code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<authorTag><![CDATA[On the underside of the barrel housing, a small engraving reads "Official Enforcer Issue, MFD by DSG Forgeworks."]]></authorTag>

		<value>3500</value>

		<melee>false</melee>

		<twoHanded>false</twoHanded>

		<determiner><![CDATA[a]]></determiner>

		<name><![CDATA[pepperball pistol]]></name>

		<namePlural pluralByDefault="false"><![CDATA[pepperball pistols]]></namePlural>

		<description><![CDATA[A miniaturized version of the Pepperball Rifle with a weaker air spell enchantment, this weapon uses the same pepper oil ammunition but has less range and does less damage. Enforcers favour it as a hold-out or secondary weapon.]]></description>

		<attackDescriptor>shoot</attackDescriptor>

		<attackTooltipDescription>Shoot [npc2.name] with your pepperball pistol.</attackTooltipDescription>

		<rarity>UNCOMMON</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(unholster)] the pistol, [npc.verb(slap)] in a fresh magazine, and [npc.verb(turn)] the safety off.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(take)] out the magazine, and [npc.verb(turn)] the safety on, and [npc.verb(holster)] the pistol.]]></unequipText>

		<imageName>pbpistol_nomag.svg</imageName>

		<imageEquippedName>pbpistol.svg</imageEquippedName>

		<damage>15</damage>

		<arcaneCost>1</arcaneCost>

		<damageVariance>LOW</damageVariance>

		<availableDamageTypes>
			<damageType>FIRE</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects/>

		<primaryColours values="JUST_BLACK"/>
		<primaryColoursDye values="ALL_WITH_METALS"/>
		<secondaryColours>
			<colour>CLOTHING_GUNMETAL</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL_WITH_METALS"/>

		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The shot goes wide! The capsule shatters uselessly on the ground.
		]]></missText>
	</missDescriptions>

</weapon>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<authorTag><![CDATA[On the inside of the magazine well, a small engraving reads "Official Enforcer Issue, MFD by DSG Forgeworks."]]></authorTag>

		<value>5500</value>

		<melee>false</melee>

		<twoHanded>true</twoHanded>

		<determiner><![CDATA[a]]></determiner>

		<name><![CDATA[pepperball rifle]]></name>

		<namePlural pluralByDefault="false"><![CDATA[pepperball rifles]]></namePlural>

		<description><![CDATA[Used by Enforcers on targets with high lust resistance, this weapon uses an air spell to propel fin-stabilized capsules much farther than a conventional paintball marker. The capsules shatter on impact with auras, showering the immediate area with a pepper-based oil that produces an extremely painful burning sensation akin to being on fire.]]></description>

		<attackDescriptor>shoot</attackDescriptor>

		<attackTooltipDescription>Shoot [npc2.name] with your pepperball rifle.</attackTooltipDescription>

		<rarity>RARE</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(bring)] out the rifle, [npc.verb(load)] a drum magazine, [npc.verb(opens)] the gas regulator, and [npc.verb(turns)] on the attached red-dot sight.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(turn)] off the attached red-dot sight, [npc.verb(close)] the gas regulator, [npc.verb(unload)] the drum magazine, and [npc.verb(put)] the rifle away.]]></unequipText>

		<imageName>pbrifle_nomag.svg</imageName>

		<imageEquippedName>pbrifle.svg</imageEquippedName>

		<damage>30</damage>

		<arcaneCost>3</arcaneCost>

		<damageVariance>LOW</damageVariance>

		<availableDamageTypes>
			<damageType>FIRE</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects/>

		<primaryColours values="JUST_BLACK"/>
		<primaryColoursDye values="ALL_WITH_METALS"/>
		<secondaryColours>
			<colour>CLOTHING_GUNMETAL</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL_WITH_METALS"/>

		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with bright orange oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with stinging, burning oil.
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.arm] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.leg] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The round shatters on [npc2.namePos] aura, splashing [npc2.her] [npc2.face] with painful oil that quickly forms a slick on [npc2.her] [npc2.skin].
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The shot goes wide! The capsule shatters uselessly on the ground.
		]]></missText>
	</missDescriptions>

</weapon>

repo_name: klorpa/Pedo

license: unknown


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>
		<authorTag><![CDATA[On the back of the shield, slightly raised lettering reads "Official Enforcer Issue, MFD by DSG Forgeworks."]]></authorTag>

		<value>2000</value>

		<melee>true</melee>

		<twoHanded>false</twoHanded>

		<determiner><![CDATA[an]]></determiner>

		<name><![CDATA[Enforcer's riot shield]]></name>

		<namePlural pluralByDefault="false"><![CDATA[Enforcer's riot shields]]></namePlural>

		<description><![CDATA[A medium-sized shield made of transparent polycarbonate, it covers an average-sized bearer from the top of their head to their knees. It is enchanted to protect against weapons typically used by rioters as well as offer limited offensive capabilities.]]></description>

		<attackDescriptor>bash</attackDescriptor>

		<attackTooltipDescription>Bash your shield against [npc2.name].</attackTooltipDescription>

