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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:
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<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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<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
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<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