Equipment Quality Analyzer (script)

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Equipment Quality Analyzer (script)
Category information
Front-end Genie
Author Isharon


Description

This script appraises weapons, shields, and armor and analyzes their quality. It exports a spreadsheet-friendly lists of the item's quality scores, aggregate stats, and raw stats.

If you are using the shop inventory version, the spreadsheet-friendly stat log includes the price and store. If you are using the held/worn inventory version, it will list your character name as the source and "owned" as the price.

Caveats/Disclaimers

The default formulas are designed from an "everyman's" point of view. It goes without saying that each player's individual circumstances and preferences could affect the weights assigned to different factors. There are instructions at the top of the script for customizing the formulas if you have different ideas about what's important.

This script does not consider the user's stats and skills. No player has sufficient knowledge of the mechanics to do anything but speculate about the exact interplay between stats, fatigue, roundtime, etc.

This script assumes that the user has some understanding of his character and combat. This is particularly true with respect to the item weights that your character can effectively handle.

The pause between the appraisal and the computation of stats is normal. This is to ensure that all of the variables are set before stats are computed.

This script cannot analyze more than one "mode" of a swappable weapon at a time.
Quality scores for brawling weapons should be taken with a grain of salt due to the wonkiness of "damage increase" items.

The numbers in front of the item types and coverage areas are not an indication of quality. They're just for sorting in an order that I like.

Instructions

Syntax for Held/Worn Items

.ISTATS [ITEM]

If you are using the held/worn item version, simply specify the item that you want to analyze. For example, .ISTATS GREATSWORD. A menu will prompt you to select the type of item that you're analyzing.

ITEM TYPE:

1:	Weapon: Melee/Thrown

2:	Weapon: Ranged

3:	Weapon: Ammunition

4:	Weapon: Brawling

5:	Weapon: Parry Stick

6:	Shield

7:	Armor

Enter Type Number:

Syntax for Shop Inventory

.ISTATS [ITEM]

Running the shop inventory version is similar except that you need to use the shop surface and preposition aliases and triggers below.

For example, if you want to appraise a greatsword on a cedar rack, type SV CEDAR RACK to set the shop surface variable and SV SHS to set the preposition variable.

Syntax for Manual Data Entry

.ISTATM

Simply follow the prompts.

Required Genie Settings

Aliases

You must install and use this alias to set the shop surface variable.

#alias {shs} {shop;shop $shop}
#alias {sv} {#var shop $0}


The "shop surface" is the thing on which the item is placed (for example, table, second rack, or oak shelf). Every time you change shop surfaces (via the sv alias), you need to use the shs alias to set the preposition.

Triggers

You must install these triggers to set the preposition variable. (Use the shs alias to set it every time you change shop surfaces.)

#trigger {^Behind .+, you see:$} {#var preposition behind}
#trigger {^In .+, you see:$} {#var preposition in}
#trigger {^On .+, you see:$} {#var preposition on}
#trigger {^Under .+, you see:$} {#var preposition under}

The following triggers set global variables for your skillset placements. These variables may be used in future versions that assign stat weights based on skillset placement.

#trigger {^Name:.+Guild:\s+Barbarian} {#var skillset_weapon primary;#var skillset_armor secondary;#var skillset_survival secondary;#var skillset_lore tertiary;#var skillset_magic tertiary}
#trigger {^Name:.+Guild:\s+Bard} {#var skillset_lore primary;#var skillset_magic secondary;#var skillset_weapon secondary;#var skillset_survival tertiary;#var skillset_armor tertiary}
#trigger {^Name:.+Guild:\s+Cleric} {#var skillset_magic primary;#var skillset_lore secondary;#var skillset_weapon secondary;#var skillset_armor tertiary;#var skillset_survival tertiary}
#trigger {^Name:.+Guild:\s+Commoner} {#var skillset_armor secondary;#var skillset_weapon secondary;#var skillset_magic secondary;#var skillset_survival secondary;#var skillset_lore secondary}
#trigger {^Name:.+Guild:\s+Empath} {#var skillset_lore primary;#var skillset_magic secondary;#var skillset_survival secondary;#var skillset_armor tertiary;#var skillset_weapon tertiary}
#trigger {^Name:.+Guild:\s+Moon Mage} {#var skillset_magic primary;#var skillset_lore secondary;#var skillset_survival secondary;#var skillset_armor tertiary;#var skillset_weapon tertiary}
#trigger {^Name:.+Guild:\s+Necromancer} {#var skillset_survival primary;#var skillset_magic secondary;#var skillset_lore secondary;#var skillset_weapon tertiary;#var skillset_armor tertiary}
#trigger {^Name:.+Guild:\s+Paladin} {#var skillset_armor primary;#var skillset_weapon secondary;#var skillset_lore secondary;#var skillset_magic tertiary;#var skillset_survival tertiary}
#trigger {^Name:.+Guild:\s+Ranger} {#var skillset_survival primary;#var skillset_weapon secondary;#var skillset_armor secondary;#var skillset_lore tertiary;#var skillset_magic tertiary}
#trigger {^Name:.+Guild:\s+Thief} {#var skillset_survival primary;#var skillset_weapon secondary;#var skillset_lore secondary;#var skillset_armor tertiary;#var skillset_magic tertiary}
#trigger {^Name:.+Guild:\s+Trader} {#var skillset_lore primary;#var skillset_survival secondary;#var skillset_armor secondary;#var skillset_weapon tertiary;#var skillset_magic tertiary}
#trigger {^Name:.+Guild:\s+Warrior Mage} {#var skillset_magic primary;#var skillset_weapon secondary;#var skillset_lore secondary;#var skillset_armor tertiary;#var skillset_survival tertiary}