		<rarity>UNCOMMON</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(bring)] out the shield and [npc.verb(strap)] it to [npc.her] arm.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(unstrap)] the the shield from [npc.her] arm before putting it away.]]></unequipText>

		<imageName>riotshield.svg</imageName>

		<imageEquippedName>riotshield.svg</imageEquippedName>

		<damage>2</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>HIGH</damageVariance>

		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_FIRE" timer="0"/>
			  <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_FIRE" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_PHYSICAL" timer="0"/>
			  <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_PHYSICAL" timer="0"/>
		</effects>

		<primaryColours values="JUST_SILVER"/>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>

		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		Charging forward with [npc.her] riot shield, [npc.name] [npc.verb(manage)] to hit [npc2.name] dead on. The enchanted polycarbonate bounces off [npc2.her] aura and knocks [npc2.her] back, draining [npc.her] energy!
		]]></hitText>
		<hitText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(swings)] [npc.her] riot shield out at [npc2.name], bodying [npc2.her] to the ground, causing [npc2.herHim] to lose some energy!
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		Charging forward with [npc.her] riot shield, [npc.name] [npc.verb(attempt)] to hit [npc2.name] dead on but stumbles and misses completely!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(swings)] [npc.her] riot shield out at [npc2.name] but misses!
		]]></missText>
	</missDescriptions>

</weapon>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>
		<authorTag><![CDATA[On the underside of the body, there is a small engraving that reads "Official Enforcer Issue, MFD by DSG Forgeworks."]]></authorTag>

		<value>7500</value>

		<melee>false</melee>

		<twoHanded>false</twoHanded>

		<determiner><![CDATA[an]]></determiner>

		<name><![CDATA[arcane taser]]></name>

		<namePlural pluralByDefault="false"><![CDATA[arcane tasers]]></namePlural>

		<description><![CDATA[This weapon uses an air spell housed in a cartridge to propel two dart-like projectiles that are linked back to the main unit with conductive wires. After the barbs embed themselves in the target's aura, the main unit then sends a charge of arcane lightning down the wires.]]></description>

		<attackDescriptor>Shoot</attackDescriptor>

		<attackTooltipDescription>Shoot [npc2.name] with your taser.</attackTooltipDescription>

		<rarity>RARE</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(unholster)] the taser, readying it for use in combat.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(holster)] the taser, before putting it away.]]></unequipText>

		<imageName>taser_holstered.svg</imageName>

		<imageEquippedName>taser.svg</imageEquippedName>

		<damage>50</damage>

		<arcaneCost>10</arcaneCost>

		<damageVariance>MEDIUM</damageVariance>

		<availableDamageTypes>
			<damageType>LUST</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>0</enchantmentLimit>

		<effects/>

		<primaryColours values="JUST_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_GREY"/>
		<secondaryColoursDye values="ALL"/>

		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
			Aiming [npc.her] Arcane Taser at [npc2.name], [npc.she]
			#IF game.isSillyModeEnabled()
			#THEN [npc.verb(shouts)] [npc.speech(Stop right there, criminal scum!)] before pulling the trigger.
			#ELSE [npc.verb(pull)] the trigger.
			#ENDIF
			The metal darts embed themselves in [npc2.nameHas] aura while pink and purple lightning course through the wires, draining [npc2.her] energy! The spent cartridge ejects itself and dissolves into thin air. [npc.Name] suddenly [npc.verb(find)] another cartridge in [npc.her] [npc.hand] and [npc.verb(insert)] it into the business end of the taser.
		]]></hitText>
		<hitText><![CDATA[
			[npc.Name] [npc.verb(shoot)] [npc2.name] with [npc.her] Arcane Taser
			#IF game.isSillyModeEnabled()
			#THEN  with a shout of [npc.speech(I am the law!)]
			#ELSE .
			#ENDIF
			There is a loud bang and then a brilliant pink and purple flash as [npc2.nameHas] energy is drained! The spent catridge pops out and [npc.name] [npc.verb(insert)] another one into the taser.
		]]></hitText>
		<hitText><![CDATA[
			[npc.Name] [npc.verb(fire)] [npc.her] Arcane Taser. [npc2.Name] suddenly [npc.verb(find)] metal darts embedded in [npc2.her] aura before being surrounded by pulsating streams of arcane lightning! [npc2.she] has lost some energy! The spent cartridge clatters on the ground and [npc.name] [npc.verb(insert)] another one into the taser.
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
			Aiming [npc.her] Arcane Taser at [npc2.name], [npc.verb(pull)] the trigger. The metal darts glance off [npc2.nameHas] aura and fall uselessly to the ground!
			#IF game.isSillyModeEnabled()
			#THEN [npc.speech(You betrayed the law!)] [npc.name] [npc.verb(shout)]. [npc2.Name] sneers and mockingly [npc.verb(shout)] back [npc2.speech(Laawwwwwww!)]
			#ELSE
			#ENDIF
			With an annoyed huff, [npc.name] [npc.verb(eject)] the spent cartridge and [npc.verb(insert)] a new one into the business end of the taser.
		]]></missText>
		<missText><![CDATA[
			[npc.Name] shoot [npc2.name] with [npc.her] Arcane Taser. There is a loud snapping sound but the metal darts fail to embed themselves in [npc2.nameHas] aura! [npc.name] [npc.verb(insert)] another cartridge into the taser.
		]]></missText>
	</missDescriptions>

