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>