Spreadsheet

The script creates a log of each item's stats in your Logs folder. You can copy and paste from this file to a spreadsheet for easier comparison.

Here is a blank spreadsheet with labels and proper formatting. (Page 1 is for weapons. Page 2 is for shields. Page 3 is for armor.)

Sample Output

Melee/Thrown Weapon

A kertig scimitar is a medium edged melee-ranged weapon.
A kertig scimitar trains the small edged skill.

You are certain that it could do:
low (3/26) puncture damage
great (11/26) slice damage
somewhat moderate (6/26) impact damage
no (0/26) fire damage
no (0/26) cold damage
no (0/26) electric damage

The scimitar is poorly (3/17) designed for improving the force of your attacks.

You are certain that the scimitar is fairly (5/17) balanced and is soundly (8/17) suited to gaining extra attack power from your strength.

You are certain that the scimitar is unusually resilient to damage (16/18), and is in pristine condition (98-100%).

The scimitar is made with metal.
You are certain that the metal in the scimitar has a quality of 90, placing it at 'somewhat pure' on the official Trader's Scale.
You are certain that the metal in the scimitar has a hardness of 95, placing it at 'absurdly hard' on the official Trader's Scale.
You are certain that the metal in the scimitar has a durability of 70, placing it at 'good durability' on the official Trader's Scale.
You are certain that the metal in the scimitar has a workability of 5, placing it at 'unbelievably difficult to work with' on the official Trader's Scale.
You are certain that the metal in the scimitar has an electrical resistance of 40, placing it at 'a very good conductor of electricity' on the official Trader's Scale.
You are certain that the metal in the scimitar has a thermal resistance of 55, placing it at 'good at transferring heat and cold' on the official Trader's Scale.
You are certain that the metal in the scimitar has a physical resistance of 90, placing it at 'incredibly good at repelling physical blows' on the official Trader's Scale.
You are certain that the scimitar weighs exactly 45 stones.
You are certain that the scimitar is worth exactly 361065 Kronars.

Stats for kertig scimitar

Total Weapon Damage: 20 (mean: 3.3)
Total Physical Damage: 20 (mean: 6.7)
Total Elemental Damage: 0 (mean: 0)

Melee Weapon Quality: 64.5 (2*physical damage(20) + 2*elemental damage(0) + 1*force(3) + 1.5*balance(5) + 1.25*power(8) + .25*construction(16) + range bonus(0))

Melee Weapon Quality/Weight: 2.9 (weapon quality(64.5) / (.5*weight(45)))

OOC Numeric Appraisal: melee-ranged 05-ME (45 stones): damage: 3/11/6, force/balance/power: 3/5/8, construction: 16

6250045	Nice Guy Vaahn's, Sales Floor	05-ME	04-SE	kertig scimitar	64.5	2.9	45	20	20	0	3	5	8	16	3.3	6.7	0	3	11	6	0	0	0

Ranged Weapon

A compact ironwood riot crossbow with a yew lath is a heavy crossbow type weapon.
A compact ironwood riot crossbow with a yew lath trains the crossbow skill.

The riot crossbow is perfectly designed for improving the force of your attacks.