</weapon>


code:
[LocalizedFileNames]
pbrifle.svg=@pbrifle.svg,0
pbrifle.xml=@pbrifle.xml,0
trqrifle.svg=@trqrifle.svg,0
trqrifle_nogas.svg=@trqrifle_nogas.svg,0


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<authorTag><![CDATA[On one side of the cylinder, a small engraving reads "Official Enforcer Issue, MFD by DSG Forgeworks."]]></authorTag>

		<value>5600</value>

		<melee>false</melee>

		<twoHanded>true</twoHanded>

		<determiner><![CDATA[a]]></determiner>

		<name><![CDATA[revolving tranquilizer rifle]]></name>

		<namePlural pluralByDefault="false"><![CDATA[revolving tranquilizer rifles]]></namePlural>

		<description><![CDATA[Firing aura-piercing fin-stabilized discarding sabot darts filled with a potent sleeping potion, this rifle is not a true sniping weapon. Rather, it is designed to extend the reach of a standard Enforcer squad. Unlike most dart rifles, it uses a six-shot revolving autoloader.]]></description>

		<attackDescriptor>shoot</attackDescriptor>

		<attackTooltipDescription>Shoot [npc2.name] with your tranquilizer rifle.</attackTooltipDescription>

		<rarity>EPIC</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(bring)] out the rifle, [npc.verb(load)] a fresh gas bottle, and [npc.verb(insert)] a full-moon clip of six darts into the autoloader.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(remove)] the unspent darts from the autoloader, [npc.verb(unload)] the gas bottle, and [npc.verb(put)] the rifle away.]]></unequipText>

		<imageName>trqrifle_nogas.svg</imageName>

		<imageEquippedName>trqrifle.svg</imageEquippedName>

		<damage>45</damage>

		<arcaneCost>4</arcaneCost>

		<damageVariance>LOW</damageVariance>

		<availableDamageTypes>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects/>

		<primaryColours values="JUST_BLACK"/>
		<primaryColoursDye values="ALL_WITH_METALS"/>
		<secondaryColours values="JUST_GREY"/>
		<secondaryColoursDye values="ALL_WITH_METALS"/>

		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The needle on the end of the dart embeds itself in [npc2.namePos] [npc2.materialSkin] and releases its contents. [npc2.NamePos] eyelids grow visibly heavier.
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		[npc.Name] [npc.verb(line)] [npc2.name] up in [npc.her] sights and [npc.verb(pull)] the trigger. The shot goes wide! The dart clatters uselessly on the ground.
		]]></missText>
	</missDescriptions>

</weapon>


code:
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 256 256">
    <defs>
        <linearGradient id="innoGrad6">
            <stop offset="0" stop-color="#ff7f2a"/>
            <stop offset=".503" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a"/>
        </linearGradient>
        <linearGradient id="innoGrad4">
            <stop offset="0" stop-color="#ff7f2a"/>
            <stop offset=".89" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a"/>
        </linearGradient>
        <linearGradient id="innoGrad3">
            <stop offset="0" stop-color="#ff7f2a"/>
            <stop offset=".5" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a"/>
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        <path fill="url(#linearGradient966)" stroke="#000" stroke-miterlimit="10" stroke-width=".782" d="M55.706 99.071l-29.694-.082c-1.343.112-1.229.539-1.608 1.101-.985 1.46-1.776 14.498 1.776 15.963 3.553 1.464 26.438-3.455 29.039-6.839 1.825-2.373 2.972-6.019 2.433-8.358-.23-.996-1.617-1.684-1.946-1.785z"/>
        <path fill="none" stroke="#000" stroke-miterlimit="10" stroke-width=".391" d="M26.012 98.989s-2.498 15.831 1.775 15.914c2.093.04 19.759-2.455 24.534-5.169 2.545-1.448 4.028-4.682 4.146-7.107.103-2.125-.761-3.556-.761-3.556"/>
    </g>
</svg>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<!-- How much this weapon is worth. -->
		<value>200</value>

		<!-- Use "true" if this is a melee weapon, and "false" if it's ranged. (Without quotation marks.) -->
		<melee>true</melee>

		<!-- Use "true" if this weapon is two-handed, and thus cannot be simultaneously wielded with an offhand weapon, and "false" if it's one-handed. (Without quotation marks.) -->
		<twoHanded>false</twoHanded>

		<!-- What's appended before the weapon's name in an instance of "Innoxia was holding X staff", where X is the determiner. This will usually be either "a" or "an", but for other weapons may be different.
		An example might be: "Innoxia was holding X scissors", where X (the determiner) would now need to be "a pair of". -->
		<determiner><![CDATA[an]]></determiner>

		<!-- The name of this weapon. -->
		<name><![CDATA[imp arcanist's staff]]></name>

