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packs.xml (and custom_packs.xml, see Custom Data Files) contains all of the information for PACKS Kits.

Structure

<chummer>
   <categories>
      <category />
   </categories>
   <packs>
      <pack />
   </packs>
</chummer>

categories describes the different Categories of PACKS.

pack nodes describe the individual PACKS Kits.

categories Node

<categories>
   <category />
</categories>

category (required): the name of the PACKS Category. This list populates the Category list found in the Select PACKS Kit window. Categories are used to group PACKS Kits into groups such as Attribute Kits, Skill Kits, and Gear Kits.

pack Node

<pack>
   <id />
   <name />
   <category />
   <nuyenbp />
   <qualities />
   <attributes />
   <skills />
   <selectmartialart />
   <powers />
   <programs />
   <spells />
   <spirits />
   <armors />
   <weapons />
   <cyberwares />
   <biowares />
   <gears />
   <vehicles />
</grade>

id (required): a unique identifier (GUID) for the Kit.

name (required): the name of the Kit.

category (required): the Category that this Kit belongs to. This should match one of the Categories defined in the categories Node.

nuyenbp (optional): the number of Build Points (or equivalent amount of Karma) that will be added to the character's Nuyen BP total to give them money to purchase equipment. This will not put the character over their maximum Nuyen BP total.

qualities (optional): adds Qualities to the character. See qualities Node for more information.

attributes (optional): set Attribute values for the character. See attributes Node for more information.

skills (optional): set Active Skill and Skill Group values for the character. See skills and knowledgeskills Nodes for more information.

selectmartialart (optional): lets the character select a Martial Art. If select is present, the character is forced to select the specified Martial Art. If rating is present, the Martial Art is added at the Rating Specified (default 1).

powers (optional): add Adept Powers to the character. See powers Node for more information.

programs (optional): add Complex Forms the character. See programs Node for more information.

spells (optional): add Spells the character. See spells Node for more information.

spirits (optional): add Spirits to the character. See spirits Node for more information.

armors (optional): add Armor the character. See armors Node for more information.

weapons (optional): add Weapons the character. See weapons Node for more information.

cyberwares (optional): add Cyberware to the character. See cyberwares and biowares Nodes for more information.

biowares (optional): add Bioware to the character. See cyberwares and biowares Nodes for more information.

gears (optional): add Gear to the character. See gears Node for more information.

vehicles (optional): add Vehicles the character. See vehicles Node for more information.

qualities Node

<qualities>
   <positive />
   <negative />
</qualities>

positive (optional): a list of Positive Qualities that the character receives from the Kit. See positive and negative Nodes for more information.

negative (optional): a list of Negative Qualities that the character receives from the Kit. See positive and negative Nodes for more information.

positive and negative Nodes

<positive> or <negative>
   <quality />
</positive> or </negative>

quality (required): the name of the Quality the character receives from the Kit. May have the select attribute which selects a specific value for the Quality, such as an Addiction, Attribute, or Active Skill. This node may appear multiple times to grant multiple Positive or Negative Qualities.

attributes Node

<attributes>
   <bod />
   <agi />
   <rea />
   <str />
   <cha />
   <int />
   <log />
   <wil />
   <edg />
   <mag />
   <res />
</attributes>

bod (optional): set the character's BOD Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

agi (optional): set the character's AGI Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

rea (optional): set the character's REA Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

str (optional): set the character's STR Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

cha (optional): set the character's CHA Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

int (optional): set the character's INT Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

log (optional): set the character's LOG Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

wil (optional): set the character's WIL Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

edg (optional): set the character's EDG Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

mag (optional): set the character's RES Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

res (optional): set the character's MAG Attribute to the value specified. This is the value that a Human would normally receive. The application automatically adjusts this value based on Metatype Attribute Maximum for other Metatypes.

skills and knowledgeskills Nodes

<skills> or <knowledgeskills>
   <skill />
   <skillgroup />
</skills> or </knowledgeskills>

skill (optional): set the Rating for an Active Skill. This node may appear multiple times to set the values for multiple Active or Knowledge Skills. See skills and skillgroup Nodes for more information.

skillgroup (optional): set the Rating for a Skill Group. This node may appear multiple times to set the values for multiple Skill Groups. Applies to the <skills> tag only. See skills and skillgroup Nodes for more information.

skills and skillgroup Nodes

<skill> or <skillgroup>
   <name />
   <rating />
   <spec />
   <category />
</skill> or </skillgroup>

name (required): the name of the Active Skill or Skill Group to change the Rating of.

rating (required): the new Rating for the Skill or Skill Group.

spec (optional): sets the Skill's Specialization to the value specified. Applies to <skill /> only.

category (optional): set the Knowledge Skill's Category. Acceptable values are Academic, Interest, Language, Professional, Street. Applies to <knowledgeskills /> only.

powers Node

<powers>
   <power />
</powers>

power (required): the Adept Power to add. This node may appear multiple times to add multiple Adept Powers. See power Node for more information.

power Node

<powers>
   <name />
   <rating />
</powers>

name (required): the name of the Adept Power to add. May have the select attribute defined which will force a Skill, Attribute, or Text Value to be selected for the Power when applicable.

rating (optional): the Rating for the Adept Power.

programs Node

<programs>
   <program />
</programs>

program (required): the Complex Form Program to add to the character. This node may appear multiple times to add multiple Complex Form Programs. See program Node for more information.

program Node

<program>
   <name />
   <rating />
</program>

name (required): the name of the Complex Form Program to add to the character.

rating (required): the Rating for the Complex Form Program.

