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

		<value>5000</value>

		<melee>true</melee>

		<twoHanded>false</twoHanded>

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

		<name><![CDATA[katana]]></name>

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

		<description><![CDATA[A sword of Japanese origin, with a curved, slender, single-edged arcane blade. It has a circular guard, called a 'tsuba', and long grip so that it may be wielded with two hands. It is traditionally paired with the smaller wakizashi, or 'side sword'.]]></description>

		<attackDescriptor>cut</attackDescriptor>

		<attackTooltipDescription>Slash [npc2.name] with your katana.</attackTooltipDescription>

		<rarity>EPIC</rarity>

		<weaponSet>WEAPON_DAISHO</weaponSet>

		<equipText><![CDATA[[npc.Name] [npc.verb(position)] [npc.her] katana 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] katana, before putting it away.]]></unequipText>

		<imageName>katana_sheathed.svg</imageName>

		<imageEquippedName>katana.svg</imageEquippedName>

		<damage>16</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>LOW</damageVariance>

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

		<spells/>

		<enchantmentLimit>10</enchantmentLimit>

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

		<primaryColours>
			<colour>CLOTHING_TAN</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_GREEN_VERY_DARK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>

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

	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(slash)] [npc.her] katana 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] katana, [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] katana, 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] katana at [npc2.name], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Slashing out at [npc2.name] with [npc.her] katana, [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] katana, 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>5000</value>

		<melee>true</melee>

		<twoHanded>false</twoHanded>

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

		<name><![CDATA[wakizashi]]></name>

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

		<description><![CDATA[A sword of Japanese origin, with a curved, slender, single-edged arcane blade. Typically worn along with a katana, it is mainly used as a backup sword, or for close quarters fighting.]]></description>

		<attackDescriptor>cut</attackDescriptor>

		<attackTooltipDescription>Slash [npc2.name] with your wakizashi.</attackTooltipDescription>

		<rarity>EPIC</rarity>

		<weaponSet>WEAPON_DAISHO</weaponSet>

		<equipText><![CDATA[[npc.Name] [npc.verb(position)] [npc.her] wakizashi 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] wakizashi, before putting it away.]]></unequipText>

		<imageName>wakizashi_sheathed.svg</imageName>

		<imageEquippedName>wakizashi.svg</imageEquippedName>

		<damage>10</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>LOW</damageVariance>

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

		<spells/>

		<enchantmentLimit>10</enchantmentLimit>

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

		<primaryColours>
			<colour>CLOTHING_TAN</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_GREEN_VERY_DARK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>

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

	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(slash)] [npc.her] wakizashi 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] wakizashi, [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] wakizashi, 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] wakizashi at [npc2.name], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Slashing out at [npc2.name] with [npc.her] wakizashi, [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] wakizashi, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>

repo_name: klorpa/Pedo

license: unknown


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[kerambit]]></name>
		<namePlural pluralByDefault="false"><![CDATA[kerambits]]></namePlural>
		<description><![CDATA[Originally made as a sickle-like agricultural tool, this small, easily-concealable knife soon began to see use as a weapon. The double-edged blade, made from enchanted ethereal energy, is sharply curved to resemble a tiger's claw, and is intended to be held pointing downward from the fist.]]></description>

		<attackDescriptor>slash</attackDescriptor>

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

		<rarity>COMMON</rarity>

		<weaponSet/>

		<equipText><![CDATA[[npc.Name] [npc.verb(unsheathe)] the kerambit, readying it for use in combat.]]></equipText>
		<unequipText><![CDATA[[npc.Name] [npc.verb(sheathe)] the kerambit, before putting it away.]]></unequipText>

		<imageName>kerambit_sheathed.svg</imageName>
		<imageEquippedName>kerambit.svg</imageEquippedName>

		<physicalResistance>0</physicalResistance>

		<damage>14</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/>

		<primaryColours>
			<colour>CLOTHING_DESATURATED_BROWN</colour>
		</primaryColours>
		<primaryColoursDye values="ALL_WITH_METALS"/>
		<secondaryColours>
			<colour>CLOTHING_BLACK_STEEL</colour>
			<colour>CLOTHING_STEEL</colour>
			<colour>CLOTHING_BRASS</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL_WITH_METALS"/>

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

	<hitDescriptions>
		<hitText><![CDATA[
		Making a downwards slashing motion with with [npc.her] kerambit, [npc.name] [npc.verb(manage)] to strike [npc2.name] in the chest; the ethereal arcane blade passing through [npc2.her] torso to drain [npc.her] energy!
		]]></hitText>
		<hitText><![CDATA[
		Swiftly striking at [npc2.name] with [npc.her] kerambit, [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] kerambit, slashing the ethereal blade into [npc2.her] shoulder and causing [npc2.herHim] to lose some energy!
		]]></hitText>
	</hitDescriptions>