		<!-- The plural name of this weapon. If pluralByDefault's "false" is changed to "true", then the game will always the plural name when referring to this weapon. -->
		<namePlural pluralByDefault="false"><![CDATA[imp arcanist's staffs]]></namePlural>

		<!-- The description/lore of this weapon. -->
		<description><![CDATA[A wooden staff, the crude design of which leads you to believe that it has been re-purposed from a different arcane weapon. Although lacking in refinement, it seems powerful enough...]]></description>

		<!-- How the weapon is used. This should be a single verb, and is used as the title of attacking actions in combat. -->
		<attackDescriptor>whack</attackDescriptor>

		<!-- The description that's displayed when hovering over the attack action in combat. Follow the same guidelines as equipText (a couple of entries further down this page).
		As this tooltip is only ever seen from the player's perspective, you can always write in the first-person narrative. (Still use npc2 for the target, though.)-->
		<attackTooltipDescription>Whack [npc2.name] with your staff.</attackTooltipDescription>

		<!-- The rarity of this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>RARE</rarity>

		<!-- The description that's used when equipping this weapon. The description should be generic, able to be used by both the player and NPCs. Just make sure to use the tag "[npc.verb()]" whenever using a verb, which will then, for example, parse like this:
		[npc.verb(run)] if npc is player = "run"
		[npc.verb(run)] if npc is not the player = "runs"
		Always use the first-person singular verb.
		The target "npc" OR "npc1" should be used for the character using the weapon. e.g. If the player is the one attacking (and is called Innoxia), then [npc.Name] will return "Innoxia"
		The target "npc2" should be used for the character being attacked. e.g. If Brax is the one being attacked, then [npc2.Name] will return "Brax"
		-->
		<equipText><![CDATA[[npc.Name] [npc.verb(ready)] [npc.her] staff, and [npc.verb(prepare)] to use it in combat.]]></equipText>

		<!-- The description that's used when equipping this weapon. Follow the same guidelines as equipText. -->
		<unequipText><![CDATA[[npc.Name] [npc.verb(put)] [npc.her] staff away.]]></unequipText>

		<!-- The file name of this weapon's image when in the character's inventory. The only supported file type is .svg. I use the free program "Inkscape" to make .svg images for the game. -->
		<imageName>arcanist_staff.svg</imageName>

		<!-- The file name of this weapon's image when equipped. Can be (and usually is) the same as the imageName (which in this example would be "dagger_sheathed.svg"). -->
		<imageEquippedName>arcanist_staff.svg</imageEquippedName>

		<!-- The base damage that this weapon deals. -->
		<damage>4</damage>

		<!-- How many arcane essences are required, and drained, by firing this weapon. Ranged weapons should usually use the value 1, while melee weapons should usually be 0. -->
		<arcaneCost>0</arcaneCost>

		<!-- The variance in base damage when this weapon is actually used to attack. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageVariance.java -->
		<damageVariance>MEDIUM</damageVariance>

		<!-- The available damage types that this weapon can spawn in with. Values can be found here (MISC should not be used): https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageType.java -->
		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
			<damageType>ICE</damageType>
			<damageType>FIRE</damageType>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<!-- The spells that are unlocked when equipping this weapon. IF you want to add any, use the format:
		<spells>
			<spell>FIREBALL</spell>
		</spells>

		Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/Spell.java -->
		<spells/>

		<!-- How many effects this weapon can be enchanted with. Should usually be left at 5. -->
		<enchantmentLimit>5</enchantmentLimit>

		<!-- The effects that this weapon spawns in with. Remember that the player can remove/change/add effects. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file.
		There are two special values for secondaryModifier, which are: RESISTANCE_WEAPON and DAMAGE_WEAPON
		RESISTANCE_WEAPON applies the related resistance of this weapon's damage type, while DAMAGE_WEAPON applies the related damage type.
		For example, if this dagger spawned in as type POISON, and I'd replaced both instances of CRITICAL_CHANCE with DAMAGE_WEAPON, then this dagger would spawn with two +5 Poison Damage effects.-->
		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_WEAPON" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_SPELLS" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="SPELL_COST_MODIFIER" timer="0"/>
		</effects>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours and secondaryColours all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the DAMAGE TYPE's colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the PRIMARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the SECONDARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		As you can see above, weapons differ from clothing in that their 'Red' colour is recoloured based on the weapon's damage type! The "primaryColours" and "secondaryColours" defined below are for recolouring the Orange and Yellow values, respectively.

