Item structure
All elements that can be bought for Nuyen use the item
element. This is by far the most powerful and most complex XML definition you will encounter.
<item id="my_identifier" lang="en" type="SORT_TYPE" subtype="SORT_SUBTYPE" avail="" price="" modOnly="n" count="n"> <choices> <choice ...> ... </choices> <requires> </requires> <!-- Definitions of single attributes> <attrdef .../> <attrdef .../> ... <!-- Shortcuts for ease of use --> <weapon ... /> <armor .../> <matrix .../> <flag>...</flag> <flag>...</flag> ... <usage ...> <usage ...> ... <variant id="variant_id" ...> </variant> <variant id="variant_id" ...> </variant> ... <alternate>...</alternate> <alternate>...</alternate> ... <modifications> </modifications> </item>
Let us have a look at the item attributes first
id - The identifier (required)
The identifier must be unique for all gear definitions in the whole application.lang - The language (optional)
A ISO language code. If it is present, it marks this definition as only valid for a specific langauge.type - The major sort category (required)
This is used to help the user find the item and usually follows the categories from the rulebooks.
There can only be one sort type per item.subtype - A sort catgory within the major category (required)
More attributes are supported to allow being more compatible with old Genesis datafiles.
avail - A shortcut for a the items availability (optional)
This shortcut definition cannot deal with formulas.price - The cost in Nuyen (optional)
This shortcut definition does not support formulasmodOnly - Modification Only (optional)
A item with modOnly=”y” can not be selected directly by a user.
Better use the RESTRICTED flagcount - Marks if the object should be countable (optional)
Better use the COUNTABLE flag
Elements within an <item>
attrdef - Attribute Definition
Used to define a value for a single item attribute.choice(s) - Choices a user needs to make to configure the item.
Usually this is the items rating, but some items require more decisions.flag - Adds a flag to the item
modifications - A list of modifications this item provides to either the character or a parent item (in case of accessories)
requires - A list of requirements to use the item and even be able to put in in the inventory
usage - How should the item be used? Is it carried? Should it be embedded as an accessory? Or is it an Implant or a not easily reversed modification? In case of accessories, a slot (required) and a size value (optional) can be given.
armor, matrix, weapon… - Shortcut elements for easy data input and backward compatibility.
variant - List of possible variants of this item.
For some items, like e.g. flare compensation, do exist multiple variants.
A very simple item
The very basic item
looks like this in XML
<item id="autopicker" subtype="BREAKING" type="ELECTRONICS"/> <attrdef id="AVAILABILITY" value="4L"/> <attrdef id="PRICE" value="500"/> </item>
If you choose the backward compatibility notation, it would be:
<item id="autopicker" avail="4L" price="500" subtype="BREAKING" type="ELECTRONICS"/>
Items with shortcuts
For ease of use and for backward compatibility with Genesis data, there are elements within an item, that replace attribute definitions.
would be written like this:
<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>
With the use of the shortcuts elements and the <item>-line, this can be shortened to
<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
Like all light pistols, the Beretta supports Top or Barrel-mounted accessories
<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