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COM_BasicPack_UniversialThings - Abilities.user
498 lines (492 loc) · 29.5 KB
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COM_BasicPack_UniversialThings - Abilities.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<fileinfo>
<info_history>Everything in this file will be marked as valid for use in PFS.</info_history>
</fileinfo>
<fileconstants>
<autotag group="Helper" tag="PFSUserOK"/>
</fileconstants>
<thing id="cS20WildEm" name="Wild Empathy" description="A character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result.\n\nThe typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.\n\nTo use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.\n\nA character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check." compset="ClSpecial" summary="Improve the attitude of an animal, as if using Diplomacy." replaces="cWildEmp">
<comment>Not happy this uses a replace Thing ID but it works and been here for years.</comment>
<fieldval field="abRange" value="30"/>
<tag group="Helper" tag="ClExLose"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SbNameApp" tag="AppValue"/>
<tag group="AbilType" tag="Extra"/>
<tag group="abRange" tag="Feet"/>
<tag group="abDuration" tag="Instant"/>
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="SbNameApp" tag="ShowZeroes"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<tag group="LvNameApp" tag="ShowZeroes"/>
<eval phase="PreLevel" priority="1000"><![CDATA[
~ Remove original wile empathy desc tag &
perform delete[DescInfo.cWildEmp]]]></eval>
<eval phase="PostAttr" priority="10000" index="2"><![CDATA[
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Test hero for Wild Empathy attribute tags at the hero level
~ if none found the default to Cha.
if (hero.tagis[WildEmpath.aSTR] <> 0) then
field[abValue].value += field[xAllLev].value + #attrbonus[aSTR]
field[livename].text = field[thingname].text & " (Str)"
elseif (hero.tagis[WildEmpath.aCON] <> 0) then
field[abValue].value += field[xAllLev].value + #attrbonus[aCON]
field[livename].text = field[thingname].text & " (Con)"
elseif (hero.tagis[WildEmpath.aINT] <> 0) then
field[abValue].value += field[xAllLev].value + #attrbonus[aINT]
field[livename].text = field[thingname].text & " (Int)"
elseif (hero.tagis[WildEmpath.aWIS] <> 0) then
field[abValue].value += field[xAllLev].value + #attrbonus[aWIS]
field[livename].text = field[thingname].text & " (Wis)"
else
field[abValue].value += field[xAllLev].value + #attrbonus[aCHA]
endif]]></eval>
</thing>
<thing id="xxImmMaDis" name="Immunity to Magical Disease" description="You are immune to the effects of all diseases, including magical diseases such as mummy rot." compset="Ability" uniqueness="useronce">
<comment/>
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xAmorphous" name="Amorphous" description="The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits." compset="Ability">
<comment>Frumple</comment>
<tag group="SpecType" tag="Defense"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="xImmCrit"></bootstrap>
<bootstrap thing="xImmPrec"></bootstrap>
</thing>
<thing id="xxImmDismi" name="Immune to Dismissal" description="You have immunity to the spell {i}dismissal{/i}." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Immune"/>
</thing>
<thing id="xxImmGaze" name="Immunity to Gaze Attacks" description="You are immune to gaze attacks." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Immune"/>
</thing>
<thing id="xVulnAbjur" name="Vulnerability to Abjuration" description="You are vulnerable (+50% damage) to abjuration magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnConju" name="Vulnerability to Conjuration" description="You are vulnerable (+50% damage) to conjuration magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnDivin" name="Vulnerability to Divination" description="You are vulnerable (+50% damage) to divination magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnEncha" name="Vulnerability to Enchantment" description="You are vulnerable (+50% damage) to enchantment magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnEvoca" name="Vulnerability to Evocation" description="You are vulnerable (+50% damage) to evocation magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnIllus" name="Vulnerability to Illusion" description="You are vulnerable (+50% damage) to illusion magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnNecro" name="Vulnerability to Necromancy" description="You are vulnerable (+50% damage) to necromantic magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xVulnTrans" name="Vulnerability to Transmutation" description="You are vulnerable (+50% damage) to transmutation magic." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImChaoti" name="Immune to Chaotic Effects" description="Immune to spells and effects with chaotic descriptor." compset="Ability" uniqueness="useronce">
<fieldval field="shortname" value="chaotic effects"/>
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImChnEng" name="Immune to Channel Energy" description="Creature takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead)." compset="Ability" summary="You are immune to channel energy effects." uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImElemT" name="Immune to Elemental Traits" description="Immune to elemental traits and effects." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImHold" name="Immune to Holds" description="Immune to hold effects." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxSelfRepa" name="Self-Repair" description="Some clockworks can automatically repair themselves with spare parts and scrap, and a built-in mechanism allows them to self-repair even when seemingly destroyed. The clockwork automatically heals damage at a fixed rate per round, as given in the clockwork's entry. Certain attack forms, typically acid, cold, and fire cannot be self-repaired. The clockwork's descriptive text describes the details.\n\nA clockwork with self-repair can repair lost limbs (including its head), but it takes 3d6 minutes to do so. A clockwork reduced to 0 or less hit points is not destroyed, but begins to self-repair damage at one-half its normal rate (minimum 1 hit point per round). It still cannot repair damage dealt by acid, cold, or fire effects. For example, a clockwork with self-repair 3 normally regains 3 hit points per round. If reduced to 0 or less hit points, it regains 1 hit point per round until it has at least 1 hit point. Once it has self-repaired itself to at least 1 hit point, the clockwork begins functioning normally again." compset="Ability" summary="You repair damage every round" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="FastHeal"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>