	<missDescriptions>
		<missText><![CDATA[
		Thrusting out with [npc.her] kerambit, [npc.name] [npc.verb(attempt)] to slash [npc2.name] in the chest, but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Striking out at [npc2.name] with [npc.her] kerambit, [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] kerambit, 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>100</value>

		<melee>true</melee>

		<twoHanded>false</twoHanded>

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

		<name><![CDATA[knuckle duster]]></name>

		<namePlural pluralByDefault="true"><![CDATA[knuckle dusters]]></namePlural>

		<description><![CDATA[A piece of metal shaped to fit around someone's fist. The outer rim, which is the part that impacts the wielder's target, has been imbued with an arcane enchantment.]]></description>

		<attackDescriptor>punch</attackDescriptor>

		<attackTooltipDescription>Punch [npc2.name] with your knuckle dusters.</attackTooltipDescription>

		<rarity>COMMON</rarity>

		<equipText><![CDATA[[npc.Name] [npc.verb(fit)] [npc.her] knuckle dusters onto [npc.her] fist, so that they're ready to use in combat.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(take)] off [npc.her] knuckle dusters, before putting them away.]]></unequipText>

		<imageName>knuckle_dusters.svg</imageName>

		<imageEquippedName/>

		<damage>8</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>MEDIUM</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="DAMAGE_WEAPON" timer="0"/>
		</effects>

		<primaryColours>
			<colour>CLOTHING_BRASS</colour>
		</primaryColours>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours/>
		<secondaryColoursDye/>

		<itemTags>
			<tag>SOLD_BY_VICKY</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[
		Swinging [npc.her] knuckle-duster-clad fist, [npc.name] [npc.verb(manage)] to land a solid punch on [npc2.namePos] [npc2.arm].
		]]></hitText>
		<hitText><![CDATA[
		Striking out at [npc2.name] with [npc.her] knuckle dusters, [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(jab)] out at [npc2.name] with [npc.her] fist, whacking [npc.her] knuckle dusters 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[
		Swinging [npc.her] knuckle-duster-clad fist, [npc.name] [npc.verb(attempt)] to punch [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] knuckle dusters, [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(jab)] out at [npc2.name] with [npc.her] fist, but [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


code:
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   <stop stop-color="#f06" offset="0"/>
   <stop stop-color="#ffd5f6" stop-opacity="0" offset="1"/>
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  <linearGradient id="linearGradient1229">
   <stop stop-color="#ffecfb" offset="0"/>
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code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<weapon>
	<coreAttributes>

		<value>250000</value>

		<melee>false</melee>

		<twoHanded>false</twoHanded>

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

		<name><![CDATA[Arcane lightning globe]]></name>

		<namePlural pluralByDefault="false"><![CDATA[Arcane lightning globes]]></namePlural>

		<description><![CDATA[This curious arcane weapon takes the form of a small crystal globe, and, when held, quickly fills with a crackling, swirling maelstrom of arcane lightning. Although it's no larger than a golf ball, it holds an immense amount of arcane power, and enables its wielder to unleash arcane lightning strikes against their foes.]]></description>

		<attackDescriptor>lightning strike</attackDescriptor>

		<attackTooltipDescription>Fire a bolt of arcane lightning at [npc2.name].</attackTooltipDescription>

		<rarity>QUEST</rarity>

		<weaponSet/>

		<equipText><![CDATA[[npc.Name] [npc.verb(take)] hold of the arcane lightning globe and [npc.verb(prepare)] to unleash its power.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(put)] away the arcane lightning globe.]]></unequipText>

		<imageName>lightning_globe_inactive.svg</imageName>

		<imageEquippedName>lightning_globe.svg</imageEquippedName>

		<damage>15</damage>

		<arcaneCost>1</arcaneCost>

		<damageVariance>LOW</damageVariance>

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

		<spells>
			<spell>LIGHTNING_SPHERE_DISCHARGE</spell>
			<spell>LIGHTNING_SPHERE_OVERCHARGE</spell>
		</spells>

		<enchantmentLimit>10</enchantmentLimit>

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

		<primaryColours>
			<colour>CLOTHING_BLACK_JET</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours/>
		<secondaryColoursDye/>

