The weapon editor is now working! Using it, you can do the following:

Set Weapon Type
Setting this changes the type of the weapon, for use when determining the weapon type for npc defences. Thus, if you set an arrow to the type 'Sword', when an arrow made by this item strikes an npc, the npc defence for 'Swords' is used to evaluate the outcome.

It should also be working for swords, so that you can set a sword to the defence 'Fire', but this is not proven.

Set Default Defence
If set to a type other than 'None', and item that acts as a weapon will use a specific defence outcome (e.g. double damage), when it strikes enemies. All enemies are globally effected by this setting, based on the item type, if their own defence setting for that weapon s set to 'None' in the enemy Editor.

Example
If you set a sword to a defence of 'stun', and you set the 'sword' defence for Blue octorocks in the enemy editor to 'double damage', when struck by a sword Blue Octorocks will take double damage, and all other enemies will be stunned. The Enemy Editor defences act as exceptions to a default defence.

Combined
If you set an item to a specific weapon type, and set a default defence for it, then it will act as that weapon type, for all enemy purposes. It will use the default defence that you provide, but it will look at the Enemy Editor settings for the weapon type that you select for determining defence exceptions. Thus, a sword item, set to a type of 'Arrow', and with a defence of 'stun', will stun all enemies with an arrow defence of none, and it will use the arrow defence type applied to enemies to determine its results, otherwise.

This new magic brought to you by Insomnia and Company.

video, t.b.a.