<eval phase="Final" priority="15000"><![CDATA[
call CalcValue
~if you wish to add specific self-repair enter the conditions as the livename
~this will combine that with the amount to generate the name
~if our livename is still the same as our thingname, there's no specific self-repair to use
if (compare(field[livename].text, field[thingname].text) = 0) then
field[livename].text = field[thingname].text & " " & field[abValue].value
~otherwise, put what's currently in the livename at the end, in parentheses
else
field[livename].text = field[thingname].text & " " & field[abValue].value & " (" & field[livename].text & ")"
endif]]></eval>
</thing>
<thing id="xxImmContr" name="Immunity to Magical Control" description="Immune to nearly all forms of mind control, including all charm spells, suggestion spells, and dominate spells. It is similarly immune to magic jar and possession attempts." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Immune"/>
</thing>
<thing id="xxImmSense" name="Immune to Sensory Effects" description="Creature is immune to all sensory effects." compset="Ability" uniqueness="useronce">
<fieldval field="shortname" value="sensory effects"/>
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxTelepMil" name="Telepathy" description="The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time." compset="Ability" summary="Communicate telepathically if the target has a language.">
<comment>This version of telepathy is for ranges in miles.</comment>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Language"/>
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostAttr" priority="9000"><![CDATA[
call CalcValue
if (field[abValue].value > 1) then
field[abText].text = "s)"
else
field[abText].text = ")"
endif
~range <1 means touch
if (field[abValue].value < 1) then
field[livename].text = field[name].text & " (Touch)"
else
~ Use our value field as the range of our telepathy
field[livename].text = field[name].text & " (" & field[abValue].value & " mile" & field[abText].text
endif]]></eval>
</thing>
<thing id="xxImmMagMi" name="Immune to Magic Missle" description="Creature is immune to magic missles." compset="Ability" uniqueness="useronce">
<fieldval field="shortname" value="magic missle"/>
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxVulLight" name="Vulnerability to Lightning" description="You are vulnerable (+50% damage) to elecrticity damage from lightning." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImmScent" name="Immune to Scent-Based Attacks" description="Creature is immune to scent-based attacks." compset="Ability" uniqueness="useronce">
<fieldval field="shortname" value="scent-based attacks"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="xxImmPatte" name="Immune to illusions of the pattern subschool" description="Immune to illusion (pattern) effects." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImmPain" name="Immune to Pain" description="You are immune to all pain-based effects, including {i}symbols of pain{/I}." compset="Ability" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Immune"/>
</thing>
<thing id="xxUndeadIm" name="Undead Immunities" description="Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.\n\nThey are not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. As well as any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).\n\nFinally they are not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points." compset="Ability" uniqueness="useronce">
<comment><![CDATA[This is for templates that change a base creature's type to Undead (augmented). Currently the Undead type doesn't convey the undead immunities in these cases.]]></comment>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="xImmDeath"></bootstrap>
<bootstrap thing="xImmEnerDr"></bootstrap>
<bootstrap thing="xImmExhaus"></bootstrap>
<bootstrap thing="xImmFatigu"></bootstrap>
<bootstrap thing="xImmMind"></bootstrap>
<bootstrap thing="raImmNonLe"></bootstrap>
<bootstrap thing="xImmParaly"></bootstrap>
<bootstrap thing="xImmAbDmP"></bootstrap>
<bootstrap thing="xImmPois"></bootstrap>
<bootstrap thing="xImmPrec"></bootstrap>
<bootstrap thing="xImmSleep"></bootstrap>
<bootstrap thing="xImmStun"></bootstrap>
<bootstrap thing="xImmAbilDr"></bootstrap>
<bootstrap thing="xImmDis"></bootstrap>
<bootstrap thing="xImmBleed"></bootstrap>
<bootstrap thing="xImmCrit"></bootstrap>
</thing>
<thing id="xxImmMagic" name="Immunity to Magic" compset="Ability" summary="Immune to magic effects that allow spell resistance with a few exceptions.">
<comment>Use amendthing[description] routine to set description. This is mainly for constructs and golems.</comment>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImmMadne" name="Immune to Madness" description="Immune to all forms of madness including confusion effects and {i}feeblemind{/i}." compset="Ability">
<fieldval field="shortname" value="madness"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxVulnRust" name="Vulnerability to Rust" description="Creature counts as ferrous for the purpose of rusting attacks such as {i}rusting grasp{/i}." compset="Ability">
<fieldval field="shortname" value="rust vulnerability"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Weakness"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xCBTrueSee" name="True Seeing" description="Creature has constant {i}true seeing{/i} effect." compset="RaceSpec" uniqueness="useronce">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Sense"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="SpellLike"/>
</thing>
<thing id="xxCBSprGoo" name="Spell Resistance vs Good" description="You have Spell Resistance." compset="Ability" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="SR"/>