spells Node

<spells>
   <spell />
</spells>

spell (required): the name of the Spell to add. May have the select attribute defined which will select a specific value for the Spell. This node may appear multiple times to add multiple Spells.

spirits Node

<spirits>
   <spirit />
</spirits>

spirit (required): the Spirit to add. This node may appear multiple times to add multiple Spirits. See spirit Node for more information.

spirit Node

<spirit>
   <name />
   <force />
   <services />
</spirit>

name (required): the name of the Spirit.

force (required): the Force of the Spirit.

services (required): the number of Services that the Spirit still owes.

cyberwares and biowares Node

<cyberwarse> or <biowares>
   <cyberware />
   or
   <bioware />
</cyberwares> or </biowares>

cyberware (required): the piece of Cyberware to add to the character. This node may appear multiple times to add multiple pieces of Cyberware. See cyberware and bioware Node for more information.

bioware (required): the piece of Bioware to add to the character. This node may appear multiple times to add multiple pieces of Bioware. See cyberware and bioware Node for more information.

cyberware and bioware Node

<cyberware> or <bioware>
   <name />
   <rating />
   <grade />
   <cyberwares />
</cyberware> or </bioware>

name (required): the name of the piece of Cyberware or Bioware to add to the character.

rating (optional): the Rating for the piece of Cyberware or Bioware when applicable.

grade (required): the Grade of the Cyberware or Bioware. Acceptable values: Standard, StandardSecondHand, Alphaware, AlphawareSecondHand, Betaware, Deltaware.

cyberwares (optional): a list of plugins to add to the piece of Cyberware. Only applies to <cyberware /> nodes. The structure for these child items is identical to this structure, though the <grade /> and <cyberwares /> nodes are not permitted in children.

armors Node

<armors>
   <armor />
</armors>

armor (required): the piece of Armor to add to the character. This node may appear multiple times to add multiple pieces of Armor. See armor Node for more information.

armor Node

<armor>
   <name />
   <mods />
</armor>

name (required): the name of the Armor to add to the character.

mods (optional): a list of Armor Mods to add to the piece of Armor. See mods Node for more information.

mods Node

<mods>
   <mod />
</mods>

mod (required): the Armor Mod to add to a piece of Armor. This node may appear multiple times to add multiple Armor Mods. See mod Node for more information.

mod Node

<mod>
   <name />
   <rating />
</mod>

name (required): the name of the Armor Modification to add to the Armor.

rating (optional): the Rating to apply to the Armor Modification when applicable.

weapons Node

<weapons>
   <weapon />
</weapons>

weapon (required): the Weapon to add to the character. This node may appear multiple times to add multiple Weapons. See weapon Node for more information.

weapon Node

<weapon>
   <name />
   <accessories />
   <mods />
</armor>

name (required): the name of the Weapon to add to the character.

accessories (optional): a list of Weapon Accessories to add to the Weapon. See accessories Node for more information.

mods (optional): a list of Weapon Mods to add to the Weapon. See mods Node for more information.

accessories Node

<accessories>
   <accessory />
</accessories>

accessory (required): the Weapon Accessory to add to a Weapon. This node may appear multiple times to add multiple Weapon Accessories. See accessory Node for more information.

accessory Node

<accessory>
   <name />
   <mount />
</accessory>

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

mount (optional): the mount this Weapon Accessory will use.

mods Node

<mods>
   <mod />
</mods>

mod (required): the Weapon Mod to add to a Weapon. This node may appear multiple times to add multiple Weapon Mods. See mod Node for more information.

mod Node

<mod>
   <name />
   <rating />
</mod>

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

rating (optional): the Rating of the Weapon Modification to add to the Weapon.

gears Node

<gears>
   <gear />
</gears>

gear (required): the Gear to add to the character. This node may appear multiple times to add multiple pieces of Gear. See gear Node for more information.

gear Node

<gear>
   <name />
   <qty />
   <rating />
   <bonded />
   <gears />
</gear>

name (required): the name of the piece of Gear to add. This may have the select attribute defined which will force a value to be selected for any dialgoue window that asks for one.

qty (optional): the quantity of the Gear to set when it is added to the character. If left blank, 1 is assumed.

rating (optional): sets the Rating of the piece of Gear when applicable.

bonded (optional): only applies to Foci and must be set to true if present. Marks the Foci as being Bonded to the character.

gears (optional): a list of plugins to add to the Gear. This is identical to the gears Node above.

vehicles Node

<vehicles>
   <vehicle />
</vehicles>

vehicle (required): a list of Vehicles to add to the character. This node may appear multiple times to add multiple Vehicles to the character. See vehicle Node for more information.

vehicle Node

<vehicle>
   <name />
   <mods />
   <gears />
   <weapons />
</vehicle>

name (required): the name of the Vehicle to add.

mods (optional): a list of Vehicle Modifications to add to the Vehicle. See mods Node for more information.

gears (optional): a list of Gear to add to the Vehicle. See gears Node for more information.

weapons (optional): a list of Weapons to add to the Vehicle. These will be added to the first available Weapon Mount on the Vehicle. See weapons Node for more information.

mods Node

<mods>
   <mod />
</mods>

mod (required): the Vehicle Modification to add to the Vehicle. This node may appear multiple times to add multiple Vehicle Modifications. See mod Node for more information.

mod Node

<mod>
   <name />
   <rating />
</mod>

name (required): the name of the Vehicle Modification to add to the Vehicle.

rating (optional): the Rating to apply to the Vehicle Modification when applicable.

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