You are certain that the crossbow is fairly (5/17) balanced and is not (0/17) suited to gaining extra attack power from your strength.

You are certain that the riot crossbow is appreciably susceptible to damage (7/18), and is in pristine condition (98-100%).

It appears that the riot crossbow can be slung over one shoulder.
You are certain that the riot crossbow weighs exactly 150 stones.
You are certain that the riot crossbow is worth exactly 5625 Kronars.

Stats for compact ironwood riot crossbow with a yew lath

Ranged Weapon Quality: 26.2 (1*force(17) + 1.5*balance(5) + 1.25*power(0) + .25*construction(7))

Ranged Weapon Quality/Weight: 0.3 (weapon quality(26.2) / (.5*weight(150)))

OOC Numeric Appraisal: 15-HX (150 stones): force/balance/power: 17/5/0, construction: 7

150000000	Hooked On Acronyx, Sales Floor	15-HX	11-Xbow	compact ironwood riot crossbow with a yew lath	26.2	0.3	150	N/A	N/A	N/A	17	5	0	7	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A

Ranged Weapon Ammunition

You are certain that it could do:
heavy (9/26) puncture damage
fair (5/26) slice damage
moderate (7/26) impact damage
no (0/26) fire damage
no (0/26) cold damage
no (0/26) electric damage

The sleek quadrellos is poorly (3/17) designed for improving the force of your attacks.

You are certain that the sleek quadrellos are appreciably susceptible to damage (7/18), and are in pristine condition (98-100%).

The sleek quadrellos are made with metal.
You are certain that the sleek quadrellos weighs exactly 2 stones.
You are certain that the sleek quadrellos are worth exactly 112500 Kronars.

Stats for sleek quadrellos

Total Ammo Damage: 21 (mean: 3.5)
Total Physical Damage: 21 (mean: 7)
Total Elemental Damage: 0 (mean: 0)

Ammo Quality: 46.8 (2*physical damage(21) + 2*elemental damage(0) + 1*force(3) + .25*construction(7))

Ammo Quality/Weight: 46.8 (ammo quality(46.8) / (.5*weight(2)))

OOC Numeric Appraisal: 11-crossbow ammo (2 stones): damage: 9/5/7, force: 3, construction: 7

3250000	Nice Guy Vaahn's, Sales Floor	11-crossbow ammo	11-crossbow ammo	sleek quadrellos	46.8	46.8	2	21	21	0	3	N/A	N/A	7	3.5	7	0	9	5	7	0	0	0

Brawling Weapon

Some haralun knee spikes are a brawling type weapon.
Some haralun knee spikes trains the brawling skill.

You are certain that it could do:
a lot of puncture damage
no slice damage increase
a lot of impact damage

The knee spikes is not (0/17) designed for improving the force of your attacks.

You are certain that the knee spikes are very strong against damage (14/18), and are in pristine condition (98-100%).

The knee spikes are made with metal.
You are certain that the metal in the knee spikes has a quality of 90, placing it at 'somewhat pure' on the official Trader's Scale.
You are certain that the metal in the knee spikes has a hardness of 95, placing it at 'absurdly hard' on the official Trader's Scale.
You are certain that the metal in the knee spikes has a durability of 60, placing it at 'good durability' on the official Trader's Scale.
You are certain that the metal in the knee spikes has a workability of 20, placing it at 'difficulty to work with' on the official Trader's Scale.
You are certain that the metal in the knee spikes has an electrical resistance of 70, placing it at 'not a very good conductor of electricity' on the official Trader's Scale.
You are certain that the metal in the knee spikes has a thermal resistance of 75, placing it at 'not very good at transferring heat and cold' on the official Trader's Scale.
You are certain that the metal in the knee spikes has a physical resistance of 80, placing it at 'exceptionally good at repelling physical blows' on the official Trader's Scale.
It appears that the knee spikes can be worn strapped to the knees.
You are certain that the knee spikes weighs exactly 30 stones.
You are certain that the knee spikes are worth exactly 139358 Kronars.

