Tips for Shadowrun 6 XML content
Items
Everything that shows up in your gear.
Note: For Boolean variables, it does not matter if shown as “y”, “yes” or “true”. Omitted means “No”
<item> Flags
id= System internal name of the item
avail= Availability (number plus optional letter, e.g. 4, 4L, 7I, L = licensed, I = Illegal)
conceal= Concealability (number)
cost= Cost in Nuyen (number, required)
devrat= Device rating (number)
wifimods= (currently not used)
rate= Boolean, if yes allows selection of a rating for the item
ratemul= Identifies which values are to be multiplied by rating (ATTACK, CAPACITY, DEVICE, PRICE, PRICE2 (price squared), AVAIL, AVAIL3 (avail/3), ESSENCE, MODIFIER, DEFENSE_RATING, REQUIREMENT, MINORACT, DAMAGE_REDUCTION, separate by spaces)
pricetable= price is selected from table based on rating e.g. <pricetable>10,10,10,50,50,50,100,100,100,250,250,250,500,500,500,1000,1000,5000,5000</pricetable>
maxrat = Maximum rating (number)
minrat = Minimum rating (number)
modonly = Boolean, if set to yes, item is not shown in menus (can only be added as part of other items)
choice= Opens a selection dialog (ATTRIBUTE, AMMUNITION_TYPE, MATRIX_ACTION, SKILL, COMBAT_SKILL, NONCOMBAT_SKILL, PHYSICAL_SKILL, PHYSICAL_ATTRIBUTE, MATRIX_ATTRIBUTE, SENSE, MENTOR_SPIRIT, PROGRAM, ELEMENTAL, SPIRIT, SPRITE, NAME, SUBSTANCE_SEVERITY, SPELL_CATEGORY, MELEE_WEAPON, WEAPON, ADEPT_POWER, MELEE_TYPE)
choiceSub= (currently not used)
count = Boolean, if set to yes enables stacking of items and +/- change of count
multi = Boolean, if set to yes enables adding item multiple times to slot
modslot = Number of ItemEnhancements that can be added, if different from standard assumption based on subtype (number)
sensrat = Sensorrating (number)
In addition all flags of <useas>
<useas> Flags
type= Type (ATTRIBUTE, AMMUNITION_TYPE, MATRIX_ACTION, SKILL, COMBAT_SKILL, NONCOMBAT_SKILL, PHYSICAL_SKILL, PHYSICAL_ATTRIBUTE, MATRIX_ATTRIBUTE, SENSE, MENTOR_SPIRIT, PROGRAM, ELEMENTAL, SPIRIT, SPRITE, NAME, SUBSTANCE_SEVERITY, SPELL_CATEGORY, MELEE_WEAPON, WEAPON, ADEPT_POWER, MELEE_TYPE)
subtype= Subtype (e.g. SPECIAL_WEAPONS, OPTICAL, many per type, see ItemSubType.java)
slot= Where to place (e.g. TOP, HELMET_ACCESSORY, several per subtype, see ItemHook.java)
cap= Space cost in the selected slot (number)
ess= Essence cost (number)
maxRat= Maximum selectable rating (number) (duplication of maxrat under <items>?)
extracost= Additional cost to that defined in <item> (number)
avail= Alternative availability (number plus optional letter, e.g. 4, 4L, 7I, L = licensed, I = Illegal)
Lines below <item>
Below the “generic” definition of an item, additional items can define specific parameters.
Those lines need to match the selected type.
<armor rating="2" social="0"/>
<cyberdeck d="6" f="5" ini="2"/>
<riggerconsole> (currently not used, use cyberdeck instead)
<vehicle han="2/4" acc="4" spdi="10" tspd="60" bod="4" arm="1" pil="1" sen="1" sea="4"/>
<weapon dmg="3P" mode="FA" attack="8,8,6,," ammo="20(c)/60(d)" skill="firearms" spec="firearms/automatics"/>
<modifications>
<accessorymod item="item_name" rating="2" hook="BARREL" included="true"/> Adds an item to an item.
<moditemmod ref="enhancement_name" included="true"/> Adds an enhancement to an item.
</modifications>
Flag "included" means item does not use space in slot.
<requires>
<anyreq>
<attrreq attr="STRENGTH" val="3"/>
<itemtypereq type="WEAPON_FIREARMS"/>
<itemsubtypereq type="BOWS" />
<itemreq item="item_name"/>
<skillreq val="1"/>
<slotreq capacity="1" slot="CYBERLIMB_IMPLANT"/>
<magresreq type="mundane"/>
<metareq ref="elf"/>
<powerreq ref="killing_hands"/>
<qualreq ref="honorbound"/>
<techreq ref="kick_attack"/>
</anyreq>
</requires>