		<itemTags/>

	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		Harnessing the power of the arcane lightning globe, [npc.name] [npc.verb(unleash)] a blast of bright pink lightning directly at [npc2.name]!
		]]></hitText>
		<hitText><![CDATA[
		Using the power of the small crystal globe clenched tightly in [npc.her] [npc.hand], [npc.name] [npc.verb(launch)] a dazzling strike of arcane lightning directly at [npc2.name]!
		]]></hitText>
		<hitText><![CDATA[
		A bright pink flash of arcane lightning streaks out from [npc.namePos] outstretched [npc.hand], hitting [npc2.name] directly in the 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[
		Harnessing the power of the arcane lightning globe, [npc.name] [npc.verb(unleash)] a blast of bright pink lightning, but [npc.verb(end)] up missing [npc2.name]!
		]]></missText>
		<missText><![CDATA[
		Launching a dazzling strike of arcane lightning at [npc2.name], [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(unleash)] a blast of bright pink lightning at [npc2.name], 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 much this weapon is worth. -->
		<value>10</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 metal pipe", 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[metal pipe]]></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[metal pipes]]></namePlural>

		<!-- The description/lore of this weapon. -->
		<description><![CDATA[A length of metal pipe, which, for reasons unknown, someone has gone to the trouble of enchanting. Despite its new arcane power, however, it really isn't a particularly effective weapon...]]></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 metal pipe.</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] metal pipe, 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] metal pipe 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>pipe.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>pipe.svg</imageEquippedName>

		<!-- The base damage that this weapon deals. -->
		<damage>8</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"/>
		</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/>
		<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>
			<tag>SUBMISSION_TUNNEL_SPAWN</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[
		Swinging [npc.her] metal pipe, [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] metal pipe, [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] metal pipe, 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] metal pipe, [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] metal pipe, [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] metal pipe, 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>10000</value>

		<melee>false</melee>

		<twoHanded>false</twoHanded>

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

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

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

		<description><![CDATA[Although this revolver appears to be of the top-break variety, there's actually no way to open and reload it, as, instead of bullets, it fires concentrated arcane essences. This weapon is only seen being carried by Lyssieth's elite guards.]]></description>

		<attackDescriptor>fire</attackDescriptor>

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

		<rarity>EPIC</rarity>

		<weaponSet>LYSSIETH_GUARD</weaponSet>

		<equipText><![CDATA[[npc.Name] [npc.verb(draw)] [npc.her] arcane revolver, ready to use it in combat.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(holster)] [npc.her] arcane revolver.]]></unequipText>

		<imageName>revolver.svg</imageName>

		<imageEquippedName/>

		<damage>20</damage>

		<arcaneCost>1</arcaneCost>

		<damageVariance>MEDIUM</damageVariance>

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

		<spells/>

		<enchantmentLimit>10</enchantmentLimit>

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

		<primaryColours>
			<colour>CLOTHING_STEEL</colour>
		</primaryColours>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours>
			<colour>CLOTHING_BLACK</colour>
		</secondaryColours>
		<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 and firing [npc.her] arcane revolver, [npc.name] [npc.verb(manage)] to hit [npc2.name] with a powerful arcane bullet!
		]]></hitText>
		<hitText><![CDATA[
		Taking aim at [npc2.name] with [npc.her] arcane revolver, [npc.name] [npc.verb(pull)] the trigger, unleashing a powerful blast of arcane energy that slams into [npc2.namePos] torso!
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(aim)] at [npc2.name] with [npc.her] arcane revolver, and, pulling the trigger, [npc.she] [npc.verb(manage)] to hit [npc2.herHim] right in the 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[
		Aiming and firing [npc.her] arcane revolver, [npc.name] [npc.verb(miss)] [npc2.name]!
		]]></missText>
		<missText><![CDATA[
		Taking aim at [npc2.name] with [npc.her] arcane revolver, [npc.name] [npc.verb(pull)] the trigger, letting out a frustrated cry as [npc.she] [npc.verb(miss)] [npc.her] target!
		]]></missText>
		<missText><![CDATA[
		[npc.Name] [npc.verb(aim)] at [npc2.name] with [npc.her] arcane revolver and [npc.verb(pull)] the trigger, but [npc.she] [npc.verb(end)] up missing [npc.her] target!
		]]></missText>
	</missDescriptions>

</weapon>


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

		<value>100000</value>

		<melee>true</melee>

		<twoHanded>true</twoHanded>

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

		<name><![CDATA[Dark Siren's Scythe]]></name>

		<namePlural pluralByDefault="false"><![CDATA[Dark Siren's Scythes]]></namePlural>

		<description><![CDATA[A huge, arcane-bladed metal scythe. Enchanted by 'The Dark Siren' herself, this scythe holds tremendous power, and feels as light as a feather to the one who wields it. Such power comes at a cost, however, and each strike drains a huge amount of arcane essences from the wielder...]]></description>

		<attackDescriptor>reap</attackDescriptor>

		<attackTooltipDescription>Swing your scythe at [npc2.name].</attackTooltipDescription>

		<rarity>LEGENDARY</rarity>

		<weaponSet>DARK_SIREN</weaponSet>

		<equipText><![CDATA[[npc.Name] [npc.verb(take)] hold of the Dark Siren's Scythe as [npc.she] [npc.verb(ready)] [npc.herself] to use it in combat.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(put)] away the Dark Siren's Scythe.]]></unequipText>