Stats for haralun knee spikes

Total Weapon Damage: 8 (mean: 2.7)

Brawling Weapon Quality: 19.5 (2*physical damage(8) + 1*force(0) + .25*construction(14))

Brawling Weapon Quality/Weight: 1.3 (weapon quality(19.5) / (.5*weight(30)))

OOC Numeric Appraisal: brawling-4knee (30 stones): damage: 4/0/4, construction: 14

5000030	Tiddeggur's House Of Pain, Sales Floor	22-brawl-4knee	14-brawl-4knee	haralun knee spikes	19.5	1.3	30	8	8	N/A	0	N/A	N/A	14	2.7	2.7	N/A	4	0	4	N/A	N/A	N/A

Parry Stick

A silver-hued parry stick with reinforced silken straps is a brawling type weapon.
A silver-hued parry stick with reinforced silken straps trains the brawling skill.

You are certain that the stick is a purely defensive item.

You are certain that the stick is soundly (8/17) balanced and is poorly (3/17) suited to gaining extra attack power from your strength.

You are certain that the parry stick is marginally vulnerable to damage (8/18), and is in pristine condition (98-100%).

The parry stick is made with metal.
It appears that the parry stick can be worn on the right arm.
You are certain that the parry stick weighs exactly 35 stones.
You are certain that the parry stick is worth exactly 62500 Kronars.

Stats for silver-hued parry stick with reinforced silken straps

Parry Stick Quality: 14 (1.5*balance(8) + .25*construction(8))

Parry Stick Quality/Weight: 0.8 (weapon quality(14) / (.5*weight(35)))

OOC Numeric Appraisal: parry stick (35 stones): balance: 8, construction: 8

owned	Isharon	22-brawl-1parry	14-brawl-1parry	silver-hued parry stick with reinforced silken straps	14	0.8	35	N/A	N/A	N/A	N/A	8	3	8	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A

Shield

You are certain that it imposes great (11/15) maneuvering hindrance.

This shield is large in size.

Your experience with shields allows a better appraisal of the protection capabilities.

You are certain that the shield offers better than fair (9/26) to impressive (20/26) protection.

You are certain that it could do:
no (0/26) puncture damage
no (0/26) slice damage
very severe (14/26) impact damage
no (0/26) fire damage
no (0/26) cold damage
no (0/26) electric damage

You are certain that the shield is fairly (5/17) balanced and is reasonably (7/17) suited to gaining extra attack power from your strength.

You are certain that the tower shield is extremely resistant to damage (15/18), and is in pristine condition (98-100%).

The tower shield is made with metal.
You are certain that the metal in the tower shield has a quality of 96, placing it at 'very pure' on the official Trader's Scale.
You are certain that the metal in the tower shield has a hardness of 80, placing it at 'quite hard' on the official Trader's Scale.
You are certain that the metal in the tower shield has a durability of 70, placing it at 'good durability' on the official Trader's Scale.
You are certain that the metal in the tower shield has a workability of 10, placing it at 'very difficult to work with' on the official Trader's Scale.
You are certain that the metal in the tower shield has an electrical resistance of 90, placing it at 'not a conductor of electricity' on the official Trader's Scale.
You are certain that the metal in the tower shield has a thermal resistance of 40, placing it at 'very good at transferring heat and cold' on the official Trader's Scale.
You are certain that the metal in the tower shield has a physical resistance of 95, placing it at 'incredibly good at repelling physical blows' on the official Trader's Scale.
It appears that the tower shield can be worn on the left arm.
You are certain that the tower shield weighs exactly 251 stones.
You are certain that the tower shield is worth exactly 1597535 Kronars.

Stats for damite tower shield

Total Shield Protection: 29

Shield Quality: 44.2 (1.5*min.protection(9) + 2*max.protection(20) + .25*construction(15) - 1*hindrance(11) - size factor(2))

Shield Quality/Weight: 0.4 (shield quality(44.2) / (.5*weight(251)))

OOC Numeric Appraisal: large shield (251 stones): protection: 9/20, hindrance: 11, construction: 15

35000000	Abrasax's Magic Emporium, Sales Floor	large	damite tower shield	44.2	0.4	251	29	9	20	11	15	14	5	7

Armor

The padded hauberk is light armor.

The hauberk looks like it offers protection for the following areas:

right arm
left arm
right leg
left leg
chest
abdomen
back

You feel certain that a padded fine titanese hauberk with a reinforced design appears to impose great (11/15) maneuvering hindrance and fair (5/15) stealth hindrance, offering:
very high (8/15) protection and good (7/18) damage absorption for puncture attacks.
high (7/15) protection and very good (8/18) damage absorption for slice attacks.
great (9/15) protection and good (7/18) damage absorption for impact attacks.
very good (6/15) protection and fair (5/18) damage absorption for fire attacks.
good (5/15) protection and moderate (6/18) damage absorption for cold attacks.
good (5/15) protection and fair (5/18) damage absorption for electrical attacks.