		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours (as used in clothing) here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_DARK_BROWN"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours/>
		<secondaryColoursDye/>

		<!-- Special item tags that apply to this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		Swinging [npc.her] staff, [npc.name] [npc.verb(manage)] to whack [npc2.name] on the [npc2.arm], which causes [npc2.herHim] to let out a surprised yelp!
		]]></hitText>
		<hitText><![CDATA[
		Striking out at [npc2.name] with [npc.her] staff, [npc.name] [npc.verb(manage)] to land a solid hit on [npc2.her] [npc2.arm]!
		]]></hitText>
		<hitText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] staff, whacking the heavy end against [npc2.her] shoulder!
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		Thrusting out with [npc.her] staff, [npc.name] [npc.verb(attempt)] to whack [npc2.name] on the [npc2.arm], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Striking out at [npc2.name] with [npc.her] staff, [npc.name] [npc.verb(let)] out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] staff, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<value>1000</value>
		<melee>true</melee>
		<twoHanded>false</twoHanded>
		<determiner><![CDATA[a]]></determiner>
		<name><![CDATA[buckler]]></name>
		<namePlural pluralByDefault="false"><![CDATA[bucklers]]></namePlural>

		<description><![CDATA[A small metal shield, measuring roughly [style.sizeShort(45)] in diameter, and gripped in one hand by means of a handle positioned behind the boss. Shields such as this one are typically enchanted to help the wielder resist a certain type of arcane damage.]]></description>

		<attackDescriptor>shield-bash</attackDescriptor>
		<attackTooltipDescription>Bash [npc2.name] with your buckler.</attackTooltipDescription>
		<rarity>EPIC</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(take)] hold of [npc.her] buckler, and [npc.verb(prepare)] to use it to defend [npc.herself] in combat.]]></equipText>
		<unequipText><![CDATA[[npc.Name] [npc.verb(put)] [npc.her] buckler away.]]></unequipText>

		<imageName>buckler.svg</imageName>
		<imageEquippedName>buckler.svg</imageEquippedName>

		<physicalResistance>1</physicalResistance>
		<damage>6</damage>
		<arcaneCost>0</arcaneCost>
		<damageVariance>HIGH</damageVariance>

		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
			<damageType>ICE</damageType>
			<damageType>FIRE</damageType>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_WEAPON" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_PHYSICAL" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_PHYSICAL" timer="0"/>
		</effects>

		<primaryColours values="JUST_STEEL"/>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours values = "JUST_STEEL"/>
		<secondaryColoursDye values="ALL_METAL"/>

		<itemTags>
			<tag>SOLD_BY_VICKY</tag>
		</itemTags>
	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		Swinging [npc.her] buckler, [npc.name] [npc.verb(manage)] to whack [npc2.name] on the [npc2.arm], which causes [npc2.herHim] to let out a surprised yelp!
		]]></hitText>
		<hitText><![CDATA[
		Striking out at [npc2.name] with [npc.her] buckler, [npc.name] [npc.verb(manage)] to land a solid hit on [npc2.her] [npc2.arm]!
		]]></hitText>
		<hitText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] buckler, whacking the boss against [npc2.her] shoulder!
		]]></hitText>
	</hitDescriptions>

	<missDescriptions>
		<missText><![CDATA[
		Thrusting out with [npc.her] buckler, [npc.name] [npc.verb(attempt)] to whack [npc2.name] on the [npc2.arm], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Striking out at [npc2.name] with [npc.her] buckler, [npc.name] [npc.verb(let)] out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] buckler, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<!-- How much this weapon is worth. -->
		<value>50</value>

		<!-- Use "true" if this is a melee weapon, and "false" if it's ranged. (Without quotation marks.) -->
		<melee>true</melee>

		<!-- Use "true" if this weapon is two-handed, and thus cannot be simultaneously wielded with an offhand weapon, and "false" if it's one-handed. (Without quotation marks.) -->
		<twoHanded>false</twoHanded>

		<!-- What's appended before the weapon's name in an instance of "Innoxia was holding X crude shield", where X is the determiner. This will usually be either "a" or "an", but for other weapons may be different.
		An example might be: "Innoxia was holding X scissors", where X (the determiner) would now need to be "a pair of". -->
		<determiner><![CDATA[a]]></determiner>

		<!-- The name of this weapon. -->
		<name><![CDATA[crude shield]]></name>

		<!-- The plural name of this weapon. If pluralByDefault's "false" is changed to "true", then the game will always the plural name when referring to this weapon. -->
		<namePlural pluralByDefault="false"><![CDATA[crude shields]]></namePlural>

		<!-- The description/lore of this weapon. -->
		<description><![CDATA[A very crude shield, fashioned from wooden boards that have been nailed to a series of sturdy wooden struts. The front-facing side has been painted with an arcane-enchanted symbol.]]></description>

		<!-- How the weapon is used. This should be a single verb, and is used as the title of attacking actions in combat. -->
		<attackDescriptor>shield-bash</attackDescriptor>

		<!-- The description that's displayed when hovering over the attack action in combat. Follow the same guidelines as equipText (a couple of entries further down this page).
		As this tooltip is only ever seen from the player's perspective, you can always write in the first-person narrative. (Still use npc2 for the target, though.)-->
		<attackTooltipDescription>Bash [npc2.name] with your crude shield.</attackTooltipDescription>

		<!-- The rarity of this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>COMMON</rarity>

