modifications>
  <weapon ammo="21(c)" dmg="2P" attack="9,8,6,," mode="SA" skill="firearms" spec="firearms/pistols_light"/>
</item>

The <itemmod> is they key element here - it says that it will modify/provide a Hook (meaning a slot for accessories) of a specific type. Note that both Hooks don’t require a capacity value.

ToDo: Modifications with capacity

Items with requirements

ToDo: assault rifles with strength

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