Alternate Usages
Sometimes an item can be used in more than one way. Buy a firearm, but also use it as a close combat weapon. To express this, the <alternate>
element was introduced.
<item id="yamaha_pulsar_2" avail="1" price="350" type="WEAPON_FIREARMS" subtype="TASERS">
<modifications>
<itemmod type="HOOK" ref="TOP" />
</modifications>
<weapon dmg="4S(e)" attack="9,9,,," mode="SS" ammo="4(m)" skill="firearms" spec="firearms/tasers" />
<alternate mode="WEAPON" type="WEAPON_CLOSE_COMBAT" subtype="CLUBS">
<weapon dmg="3S" attack="6,,,," skill="close_combat" spec="close_combat/clubs"/>
</alternate>
</item>
The code above defines the firearm “Yamaha Pulsar 2” which should also show up as a close combat weapon, with totally different weapon stats.
<alternate> can have <attrdef> (and shortcuts), <usage> and <flags> elements. It also defines three attributes:
type
- shortcut to define an ItemTypesubtype
- shortcut to define an ItemSubTypemode
- hint how the item shall be used (PRIMARY (means carried), WEAPON, ARMOR or VEHICLE)