If you were only wearing a padded fine titanese hauberk with a reinforced design you could expect your maneuvering to be minimally (2/14) hindered and your stealth to be insignificantly (3/14) hindered.

You are certain that the padded hauberk is practically invulnerable to damage (18/18), and is in pristine condition (98-100%).

The padded hauberk is extremely soft.
You are certain that the padded hauberk weighs exactly 220 stones.
You are certain that the padded hauberk is worth exactly 490050 Kronars.

Stats for padded fine titanese hauberk with a reinforced design

Total Armor Defense + Absorption: 78
Total Armor Protection: 40 (mean: 6.7)
Total Armor Absorption: 38 (mean: 6.3)
Total Physical Defense: 46 (mean: 7.7)
Total Elemental Defense: 32 (mean: 5.3)
Total Armor Hindrance: 16 (mean: 8)

Armor Quality: 330.5 (2*total protection(40) + 2.5*total absorption(38) + 3*total physical defense(46) + 1*total elemental defense(32) + .25*construction(18) - 1.5*maneuvering hindrance(11) - .5*stealth hindrance(5))

Armor Quality/Weight: 3 (armor quality(330.5) / (.5*weight(220)))

OOC Numeric Appraisal: 4-light (220 stones): puncture: 8/7, slice: 7/8, impact: 9/7, fire: 6/5, cold: 5/6, electric: 5/5, hindrance: 11/5, construction: 18

88000220	RKM Leather And Cloth Outfitters, Sales Floor	4-light	08-torso/arms/legs	padded fine titanese hauberk with a reinforced design	330.5	3	220	78	40	38	46	32	11	5	18	16	6.7	6.3	7.7	5.3	8	8	7	7	8	9	7	6	5	5	6	5	5

Changelog

12/3/2018

1/23/2018

  • Bug fixes with variable setting

10/4/2017

  • Updated wear locations

7/6/2016

  • Fixed hangups at glance

2/26/2016

  • Updated output

9/15/2015

  • Added support for bows (including draw strength)
  • Added shown items version
  • Divided weapon output into melee and ranged/ammo
  • Fixed ammo type and skill recognition
  • Fixed construction level 1
  • Fixed damage scale
  • Fixed recognition of neck-only coverage area (for example, aventails)
  • Taps are quietly set by glancing (instead of tapping)

7/9/2015

  • Changed some variable names in the output
  • Added user-friendly stat calculations to "ItemStatsReader" log

4/15/2015

  • Added manual data entry version (for getting quality scores and stat totals from appraisals you found online)
  • Removed mean stats from the spreadsheet output (but left them in the echoed summary) -- the means don't really add a lot but clutter when you already have the stat totals.

12/6/2014

  • Added version for items that another player SHOWs to you
  • added support for containers (held items only)
  • added appraisal value (in Kronars)
  • added auto-recognition of crafted and altered items
  • added source for marked crafter's items

10/11/2014

  • fixed spacing of output

Scripts

Held Items

#debuglevel 10
########################################################
##STAT QUALITY WEIGHTS
##Edit this section if you want to change the weights that the quality formulas assign to each stat.
##sumpd: physical damage (puncture + slice + impact)
##sumed: elemental damage (fire + cold + electric)
##foi: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
##balance: weapon balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
##power: weapon power/suitability (determines how well a weapon takes advantage of your strength when attacking)
##smin: shield's minimum or "basic" defense (the minimum protection a shield offers, regardless of skill)
##smax: shield's maximum or "full" defense (the maximum protection a shield can offer if you have sufficient shield skill)
##shdhindrance: shield's maneuvering and stealth hindrance (All shields impose equal maneuvering and stealth hindrance, which may be reduced with skill.)
##sumpro: armor's total protection (reduces incoming damage by a flat amount -- best for light hits and requires more armor skill)
##sumabs: armor's total absorption (reduces incoming damage by a static percentage -- best for heavy hits and requires less armor skill)
##sumpdef: armor's total physical defense (protection + absorption)
##sumedef: armor's total elemental defense (protection + absorption)
##mhindrance: armor's maneuvering hindrance (determines penalties to defenses, which may be reduced with skill.)
##shindrance: armor's stealth hindrance (determines penalties to stealth, which may be reduced with skill.)
##construction: item's construction (determines how easily damaged an item is and therefore how often it will need to be repaired)
##weight: the item's weight in stones
##Weapon Quality Formula: %sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor
##Shield Quality Formula: %smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor
##Armor Quality Formula: %sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance
var sumpd_weight 2
var sumed_weight 2
var foi_weight 1
var balance_weight 1.5
var power_weight 1.25
var smin_weight 1.5
var smax_weight 2
var shdhindrance_weight 1
var sumpro_weight 2
var sumabs_weight 2.5
var sumpdef_weight 3
var sumedef_weight 1
var mhindrance_weight 1.5
var shindrance_weight .5
var construction_weight .25
var weight_weight .5
##DEFAULT VALUES
##var sumpd_weight 2
##var sumed_weight 2
##var foi_weight 1
##var balance_weight 1.5
##var power_weight 1.25
##var smin_weight 1.5
##var smax_weight 2
##var shdhindrance_weight 1
##var sumpro_weight 2
##var sumabs_weight 2.5
##var sumpdef_weight 3
##var sumedef_weight 1
##var mhindrance_weight 1.5
##var shindrance_weight .5
##var construction_weight .25
##var weight_weight .5
########################################################
put #class joust off
put #class racial off
var short $lefthand
var noun $lefthandnoun
var short $righthand
var noun $righthandnoun
var appcostl 0
var appcostd 0
var source $charactername