		<!-- The description that's used when equipping this weapon. The description should be generic, able to be used by both the player and NPCs. Just make sure to use the tag "[npc.verb()]" whenever using a verb, which will then, for example, parse like this:
		[npc.verb(run)] if npc is player = "run"
		[npc.verb(run)] if npc is not the player = "runs"
		Always use the first-person singular verb.
		The target "npc" OR "npc1" should be used for the character using the weapon. e.g. If the player is the one attacking (and is called Innoxia), then [npc.Name] will return "Innoxia"
		The target "npc2" should be used for the character being attacked. e.g. If Brax is the one being attacked, then [npc2.Name] will return "Brax"
		-->
		<equipText><![CDATA[[npc.Name] [npc.verb(ready)] [npc.her] crude shield, and [npc.verb(prepare)] to use it to defend [npc.herself] in combat.]]></equipText>

		<!-- The description that's used when equipping this weapon. Follow the same guidelines as equipText. -->
		<unequipText><![CDATA[[npc.Name] [npc.verb(put)] [npc.her] crude shield away.]]></unequipText>

		<!-- The file name of this weapon's image when in the character's inventory. The only supported file type is .svg. I use the free program "Inkscape" to make .svg images for the game. -->
		<imageName>crude_shield.svg</imageName>

		<!-- The file name of this weapon's image when equipped. Can be (and usually is) the same as the imageName (which in this example would be "dagger_sheathed.svg"). -->
		<imageEquippedName>crude_shield.svg</imageEquippedName>

		<!-- How much natural physical resistance this weapon provides when equipped. Should only really be above 0 for shields or other such protective weapons. -->
		<physicalResistance>0.5</physicalResistance>

		<!-- The base damage that this weapon deals. -->
		<damage>6</damage>

		<!-- How many arcane essences are required, and drained, by firing this weapon. Ranged weapons should usually use the value 1, while melee weapons should usually be 0. -->
		<arcaneCost>0</arcaneCost>

		<!-- The variance in base damage when this weapon is actually used to attack. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageVariance.java -->
		<damageVariance>LOW</damageVariance>

		<!-- The available damage types that this weapon can spawn in with. Values can be found here (MISC should not be used): https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageType.java -->
		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
			<damageType>ICE</damageType>
			<damageType>FIRE</damageType>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<!-- The spells that are unlocked when equipping this weapon. IF you want to add any, use the format:
		<spells>
			<spell>FIREBALL</spell>
		</spells>

		Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/Spell.java -->
		<spells/>

		<!-- How many effects this weapon can be enchanted with. Should usually be left at 5. -->
		<enchantmentLimit>5</enchantmentLimit>

		<!-- The effects that this weapon spawns in with. Remember that the player can remove/change/add effects. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file.
		There are two special values for secondaryModifier, which are: RESISTANCE_WEAPON and DAMAGE_WEAPON
		RESISTANCE_WEAPON applies the related resistance of this weapon's damage type, while DAMAGE_WEAPON applies the related damage type.
		For example, if this dagger spawned in as type POISON, and I'd replaced both instances of CRITICAL_CHANCE with DAMAGE_WEAPON, then this dagger would spawn with two +5 Poison Damage effects.-->
		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_WEAPON" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="RESISTANCE_PHYSICAL" timer="0"/>
		</effects>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours and secondaryColours all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the DAMAGE TYPE's colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the PRIMARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the SECONDARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		As you can see above, weapons differ from clothing in that their 'Red' colour is recoloured based on the weapon's damage type! The "primaryColours" and "secondaryColours" defined below are for recolouring the Orange and Yellow values, respectively.

		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours (as used in clothing) here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours>
			<colour>CLOTHING_BROWN_DARK</colour>
			<colour>CLOTHING_TAN</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values = "JUST_STEEL"/>
		<secondaryColoursDye values="ALL_METAL"/>

		<!-- Special item tags that apply to this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags/>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		Swinging [npc.her] crude shield, [npc.name] [npc.verb(manage)] to whack [npc2.name] on the [npc2.arm], which causes [npc2.herHim] to let out a surprised yelp!
		]]></hitText>
		<hitText><![CDATA[
		Striking out at [npc2.name] with [npc.her] crude shield, [npc.name] [npc.verb(manage)] to land a solid hit on [npc2.her] [npc2.arm]!
		]]></hitText>
		<hitText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] crude shield, whacking the heavy end against [npc2.her] shoulder!
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		Thrusting out with [npc.her] crude shield, [npc.name] [npc.verb(attempt)] to whack [npc2.name] on the [npc2.arm], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Striking out at [npc2.name] with [npc.her] crude shield, [npc.name] [npc.verb(let)] out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] crude shield, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
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code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<!-- How attribution to the mod author (you!) should be displayed in the weapon's tooltip. If left blank or not included, a default attribution based on folder name will be used. (I have commented out this example, as I don't want items created by myself to have author attribution.)-->
		<!-- <authorTag><![CDATA[A discreet inscription at the base of the dagger's blade informs you that it was made by 'Innoxia'.]]></authorTag> -->

		<!-- How much this weapon is worth. -->
		<value>1500</value>

		<!-- Use "true" if this is a melee weapon, and "false" if it's ranged. (Without quotation marks.) -->
		<melee>true</melee>

