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weapons.xml (and custom_weapons.xml, see Custom Data Files) contains all of the information for Weapons, Weapon Accessories, and Weapon Modifications.

Structure

<chummer>
   <categories>
      <category />
   </categories>
   <weapons>
      <weapon />
   </weapons>
   <accessories>
      <accessory />
   </accessories>
   <mods>
      <mod />
   </mods>
</chummer>

categories describes the different Categories of Weapons.

weapon nodes describe the individual Weapons.

accessory nodes describe the individual Weapon Accessories.

mod nodes describe the individual Weapon Modifications.

categories Node

<categories>
   <category />
</categories>

category (required): the name of the Weapon Category. This list populates the Category list found in the Select Weapon window. Categories are used to group Weapons into groups such as Blades, Light Pistols, and Shotguns.

weapon Node

<weapon>
   <name />
   <category />
   <type />
   <spec />
   <spec2 />
   <reach />
   <damage />
   <ap />
   <mode />
   <rc />
   <ammo />
   <ammocategory />
   <requireammo />
   <conceal />
   <avail />
   <cost />
   <underbarrel />
   <allowaccessory />
   <allowmod />
   <accessorymounts />
   <accessories />
   <mods />
   <useskill />
   <range />
   <fullburst />
   <suppressive />
   <source />
   <page />
</weapon>

name (required): the name of the Weapon.

category (required): the Category that this piece of Weapon belongs to. This should match one of the Categories defined in the categories Node. Some Weapons are added through Gear and Cyberweapons. In this case, category should be set to Gear or Cyberweapon appropriately.

type (required): the Weapon's Type. Acceptable values: Melee, Ranged.

spec (optional): the name of a Specialization that this Weapon belongs to. This allows Katana to gain the Specialization from Blades (Swords) and any Carbine Assault Rifle to gain the Specialization from Assault Rifles (Carbine).

spec2 (optional): the name of a Specialization that this Weapon belongs to. This is only used by Weapons that fall into a Specialization (such as Semi-Automatics and Revolvers).

reach (required): the Weapon's Reach. This value only applies to Melee Weapons. Ranged Weapons should set this value to 0.

damage (required): the Damage the Weapon inflicts. For Melee Weapons, limited mathematical formulas may be used which include the character's STR. For example (STR/2+3)P. For Ranged Weapons, this should be the value shown on the Weapons table in the sourcebook.

ap (required): the Armor Penetration of the Weapon. This must be a numeric value as AP can be adjusted by Weapon Modifications. For Weapons that have no Armor Penetration, set this value to 0.

mode (required): the Weapon's Firing mode. Weapons without a Firing Mode, including Melee Weapons, should set this value to 0.

rc (required): the Weapon's Recoil Compensation. This must be entered in the same way it appears in the sourcebook as RC can be adjusted by Weapon Modifications. For Weapons that have no Recoil Compensation, including Melee Weapons, set this value to 0.

ammo (required): the Weapon's Ammo capacity. Weapons without ammo, including Melee Weapons, should set this value to 0.

ammocategory (optional): overrides the type of ammo this Weapon uses, instead using ammo from the Weapon Category specified. This should match one of the Categories defined in the categories Node.

requireammo (optional): whether or not this Weapon requires Ammo in order to fire. This is typically used for Weapons such as the Stun Baton that carry their own charge. This is typically only used when the value would be false since Weapons typically require Ammo to fire. Acceptable values: true, false.

conceal (required): the Weapon's Concealability.

avail (required): the Availability for this Weapon.

cost (required): the Cost for this Weapon.

underbarrel (optional): attaches the specified Weapon to the current one as an Underbarrel Weapon. This must match the name of an existing Weapon.

allowaccessory (required): whether or not Weapon Accessories can be attached to the Weapon. Acceptable values: true, false.

allowmod (optional): whether or not Weapon Mods can be attached to the Weapon. Acceptable values: true, false. Default value: true.

accessorymounts (optional): lists the Mount Slots that are available on the Weapon. This node is required if allowaccessory is set to true. See accessorymounts Node for more information.

accessories (optional): lists the Weapon Accessories that come pre-installed with the Weapon. See accessories Node for more information.

mods (optional): lists the Weapon Modifications that come pre-installed with the Weapon. See mods Node for more information.

useskill (optional): uses the specified Active Skill instead of the one typically used by the Weapon's Category. This must match the name of an Active Skill defined in skills.xml.

range (optional): name of the Weapon Range to use if this weapon uses different range distances than is normal for its Category. See ranges.xml. May have the multiply attribute which will multiply the range distances by the amount specified.

fullburst (optional): the number of bullets the Weapon consumes when firing in Full Burst mode. This is only required when this differs from the default value of 10.

suppressive (optional): the number of bullets the Weapon consumes when firing in Suppressive Fire mode. This is only required when this differs from the default value of 20.

source (required): the code for the Sourcebook that this entry comes from. See books.xml.

page (required): the page number this item can be found on in the Sourcebook.

accessorymounts Node

<accessorymounts>
   <mount />
</accessorymounts>

mount (required): specifies an available Mount Slot on a Weapon. This node may appear multiple times. Acceptable values: Barrel, Top, Under.