action setvariable sourcetype 07-crafting when ^You .+ a quality of \d+, placing it at .+ on the official Trader's Scale\.$|^You.+the \S+ in the .+ is of .+ quality\.$|You see the initials? \"(.+)\" impressed into the surface of the \S+\.
action setvariable sourcetype altered when ^The .+ looks? to be custom-made\.$
action setvariable source $1 when ^You see the initials? \"(.+)\" impressed into the surface of the \S+\.$
action setvariable tap $2 when ^In your left hand, you are carrying (an?|some|the) (.+)\.$
action setvariable tap $2 when ^In your right hand, you are carrying (an?|some|the) (.+)\.$
action setvariable wtype1 01-LtE;setvariable wtrains 01-SE when (is a|are a|and) light edged .+ weapon
action setvariable wtype1 02-ME;setvariable wtrains 01-SE when (is a|are a|and) medium edged .+ weapon
action setvariable wtype1 03-HE;setvariable wtrains 02-LrE when (is a|are a|and) heavy edged .+ weapon
action setvariable wtype1 04-2HE;setvariable wtrains 03-2HE when (is a|are a|and) two-handed edged .+ weapon
action setvariable wtype1 05-LtBl;setvariable wtrains 04-SBl when (is a|are a|and) light blunt .+ weapon
action setvariable wtype1 06-MB;setvariable wtrains 04-SBl when (is a|are a|and) medium blunt .+ weapon
action setvariable wtype1 07-HB;setvariable wtrains 05-LrBl when (is a|are a|and) heavy blunt .+ weapon
action setvariable wtype1 08-2HB;setvariable wtrains 06-2HB when (is a|are a|and) two-handed blunt .+ weapon
action setvariable wtype1 09-SS;setvariable wtrains 07-staff when (is a|are a|and) short staff .+ weapon
action setvariable wtype1 10-QS;setvariable wtrains 07-staff when (is a|are a|and) quarter staff .+ weapon
action setvariable wtype1 11-pike;setvariable wtrains 08-pole when (is a|are a|and) pike .+ weapon
action setvariable wtype1 12-halberd;setvariable wtrains 08-pole when (is a|are a|and) halberd .+ weapon
action setvariable wtype1 16-sling;setvariable wtrains 12-sling when (is|are) a sling .+ weapon
action setvariable wtype1 17-staff sling;setvariable wtrains 12-sling when (is|are) a staff sling .+ weapon
action setvariable wtype1 18-sling ammo;setvariable wtrains 13-sling ammo;setvariable ammoskill sling when ^This appears to be ammunition for slings\.$
action setvariable wtype1 19-short bow;setvariable wtrains 14-bow when (is|are) a short bow .+ weapon
action setvariable wtype1 20-long bow;setvariable wtrains 14-bow when (is|are) a long bow .+ weapon
action setvariable wtype1 21-comp bow;setvariable wtrains 14-bow when (is|are) a composite bow .+ weapon
action setvariable wtype1 22-bow ammo;setvariable wtrains 15-bow ammo;setvariable ammoskill bow when ^This appears to be ammunition for bows\.$
action setvariable wtype1 23-LX;setvariable wtrains 16-Xbow when (is|are) a light crossbow .+ weapon
action setvariable wtype1 24-HX;setvariable wtrains 16-Xbow when (is|are) a heavy crossbow .+ weapon
action setvariable wtype1 25-Xbow ammo;setvariable wtrains 17-Xbow ammo;setvariable ammoskill crossbow when ^This appears to be ammunition for crossbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 1parry;setvariable wtrains brawling;setvariable wearloc 23-parry when ^You are certain that the .+ is a purely defensive item\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 2elbow;setvariable wtrains brawling;setvariable wearloc 20-elbow-w when ^It appears that the .+ can be worn strapped to the elbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 3hand;setvariable wtrains brawling;setvariable wearloc 24-hands-w when ^It appears that the .+ can be worn strapped to the hands\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 4knee;setvariable wtrains brawling;setvariable wearloc 33-knee-w when ^It appears that the .+ can be worn strapped to the knees\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 5foot;setvariable wtrains brawling;setvariable wearloc 35-feet-w when ^It appears that the .+ can be worn strapped to the feet\.$
