root/equipmentlist/equipment
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Content: refid (type: string) , count (type: float) ?, units (type: string) ?, carried (type: boolean) ?, equipped (type: boolean) ?, location (type: bodylocation) *, quality (type: string) ?, condition (type: int) ?, cost (type: float) ?, name (type: string) ?, note (type: string) ?, unique (type: namevaluelist) ?, appdata (type: customdata) *, contains (type: equipmentlist) ?
Description: The equipment tag describes a use of
a predefined item of equipment carried by the character, or any other item that the
character owns that is not considered an asset
or transport. The tag details the
particular instance of the item itself, not the full details of the equipment. The
details of the standard equipment are assumed to be detailed elsewhere (a database,
usually) and referenced by this usage tag, via the refid tag.
refid references the definition of the basic equipment type. It is
		assumed that a given system will define a fixed set of data decribing the details
		of the equipment available to that system, and that this tag will reference
		those records. This prevents every detail of the item from being duplicated
		within this schema.count defines the number of items of this type the character
		owns. If this tag is missing, the count is assumed to be one.units defines the units that the count tag tracks,
		if the units are something other than items. For example, if the character is
		carrying 12 liters of water, the count would be "12" and the
		units tag would be "liters". If, on the other hand, the character
		is carrying 20 arrows, the count would be "20" and the units
		would be ommitted entirely.carried is true if the character is currently carrying the item.
		A false value would indicate that the character owns this item, but does not
		keep it with them or that the concept of being carried does not apply. If this
		tag is not provided, the value is assumed to be inherited from its parent container,
		if any. If there is no parent container, the value is assumed to be true (or
		not applicible).
	equipped is true if the character is currently has the item at the
		ready. This concept is only useful in certain gaming systems. A false value would
		indicate that the item is stored in some way or that the concept. If this
		tag is not provided, the value is assumed to be inherited from its parent container,
		if any. If there is no parent container, the value is assumed to be false (or
		not applicible).
	location defines where in the character's body the equipment is
		worn or carried. There can be zero or more location tags. More that one tag would
		be used when a given peice of equipment spans more than one location. If no location
		is given, one of the following is true:
			contains tag)quality defines the quality of the equipment. Typically, a given
		game system will define a fixed set of values for use in this tag, but this
		standard does not enforce this. If this tag is missing, the quality is assumed
		to be the standard quality of item.condition defines the condition of the item, usually recorded in "points"
		of damage the equipment has sustained, though the exact meaning of the value
		will depend on the game system. If this tag is not present, its value is assumed
		to be zero.cost records how much the character paid for the item, if anything.
		This value can vary from the standard cost based on the quality of the equipment
		and the circumstances of the purchase. If this tag is not included, the cost of
		the equipment is assumed to be the standard cost for the given quality.name defines a name the character has given this peice of equipment,
		if any.note defines a note about the item, if any.unique defines any unique properties the particular item contains,
		above and beyond the item's common characteristics.appdata a section to allow an application to write customized
		data about the item. There can be zero or more of these in an item.contains defines any other equipment included within or inside this
		item. This can be useful to describe the contents of a trunk, for example.Code Fragment
<xs:complexType name="equipment">
  <xs:sequence>
    <xs:element type="xs:string" name="refid"/>
    <xs:element type="xs:float" name="count" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:string" name="units" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:boolean" name="carried" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:boolean" name="equipped" minOccurs="0" maxOccurs="1"/>
    <xs:element type="bodylocation" name="location" minOccurs="0" maxOccurs="unbounded"/>
    <xs:element type="xs:string" name="quality" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:int" name="condition" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:float" name="cost" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:string" name="name" minOccurs="0" maxOccurs="1"/>
    <xs:element type="xs:string" name="note" minOccurs="0" maxOccurs="1"/>
    <xs:element type="namevaluelist" name="unique" minOccurs="0" maxOccurs="1"/>
    <xs:element type="customdata" name="appdata" minOccurs="0" maxOccurs="unbounded"/>
    <xs:element type="equipmentlist" name="contains" minOccurs="0" maxOccurs="1"/>
  </xs:sequence>
</xs:complexType>