accessories Node

<accessories>
   <accessory />
</accessories>

accessory (required): specifies a Weapon Accessory that comes pre-installed with the Weapon. This node may appear multiple times. The value entered here must match the name of an accessory. See accessory Node for more information.

mods Node

<mods>
   <mod />
</mods>

mod (required): specifies a Weapon Modification that comes pre-installed with the Weapon. This node may appear multiple times. The value entered here must match the name of modification. See mod Node for more information.

accessory Node

<accessory>
   <name />
   <mount />
   <rc />
   <rcgroup />
   <conceal />
   <dicepool />
   <avail />
   <cost />
   <allowgear />
   <source />
   <page />
</accessory>

name (required): the name of the Weapon Accessory.

mount (required): the Accessory Slot that the Weapon Accessory consumes. This may be left blank if the Weapon Accessory does not actually consume an Accessory Slot. Acceptable values: Barrel, Top, Under.

rc (optional): the Weapon Accessory's Recoil Compensation. This must be entered in the same way it appears in the sourcebook.

rcgroup (optional): the "Recoil Group" that the item's RC bonus falls into. When the Use calculated Vehicle Sensor Ratings (AR 105) Optional Rule is enabled, only the highest RC bonus from each Recoil Group is applied to the Weapon. Acceptable values: 1, 2, 3, 4, 5.

conceal (optional): the amount that the Weapon Accessory affects a Weapon's Concealability.

dicepool (optional): the amount that the Weapon Accessory affects a Weapon's Dice Pool when installed.

avail (required): the Availability for this Weapon Accessory.

cost (required): the Cost for this Weapon Accessory.

allowgear (optional): This is used to allow Gear to be attached to a Weapon Accessory. See allowgear Node for more information.

source (required): the code for the Sourcebook that this entry comes from. See books.xml.

page (required): the page number this item can be found on in the Sourcebook.

allowgear Node

<allowgear>
   <gearcategory />
</allowgear>

gearcategory (required): specifies a Category of Gear that may be attached as a plugin for the current Weapon Accessory. This must match one of the Categories defined in the gear.xml data file. This may appear multiple times to allow multiple Categories of Gear to be added.

mod Node

<mod>
   <name />
   <category />
   <rating />
   <slots />
   <rc />
   <rcgroup />
   <dvbonus />
   <apbonus />
   <conceal />
   <avail />
   <cost />
   <dicepool />
   <addmode />
   <ammobonus />
   <ammoreplace />
   <accessorycostmultiplier />
   <modcostmultiplier />
   <fullburst />
   <suppressive />
   <rangebonus />
   <source />
   <page />
</accessory>

name (required): the name of the Weapon Modification.

category (required): the category of the Weapon Modification. Only Weapon Modifications with a category of Weapon Mod are show in the Weapon Mods list. Any other value hides this Weapon Modification from the list and can only be added to a Weapon if it explicitly references it.

rating (required): the maximum Rating for the Weapon Modification. Currently unused. This value should be set to 0.

slots (required): the number of Weapon Modification Slot that the Weapon Modification consumes.

rc (optional): the Weapon Modification's Recoil Compensation. This must be entered in the same way it appears in the sourcebook.

rcgroup (optional): the "Recoil Group" that the item's RC bonus falls into. When the Use calculated Vehicle Sensor Ratings (AR 105) Optional Rule is enabled, only the highest RC bonus from each Recoil Group is applied to the Weapon. Acceptable values: 1, 2, 3, 4, 5.

dvbonus (optional): the amount that the Weapon Modification affected the Weapon's DV.

apbonus (optional): the amount that the Weapon Modification affects the Weapon's AP.

conceal (optional): the amount that the Weapon Modification affects a Weapon's Concealability.

avail (required): the Availability for this Weapon Modification.

cost (required): the Cost for this Weapon Modification. May be set to Weapon Cost to indicate that the Weapon Modification's cost is dependent upon the Weapon's Cost. May contain mathematical formula involving Weapon Cost such as Weapon Cost * 6. May also contain Total Cost to modify the Weapon's total cost which must be a formula, such as Total Cost * 2.

dicepool (optional): the amount that the Weapon Modification affects a Weapon's Dice Pool when installed.

addmode (optional): add a new Firing Mode to the Weapon. Acceptable values: SS, SA, BF, FA.

ammobonus (optional): modify the Weapon's ammo capacity by the specified percentage.

ammoreplace (optional): replaces the Weapon's base ammo capacity with the value specified.

accessorycostmultiplier (optional): multiplies the cost of all Weapon Accessories by the number given.

modcostmultiplier (optional): multiplies the cost of all Weapon Modifications by the number given.

fullburst (optional): changes the number of bullets the Weapon consumes when firing in Full Burst mode. The Weapon will use the highest <fullburst /> found, including its own.

suppressive (optional): changes the number of bullets the Weapon consumes when firing in Suppressive Fire mode. The Weapon will use the highest <suppressive /> found, including its own.

rangebonus (optional): changes the Weapon's Range by the specified percentage.

source (required): the code for the Sourcebook that this entry comes from. See books.xml.

page (required): the page number this item can be found on in the Sourcebook.

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