action setvariable wtype2 13-LT;setvariable wtrains2 09-LT;setvariable range ranged when (is|are) a light thrown and .+ weapon
action setvariable wtype2 14-HT;setvariable wtrains2 10-HT;setvariable range ranged when (is|are) a heavy thrown and .+ weapon
action setvariable range melee when melee-ranged weapon
action setvariable range pole when pole-ranged weapon
action setvariable puncture 0 when ^\s+no puncture damage$
action setvariable puncture 1 when ^\s+dismal puncture damage$
action setvariable puncture 2 when ^\s+poor puncture damage$
action setvariable puncture 3 when ^\s+low puncture damage$
action setvariable puncture 4 when ^\s+somewhat fair puncture damage$
action setvariable puncture 5 when ^\s+fair puncture damage$
action setvariable puncture 6 when ^\s+somewhat moderate puncture damage$
action setvariable puncture 7 when ^\s+moderate puncture damage$
action setvariable puncture 8 when ^\s+somewhat heavy puncture damage$
action setvariable puncture 9 when ^\s+heavy puncture damage$
action setvariable puncture 10 when ^\s+very heavy puncture damage$
action setvariable puncture 11 when ^\s+great puncture damage$
action setvariable puncture 12 when ^\s+very great puncture damage$
action setvariable puncture 13 when ^\s+severe puncture damage$
action setvariable puncture 14 when ^\s+very severe puncture damage$
action setvariable puncture 15 when ^\s+extreme puncture damage$
action setvariable puncture 16 when ^\s+very extreme puncture damage$
action setvariable puncture 17 when ^\s+mighty puncture damage$
action setvariable puncture 18 when ^\s+very mighty puncture damage$
action setvariable puncture 19 when ^\s+bone-crushing puncture damage$
action setvariable puncture 20 when ^\s+very bone-crushing puncture damage$
action setvariable puncture 21 when ^\s+devastating puncture damage$
action setvariable puncture 22 when ^\s+very devastating puncture damage$
action setvariable puncture 23 when ^\s+overwhelming puncture damage$
action setvariable puncture 24 when ^\s+annihilating puncture damage$
action setvariable puncture 25 when ^\s+obliterating puncture damage$
action setvariable puncture 26 when ^\s+demolishing puncture damage$
action setvariable puncture 27 when ^\s+catastrophic puncture damage$
action setvariable puncture 28 when ^\s+god-like puncture damage$
action setvariable slice 0 when ^\s+no slice damage$
action setvariable slice 1 when ^\s+dismal slice damage$
action setvariable slice 2 when ^\s+poor slice damage$
action setvariable slice 3 when ^\s+low slice damage$
action setvariable slice 4 when ^\s+somewhat fair slice damage$
action setvariable slice 5 when ^\s+fair slice damage$
action setvariable slice 6 when ^\s+somewhat moderate slice damage$
action setvariable slice 7 when ^\s+moderate slice damage$
action setvariable slice 8 when ^\s+somewhat heavy slice damage$
action setvariable slice 9 when ^\s+heavy slice damage$
action setvariable slice 10 when ^\s+very heavy slice damage$
action setvariable slice 11 when ^\s+great slice damage$
action setvariable slice 12 when ^\s+very great slice damage$
action setvariable slice 13 when ^\s+severe slice damage$
action setvariable slice 14 when ^\s+very severe slice damage$
action setvariable slice 15 when ^\s+extreme slice damage$
action setvariable slice 16 when ^\s+very extreme slice damage$
action setvariable slice 17 when ^\s+mighty slice damage$
action setvariable slice 18 when ^\s+very mighty slice damage$
action setvariable slice 19 when ^\s+bone-crushing slice damage$
action setvariable slice 20 when ^\s+very bone-crushing slice damage$
action setvariable slice 21 when ^\s+devastating slice damage$
action setvariable slice 22 when ^\s+very devastating slice damage$