		<!-- Use "true" if this weapon is two-handed, and thus cannot be simultaneously wielded with an offhand weapon, and "false" if it's one-handed. (Without quotation marks.) -->
		<twoHanded>false</twoHanded>

		<!-- What's appended before the weapon's name in an instance of "Innoxia was holding X Demon's Dagger", where X is the determiner. This will usually be either "a" or "an", but for other weapons may be different.
		An example might be: "Innoxia was holding X scissors", where X (the determiner) would now need to be "a pair of". -->
		<determiner><![CDATA[a]]></determiner>

		<!-- The name of this weapon. -->
		<name><![CDATA[Demon's Dagger]]></name>

		<!-- The plural name of this weapon. If pluralByDefault's "false" is changed to "true", then the game will always the plural name when referring to this weapon. -->
		<namePlural pluralByDefault="false"><![CDATA[Demon's Daggers]]></namePlural>

		<!-- The description/lore of this weapon. -->
		<description><![CDATA[A demon's dagger, with a blade made out of enchanted ethereal energy. Daggers such as this one are carried by the elite demon Enforcers, and, while intended primarily to be a symbol of power and status, they are nonetheless completely functional.]]></description>

		<!-- How the weapon is used. This should be a single verb, and is used as the title of attacking actions in combat. -->
		<attackDescriptor>stab</attackDescriptor>

		<!-- The description that's displayed when hovering over the attack action in combat. Follow the same guidelines as equipText (a couple of entries further down this page).
		As this tooltip is only ever seen from the player's perspective, you can always write in the first-person narrative. (Still use npc2 for the target, though.)-->
		<attackTooltipDescription><![CDATA[Strike out with your Demon's Dagger at [npc2.name].]]></attackTooltipDescription>

		<!-- The rarity of this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>EPIC</rarity>

		<!-- What set this weapon is a part of. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java -->
		<weaponSet/>

		<!-- The description that's used when equipping this weapon. The description should be generic, able to be used by both the player and NPCs. Just make sure to use the tag "[npc.verb()]" whenever using a verb, which will then, for example, parse like this:
		[npc.verb(run)] if npc is player = "run"
		[npc.verb(run)] if npc is not the player = "runs"
		Always use the first-person singular verb.
		The target "npc" OR "npc1" should be used for the character using the weapon. e.g. If the player is the one attacking (and is called Innoxia), then [npc.Name] will return "Innoxia"
		The target "npc2" should be used for the character being attacked. e.g. If Brax is the one being attacked, then [npc2.Name] will return "Brax"
		-->
		<equipText><![CDATA[[npc.Name] [npc.verb(unsheathe)] the dagger, readying it for use in combat.]]></equipText>

		<!-- The description that's used when equipping this weapon. Follow the same guidelines as equipText. -->
		<unequipText><![CDATA[[npc.Name] [npc.verb(sheathe)] the dagger, before putting it away.]]></unequipText>

		<!-- The file name of this weapon's image when in the character's inventory. The only supported file type is .svg. I use the free program "Inkscape" to make .svg images for the game. -->
		<imageName>dagger_sheathed.svg</imageName>

		<!-- The file name of this weapon's image when equipped. Can be (and usually is) the same as the imageName (which in this example would be "dagger_sheathed.svg"). -->
		<imageEquippedName>dagger.svg</imageEquippedName>

		<!-- How much natural physical resistance this weapon provides when equipped. Should only really be above 0 for shields or other such protective weapons. -->
		<physicalResistance>0</physicalResistance>

		<!-- The base damage that this weapon deals. -->
		<damage>12</damage>

		<!-- How many arcane essences are required, and drained, by firing this weapon. Ranged weapons should usually use the value 1, while melee weapons should usually be 0. -->
		<arcaneCost>0</arcaneCost>

		<!-- The variance in base damage when this weapon is actually used to attack. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageVariance.java -->
		<damageVariance>MEDIUM</damageVariance>

		<!-- The available damage types that this weapon can spawn in with. Values can be found here (MISC should not be used): https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/DamageType.java -->
		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
			<damageType>ICE</damageType>
			<damageType>FIRE</damageType>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<!-- The spells that are unlocked when equipping this weapon. IF you want to add any, use the format:
		<spells>
			<spell>FIREBALL</spell>
		</spells>

		Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/combat/Spell.java -->
		<spells/>

		<!-- How many effects this weapon can be enchanted with. Should usually be left at 5. -->
		<enchantmentLimit>5</enchantmentLimit>

		<!-- The effects that this weapon spawns in with. Remember that the player can remove/change/add effects. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file.
		There are two special values for secondaryModifier, which are: RESISTANCE_WEAPON and DAMAGE_WEAPON
		RESISTANCE_WEAPON applies the related resistance of this weapon's damage type, while DAMAGE_WEAPON applies the related damage type.
		For example, if this dagger spawned in as type POISON, and I'd replaced both instances of CRITICAL_CHANCE with DAMAGE_WEAPON, then this dagger would spawn with two +5 Poison Damage effects.-->
		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="CRITICAL_CHANCE" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="CRITICAL_CHANCE" timer="0"/>
		</effects>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours and secondaryColours all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the DAMAGE TYPE's colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the PRIMARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the SECONDARY colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		As you can see above, weapons differ from clothing in that their 'Red' colour is recoloured based on the weapon's damage type! The "primaryColours" and "secondaryColours" defined below are for recolouring the Orange and Yellow values, respectively.

