Flags
Item Flags are an extendable mechanism to assign information to an item or an item variant. They are used to indicate to Genesis, that special treatment is necessary.
Flags can be defined in the main item and/or in a variant.
<item id="">
<flags>
<flag>AUGMENTATION</flag>
</flags>
<variant id="xy">
<flags>
<flag>MATRIX_DEVICE</flag>
</flags>
<variant>
</item>
The following flags are defined at the moment:
AUGMENTATION
The item is subject to augmentation grades. When selected, a grade must be selected as well.MATRIX_DEVICE
The item is considered a matrix device - something with an ASDF attributeNO_CASELESS_AMMO
Item should not get an automatic caseless variant while loading data from XMLUSES_CASELESS
This item uses only caseless ammunitionCHEAP_KNOCKOFF
The rules from “Power Plays” “Cheap Knockoff” apply to this itemCONVERT_ONE_DIE_TO_WILD
From the dice pool of this item, convert one die to a wild diePRIMARY,
User selected this item to be the primary item of its kind - e.g. the primary weapon, the primary armor ..IGNORE_FOR_CALCULATIONS
CarriedItems with this flag shall not be taken into account (e.g. for defense rating calculation)
I am not satisfied with this yet. It mixes flags that are defined in static XML (e.g. AUGMENTATION) with those added by user decisions (e.g. PRIMARY,CHEAP_KNOCKOFF) as well rule effects that could also be expressed otherwise (like CONVERT_ONE_DIE_TO_WILD which also has a corresponding <checkmod> )