### Example Weapons Inventory in XML
Source: https://context7.com/sagelt/dungeon-world/llms.txt
This XML snippet lists example weapons with attributes like name, tags, weight, and cost, integrating the tag system for gameplay. It requires the tag definitions from the previous snippet for full utility. Inputs are weapon attributes, outputs are structured weapon data; limited to predefined examples without dynamic generation.
```xml
```
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### Combat Scenario Example in XML
Source: https://context7.com/sagelt/dungeon-world/llms.txt
This XML snippet illustrates a combat example using weapon tags, including dice rolls, calculations, and narrative outcomes. It depends on understanding Dungeon World mechanics and the tag/weapon definitions. Inputs are scenario details and rolls, outputs are resolved damage and story beats; not executable code, intended for GM reference only.
```xml
Fighter with Long Sword (+1 damage, close) vs Armored Knight (3 armor)I swing my long sword at the knight's exposed side!Hack and slash, roll +STR.12! I'll take the bonus damage.d10 (Fighter class damage)+1 (Long Sword tag)+1d6 (chose to expose self)d10 + d6 + 1 = 6 + 4 + 1 = 11-3 (Knight's armor)8 HPYour blade crashes through the knight's guard, denting his breastplate. 8 damage! But he ripostes, swinging his mace at your head. Roll to Defy Danger with DEX to dodge!
```
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### Dungeon World Character Creation XML Structure
Source: https://context7.com/sagelt/dungeon-world/llms.txt
An XML example demonstrating the structure for character creation in Dungeon World. It outlines the 13-step workflow and provides a sample character with class, race, name, appearance, stats, HP, alignment, spells, and bonds.
```xml
WizardHumanAvonHauntedWildStrange (from Beyond)
Thin
NeutralContact SpiritsMagic MissileAlarmGregor will play an important role in the events to come. I have foreseen it!Brinton is woefully misinformed about the world; I will teach them all that I can.
```
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### Dungeon World: Level Up Move (XML)
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Details the 'Level Up' move process, including XP deduction, level increase, choosing new moves, adding spells for wizards, and increasing stats. An example illustrates character advancement.
```xml
Subtract (current level + 7) from XPIncrease level by 1Choose new advanced move from classWizard adds new spell to spellbookIncrease one stat by 1 (max 18). CON increases current and max HP.21Empowered Magic (ongoing +1 damage to spells)FireballCON unchanged, no HP increase
```
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### Dungeon World: Undertake a Perilous Journey Move (XML)
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Defines the 'Undertake a Perilous Journey' move, specifying roles, outcomes based on dice rolls (10+, 7-9, 6-), and includes an example of party travel with character-specific outcomes.
```xml
Reduces travel time on 10+Spots trouble for getting drop on enemies on 10+Reduces rations consumed by 1 on 10+Each character can only have one role. Unassigned roles treated as rolled 6-.Role performs exceptionally (benefits listed above).Role performs as expected (normal rations, normal time, no surprise).GM makes a move.7-9: Normal travel time10+: Spots goblin ambush early, party gets the drop10+: Reduces rations by 1
The party travels through the Darkwood for the expected 2 days. Avon spots goblin scouts lying in wait and the party ambushes them instead. Thanks to Brinton's careful rationing, they only consume 2 rations instead of 3.
```
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### Dungeon World: Make Camp Move (XML)
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Defines the 'Make Camp' move, outlining requirements like consuming rations and deciding watch order, and its effects including healing and the possibility of leveling up.
```xml
1 ration per characterWatch order if in dangerous areaHeal damage equal to half max HP after uninterrupted sleepMay level up if XP >= current level + 7
```
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### XML Definitions for Armor and Dungeon Gear
Source: https://context7.com/sagelt/dungeon-world/llms.txt
This XML snippet outlines armor items with ratings, tags, weights, and costs, along with consumable gear effects for healing and utility. It includes tags for mechanics like clumsiness or slow usage, and requires a game master to interpret during play. Inputs are item selections; outputs are applied effects like damage reduction or HP restoration; limitations include per-use consumption and stacking rules.
```xml
Stacks with other armor (e.g., Plate + Shield = 4 armor total)Subtract n from damage taken. Only highest value counts if multiple items.Adds to total armor, stacks with other armor.-1 ongoing while using it. Penalty is cumulative.Must be wearing it to use it.When you rummage for a useful mundane item (chalk, poles, spikes, rope), you find it and mark off a use.When you bandage someone's wounds (takes a few minutes), heal 4 damage and expend a use.When you carefully treat wounds with poultices and herbs, heal 7 damage and expend a use.When you drink an entire healing potion, heal 10 damage OR remove one debility, your choice.When you drink it, you're cured of one poison affecting you.Not tasty, but not bad either. Consume 1 use when you Make Camp.Party rests in dungeon after tough battleYou find a relatively safe side chamber. What do you do?I make camp here. We each eat a ration.Dungeon Rations: 4 uses remainingDungeon Rations: 3 uses remainingDungeon Rations: 4 uses remainingI use my Poultices and Herbs on Gregor who took the most damage.Gregor7 HPPoultices and HerbsI'll take first watch.Roll Take Watch +WIS...
```
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### Dungeon World: End of Session Move (XML)
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Describes the 'End of Session' move, covering bond resolution for XP, alignment checks for XP, and group questions that award XP based on shared experiences like discovery, combat, or looting.