		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours (as used in clothing) here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_STEEL"/>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>

		<!-- Special item tags that apply to this weapon. Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
			<tag>SOLD_BY_VICKY</tag>
			<tag>WEAPON_BLADE</tag>
		</itemTags>

	</coreAttributes>

	<!-- Descriptions that are used when hitting an enemy. One of the hitText values will be randomly selected each time the attacker hits their target. Follow the same guidelines as equipText. -->
	<hitDescriptions>
		<hitText><![CDATA[
		Thrusting out with [npc.her] Demon's Dagger, [npc.name] [npc.verb(manage)] to stab [npc2.name] in the chest; the ethereal arcane blade passing through [npc2.her] torso to drain [npc.her] energy!
		]]></hitText>
		<hitText><![CDATA[
		Striking out at [npc2.name] with [npc.her] Demon's Dagger, [npc.name] [npc.verb(manage)] to slash through [npc2.her] [npc2.arm] with the ethereal blade and drain [npc2.her] energy!
		]]></hitText>
		<hitText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] Demon's Dagger, sinking the ethereal blade into [npc2.her] shoulder and causing [npc2.herHim] to lose some energy!
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		Thrusting out with [npc.her] Demon's Dagger, [npc.name] [npc.verb(attempt)] to stab [npc2.name] in the chest, but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Striking out at [npc2.name] with [npc.her] Demon's Dagger, [npc.name] [npc.verb(let)] out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(lunge)] out at [npc2.name] with [npc.her] Demon's Dagger, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
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code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<value>2500</value>

		<melee>true</melee>

		<twoHanded>false</twoHanded>

		<determiner><![CDATA[]]></determiner>

		<name><![CDATA[arming sword]]></name>

		<namePlural pluralByDefault="false"><![CDATA[arming swords]]></namePlural>

		<description><![CDATA[This straight-edged sword has a single-handed cruciform hilt. The 75cm-long blade is made out of ethereal arcane energy, which, instead of cutting someone, drains their energy as it passes through them.]]></description>

		<attackDescriptor>slash</attackDescriptor>

		<attackTooltipDescription><![CDATA[Slash at [npc2.name] with your arming sword.]]></attackTooltipDescription>

		<rarity>EPIC</rarity>

		<weaponSet/>

		<equipText><![CDATA[[npc.Name] [npc.verb(position)] [npc.her] arming sword at [npc.her] hip, so that [npc.she] may draw it at a moment's notice.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(sheath)] [npc.her] arming sword, before putting it away.]]></unequipText>

		<imageName>arming_sword_sheathed.svg</imageName>

		<imageEquippedName>arming_sword.svg</imageEquippedName>

		<damage>18</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>LOW</damageVariance>

		<availableDamageTypes>
			<damageType>PHYSICAL</damageType>
			<damageType>FIRE</damageType>
			<damageType>ICE</damageType>
			<damageType>POISON</damageType>
		</availableDamageTypes>

		<spells/>

		<enchantmentLimit>5</enchantmentLimit>

		<effects>
              <effect itemEffectType="WEAPON" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_WEAPON" timer="0"/>
              <effect itemEffectType="WEAPON" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="CRITICAL_DAMAGE" timer="0"/>
		</effects>

		<primaryColours>
			<colour>CLOTHING_BROWN_DARK</colour>
			<colour>CLOTHING_BROWN_VERY_DARK</colour>
			<colour>CLOTHING_BLACK</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_STEEL"/>
		<secondaryColoursDye values="ALL_METAL"/>

		<itemTags>
			<tag>SOLD_BY_VICKY</tag>
			<tag>WEAPON_BLADE</tag>
		</itemTags>

	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(slash)] [npc.her] arming sword at [npc2.name], grinning as the ethereal arcane blade travels through [npc2.her] body!
		]]></hitText>
		<hitText><![CDATA[
		Slashing out at [npc2.name] with [npc.her] arming sword, [npc.name] [npc.verb(grin)] as [npc.she] [npc.verb(see)] the ethereal blade travel straight through [npc2.her] body!
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(slash)] at [npc2.name] with [npc.her] arming sword, causing [npc2.herHim] to stagger back as the ethereal blade passes right through [npc2.her] chest!
		]]></hitText>
	</hitDescriptions>

	<!-- Descriptions that are used when missing an enemy. One of the missText values will be randomly selected each time the attacker misses their target. Follow the same guidelines as equipText. -->
	<missDescriptions>
		<missText><![CDATA[
		[npc.Name] [npc.verb(slash)] [npc.her] arming sword at [npc2.name], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Slashing out at [npc2.name] with [npc.her] arming sword, [npc.name] [npc.verb(let)] out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		With a quick step forwards, [npc.name] [npc.verb(slash)] at [npc2.name] with [npc.her] arming sword, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
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