		<imageName>scythe.svg</imageName>

		<imageEquippedName>scythe.svg</imageEquippedName>

		<damage>100</damage>

		<arcaneCost>10</arcaneCost>

		<damageVariance>LOW</damageVariance>

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

		<spells>
			<spell>DARK_SIREN_SIRENS_CALL</spell>
		</spells>

		<enchantmentLimit>10</enchantmentLimit>

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

		<primaryColours>
			<colour>CLOTHING_BLACK_STEEL</colour>
		</primaryColours>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours>
			<colour>CLOTHING_PURPLE_DARK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>

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

	</coreAttributes>

	<hitDescriptions>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(swing)] [npc.her] scythe at [npc2.name], letting out an evil laugh as the ethereal blade unleashes a tremendous burst of arcane energy upon contacting [npc2.her] body!
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(swing)] [npc.her] scythe at [npc2.name], grinning in delight as the ethereal blade delivers a cataclysmic blast of energy upon contacting with [npc2.her] body!
		]]></hitText>
		<hitText><![CDATA[
		[npc.Name] [npc.verb(swing)] at [npc2.name] with [npc.her] scythe, laughing in maniacal glee as [npc2.her] body's contact with the ethereal blade triggers a tremendous burst of arcane 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[
		[npc.Name] [npc.verb(swing)] [npc.her] scythe at [npc2.name], but [npc.verb(end)] up missing [npc2.herHim]!
		]]></missText>
		<missText><![CDATA[
		Swinging at [npc2.name] with [npc.her] scythe, [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(swing)] at [npc2.name] with [npc.her] scythe, 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>500000</value>

		<melee>false</melee>

		<twoHanded>false</twoHanded>

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

		<name><![CDATA[Western KKP]]></name>

		<namePlural pluralByDefault="false"><![CDATA[Western KKPs]]></namePlural>

		<description><![CDATA[A blowback-operated semi-automatic pistol, featuring an exposed hammer, a traditional double-action trigger mechanism, a single-column magazine, and a fixed barrel that also acts as the guide rod for the recoil spring.]]></description>

		<attackDescriptor>fire KKP</attackDescriptor>

		<attackTooltipDescription>The name's [npc.surname]... [npc.name(false)] [npc.surname]..</attackTooltipDescription>

		<rarity>LEGENDARY</rarity>

		<weaponSet/>

		<equipText><![CDATA[[npc.Name] [npc.verb(draw)] [npc.her] Western KKP, ready to use it in combat.]]></equipText>

		<unequipText><![CDATA[[npc.Name] [npc.verb(holster)] [npc.her] Western KKP.]]></unequipText>

		<imageName>western_kkp.svg</imageName>

		<imageEquippedName/>

		<damage>100000</damage>

		<arcaneCost>0</arcaneCost>

		<damageVariance>LOW</damageVariance>

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

		<spells/>

		<enchantmentLimit>0</enchantmentLimit>

		<effects/>

		<primaryColours>
			<colour>CLOTHING_GUNMETAL</colour>
		</primaryColours>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours>
			<colour>CLOTHING_DESATURATED_BROWN</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>

		<itemTags>
			<tag>HIDDEN_IN_DEBUG_SPAWNER</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[
		[npc.Name] just [npc.verb(shoot)] [npc2.name]... Thankfully, there seems to be some kind of arcane force preventing [npc.her] gun from actually killing [npc2.herHim]...
		]]></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 and firing [npc.her] Western KKP, [npc.name] [npc.verb(miss)] [npc2.name]!
		]]></missText>
	</missDescriptions>

</weapon>


code:
package com.lilithsthrone.controller;

import org.w3c.dom.events.EventListener;

/**
 * @since 0.1.075
 * @version 0.1.75
 * @author Innoxia
 */
public class EventListenerData {
	public String ID, type;
	public EventListener listener;
	public boolean useCapture;

	public EventListenerData(String ID, String type, EventListener listener, boolean useCapture) {
		this.ID = ID;
		this.type = type;
		this.listener = listener;
		this.useCapture = useCapture;
	}

}


code:
package com.lilithsthrone.controller;

import java.net.URL;
import java.util.ResourceBundle;

import javafx.fxml.FXML;
import javafx.fxml.Initializable;
import javafx.scene.control.Label;
import javafx.scene.control.ProgressBar;

/**
 * @since 0.1.0
 * @version 0.1.0
 * @author Innoxia
 */
public class LoadingController implements Initializable {

	@FXML
	private Label labelWorldNumber;
	@FXML
	private ProgressBar progressBarLoading;

	@Override
	public void initialize(URL location, ResourceBundle resources) {

	}
}