```xml
Choose one resolved bond, get agreement from other player, mark XP, write new bondIf you fulfilled your alignment at least once, mark XPDid we learn something new and important about the world?Did we overcome a notable monster or enemy?Did we loot a memorable treasure?Everyone marks XP for each "yes" answer
```
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### XML Dungeon World Moves System Definition
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Defines the core game mechanics for Dungeon World using XML structure, including basic combat and action resolution moves. Implements the 2d6+modifier system where 10+ is full success, 7-9 is partial success with complications, and 6- triggers GM moves. Contains definitions for Hack and Slash (melee combat), Volley (ranged combat), and Defy Danger (general action resolution) with their triggers, stats, and outcome mechanics.
```XML
Deal damage and avoid enemy attack. Option: +1d6 damage but take enemy's attack.Deal damage and enemy attacks you.GM makes a move.The orc painted in blood swings his hammer at you, screaming. What do you do?I raise my sword and strike at his chest!That's Hack and Slash, roll +STR.I got an 11!You deal your damage and duck under his wild swing. Roll your damage.7 damage!Your blade cuts deep. The orc staggers back, bleeding heavily. What do you do?Deal damage with clear shot.Deal damage but choose one complication:
- Move into danger to get the shot
- Take what you can get: -1d6 damage
- Use multiple shots: reduce ammo by one
You do what you set out to do, threat doesn't come to bear.GM offers worse outcome, hard bargain, or ugly choice.
```
--------------------------------
### Weapon Tag Definitions in XML
Source: https://context7.com/sagelt/dungeon-world/llms.txt
This XML snippet defines weapon tags with names and descriptions that influence combat mechanics, such as damage bonuses, reach, and special effects. It serves as a reference for GM and player decisions without dependencies. Inputs are tag names, outputs are descriptive effects; assumption is basic XML parsing knowledge.
```xml
Useful within your reach, no furtherArm's reach plus a foot or twoSeveral feet away, up to ten feetCan see the whites of their eyesShouting distanceAdd n to damage dealtSubtract n from enemy armor for this attackCan knock someone back or off their feetDestructive, rips things apartUse DEX to hack and slash instead of STRDon't subtract armor from damageCan throw it. On Volley 7-9, can't mark off ammo (it's gone)Takes more than a moment to reset after attackingRequires both handsDoes stun damage instead of normal damage
```
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### Correct XML Text Formatting with Python Script
Source: https://context7.com/sagelt/dungeon-world/llms.txt
A Python script to process exported InDesign XML files, correcting common formatting issues such as apostrophes, quotation marks, numerical ranges, spacing, and special Unicode characters. It can be run directly or in a safe mode that creates backups.
```python
#!/usr/bin/env python
# Process XML files to fix formatting issues
# Basic usage - overwrites original files
python resources/correctformatting.py text/Introduction.xml text/Moves.xml
# Safe mode - creates backup copies with .out. prefix
python resources/correctformatting.py --safe text/*.xml
# The script automatically:
# - Converts ' entities back to apostrophes
# - Converts " entities to straight quotes
# - Replaces hyphens with en-dashes in numerical ranges (e.g., "7-9" becomes "7–9")
# - Converts common em-dash patterns (" - " and " -- ") to proper em-dashes
# - Removes double spaces
# - Handles UTF-8 byte sequence 226 128 169 by converting to newlines
# Example: Processing all game text files
find text/ -name "*.xml" -exec python resources/correctformatting.py {} +
```
--------------------------------
### Python Character Stat Assignment System
Source: https://context7.com/sagelt/dungeon-world/llms.txt
Implements character stat assignment algorithm for Dungeon World based on character class and playstyle priorities. Handles the standard ability scores (STR, DEX, CON, INT, WIS, CHA) using the predefined score array [16, 15, 13, 12, 9, 8]. Includes utility functions for converting scores to modifiers and calculating maximum HP based on class base HP plus Constitution score. Currently implements logic for Wizard class prioritizing spellcasting abilities.
```Python
def assign_stats(character_class, playstyle_priority):
"""
Assign stats based on class and intended playstyle
Available scores: [16, 15, 13, 12, 9, 8]
"""
stats = {'STR': 0, 'DEX': 0, 'CON': 0, 'INT': 0, 'WIS': 0, 'CHA': 0}
scores = [16, 15, 13, 12, 9, 8]
# Example: Wizard prioritizing spellcasting
if character_class == 'Wizard':
stats['INT'] = 16 # Primary stat for casting spells
stats['DEX'] = 15 # Defy danger by dodging
stats['WIS'] = 13 # Notice details, maintain sanity
stats['CHA'] = 12 # Interact with summoned creatures
stats['CON'] = 9 # Some hit points
stats['STR'] = 8 # Dump stat
return stats
def calculate_modifiers(score):
"""Convert ability score to modifier"""
if score <= 3: return -3
elif score <= 5: return -2
elif score <= 8: return -1
elif score <= 12: return 0
elif score <= 15: return 1
elif score <= 17: return 2
else: return 3 # score 18+
def calculate_max_hp(class_base_hp, constitution_score):
"""HP = Class Base HP + Constitution Score (not modifier)"""
return class_base_hp + constitution_score
# Example
wizard_base_hp = 4
con_score = 9
max_hp = calculate_max_hp(wizard_base_hp, con_score)
# Result: 13 HP
```
=== COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.