<tag group="Universal" tag="Universal"/>
<bootstrap thing="aaSpellRes"></bootstrap>
<eval phase="Final" priority="20000" name="Calc xSplRs Value"><![CDATA[
call CalcValue
~ Use our value field as the quality of spell resistance
field[livename].text = "Spell Resistance (" & field[abValue].value & " vs. good)"
~ specify a shortname for consistency with other resistances
field[shortname].text = "spells " & field[abValue].value & "(vs. good)"]]></eval>
</thing>
<thing id="abAbilHeal" name="Ability Healing" description="You heal ability damage per round in each damaged ability score." compset="Ability" summary="You heal ability damage per round in each damaged ability score" uniqueness="unique">
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="FastHeal"/>
<tag group="AbilType" tag="Extra"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="15000"><![CDATA[
field[livename].text &= " " & field[abValue].value & "/round"]]></eval>
</thing>
<thing id="abResBlows" name="Resistant to Blows" description="Take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction." compset="Ability" summary="Take half damage from weapons and falls.">
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xuSIdHlfEn" name="Half Damage from Energy Attacks" description="Take half damage from energy attacks." compset="Ability" summary="Take half damage from energy attacks." uniqueness="useronce">
<tag group="SpecType" tag="Defense"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="xuSIdHlfRg" name="Half Damage from Ranged Attacks" description="Take half damage from ranged attacks." compset="Ability" summary="Take half damage from ranged attacks." uniqueness="useronce">
<tag group="SpecType" tag="Defense"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="xxImmNecro" name="Immune to Necromancy" description="Creature is immune to all spells of the Necromancy school." compset="Ability">
<fieldval field="shortname" value="necromancy"/>
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxImmuTime" name="Immune to Temporal Effects" description="Creature is immune to all time-related spells and effects (including time stop, temporal stasis, and the like)." compset="Ability">
<fieldval field="shortname" value="temporal effects"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Immune"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xuVulnWate" name="Vulnerability to Water" description="Unless otherwise noted in the creature's description, a water-based effect or spell deals 1d4 points of damage per spell level to a creature with this subtype. The creature usually receives a save (Fortitude or Reflex) for half damage." compset="Ability">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xuImmSlow" name="Immune to Slow" description="You are immune to slow effects." compset="Ability" uniqueness="unique">
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xuImmHaste" name="Immune to Haste" description="You are immune to haste effects." compset="Ability" uniqueness="unique">
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xImmuRust" name="Immune to Rust" description="Immune to rusting effects." compset="Ability" uniqueness="unique">
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xuImmEnchm" name="Immune to Enchantment" description="Immune to enchantment spells and effects." compset="Ability">
<tag group="SpecType" tag="Immune"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="xxDamRdClM" name="Damage Reduction, Cold Iron or Magic" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Cold Iron or Magic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDamRdGO" name="Damage Reduction, Glass or Obsidian" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Glass or Obsidian"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDREviCha" name="Damage Reduction, Evil or Chaotic" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Evil or Chaotic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDREviLaw" name="Damage Reduction, Evil or Lawful" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Evil or Lawful"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRGooCha" name="Damage Reduction, Good or Chaotic" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Good or Chaotic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRGold" name="Damage Reduction, Gold" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Gold"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRBlOrSl" name="Damage Reduction, Bludgeoning or Slashing" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Bludgeoning or Slashing"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRLawrMg" name="Damage Reduction, Lawful or Magic" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Lawful or Magic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xDamRdByes" name="Damage Reduction, Byeshk" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Byeshk"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xDamRdByMa" name="Damage Reduction, Byeshk or Magic" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Byeshk or Magic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xDamRdTarg" name="Damage Reduction, Targath" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Targath"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRDeepCr" name="Damage Reduction, Deep Crystal" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Deep Crystal"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="abDamRdMSB" name="Damage Reduction, Magic Slashing or Bludgeoning" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Magic Slashing or Bludgeoning"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="abNNWDRMSv" name="Damage Reduction, Magic and Silver" description="" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Magic and Silver"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
<thing id="xxDRPsi" name="Damage Reduction, Psionic" description="Psionic" compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="Psionic"/>
<tag group="SpecType" tag="DR"/>
<tag group="Universal" tag="Universal"/>
<tag group="Helper" tag="BaseAbil"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ Setup Damage Reduction Ability &
Call xxSetupDR]]></eval>
</thing>
</document>