### 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 ``` -------------------------------- ### 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 HP Your 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! ``` -------------------------------- ### 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 Wizard Human Avon Haunted Wild Strange (from Beyond) Thin Neutral Contact Spirits Magic Missile Alarm Gregor 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. ``` -------------------------------- ### 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 XP Increase level by 1 Choose new advanced move from class Wizard adds new spell to spellbook Increase one stat by 1 (max 18). CON increases current and max HP. 2 1 Empowered Magic (ongoing +1 damage to spells) Fireball CON unchanged, no HP increase ``` -------------------------------- ### 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 time 10+: Spots goblin ambush early, party gets the drop 10+: 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. ``` -------------------------------- ### 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 character Watch order if in dangerous area Heal damage equal to half max HP after uninterrupted sleep May level up if XP >= current level + 7 ``` -------------------------------- ### 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 battle You find a relatively safe side chamber. What do you do? I make camp here. We each eat a ration. Dungeon Rations: 4 uses remaining Dungeon Rations: 3 uses remaining Dungeon Rations: 4 uses remaining I use my Poultices and Herbs on Gregor who took the most damage. Gregor 7 HP Poultices and Herbs I'll take first watch. Roll Take Watch +WIS... ``` -------------------------------- ### 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 bond If you fulfilled your alignment at least once, mark XP Did 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 ``` -------------------------------- ### 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 further Arm's reach plus a foot or two Several feet away, up to ten feet Can see the whites of their eyes Shouting distance Add n to damage dealt Subtract n from enemy armor for this attack Can knock someone back or off their feet Destructive, rips things apart Use DEX to hack and slash instead of STR Don't subtract armor from damage Can throw it. On Volley 7-9, can't mark off ammo (it's gone) Takes more than a moment to reset after attacking Requires both hands Does stun damage instead of normal damage ``` -------------------------------- ### 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. 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