action setvariable slice 23 when ^\s+overwhelming slice damage$
action setvariable slice 24 when ^\s+annihilating slice damage$
action setvariable slice 25 when ^\s+obliterating slice damage$
action setvariable slice 26 when ^\s+demolishing slice damage$
action setvariable slice 27 when ^\s+catastrophic slice damage$
action setvariable slice 28 when ^\s+god-like slice damage$
action setvariable impact 0 when ^\s+no impact damage$
action setvariable impact 1 when ^\s+dismal impact damage$
action setvariable impact 2 when ^\s+poor impact damage$
action setvariable impact 3 when ^\s+low impact damage$
action setvariable impact 4 when ^\s+somewhat fair impact damage$
action setvariable impact 5 when ^\s+fair impact damage$
action setvariable impact 6 when ^\s+somewhat moderate impact damage$
action setvariable impact 7 when ^\s+moderate impact damage$
action setvariable impact 8 when ^\s+somewhat heavy impact damage$
action setvariable impact 9 when ^\s+heavy impact damage$
action setvariable impact 10 when ^\s+very heavy impact damage$
action setvariable impact 11 when ^\s+great impact damage$
action setvariable impact 12 when ^\s+very great impact damage$
action setvariable impact 13 when ^\s+severe impact damage$
action setvariable impact 14 when ^\s+very severe impact damage$
action setvariable impact 15 when ^\s+extreme impact damage$
action setvariable impact 16 when ^\s+very extreme impact damage$
action setvariable impact 17 when ^\s+mighty impact damage$
action setvariable impact 18 when ^\s+very mighty impact damage$
action setvariable impact 19 when ^\s+bone-crushing impact damage$
action setvariable impact 20 when ^\s+very bone-crushing impact damage$
action setvariable impact 21 when ^\s+devastating impact damage$
action setvariable impact 22 when ^\s+very devastating impact damage$
action setvariable impact 23 when ^\s+overwhelming impact damage$
action setvariable impact 24 when ^\s+annihilating impact damage$
action setvariable impact 25 when ^\s+obliterating impact damage$
action setvariable impact 26 when ^\s+demolishing impact damage$
action setvariable impact 27 when ^\s+catastrophic impact damage$
action setvariable impact 28 when ^\s+god-like impact damage$
action setvariable puncture 0 when ^\s+no puncture damage increase$
action setvariable puncture 1 when ^\s+poor puncture damage increase$
action setvariable puncture 2 when ^\s+low puncture damage increase$
action setvariable puncture 3 when ^\s+fair puncture damage increase$
action setvariable puncture 4 when ^\s+moderate puncture damage increase$
action setvariable puncture 5 when ^\s+heavy puncture damage increase$
action setvariable puncture 6 when ^\s+great puncture damage increase$
action setvariable puncture 7 when ^\s+severe puncture damage increase$
action setvariable slice 0 when ^\s+no slice damage increase$
action setvariable slice 1 when ^\s+poor slice damage increase$
action setvariable slice 2 when ^\s+low slice damage increase$
action setvariable slice 3 when ^\s+fair slice damage increase$
action setvariable slice 4 when ^\s+moderate slice damage increase$
action setvariable slice 5 when ^\s+heavy slice damage increase$
action setvariable slice 6 when ^\s+great slice damage increase$
action setvariable slice 7 when ^\s+severe slice damage increase$
action setvariable impact 0 when ^\s+no impact damage increase$
action setvariable impact 1 when ^\s+poor impact damage increase$
action setvariable impact 2 when ^\s+low impact damage increase$
action setvariable impact 3 when ^\s+fair impact damage increase$
action setvariable impact 4 when ^\s+moderate impact damage increase$
action setvariable impact 5 when ^\s+heavy impact damage increase$
action setvariable impact 6 when ^\s+great impact damage increase$
action setvariable impact 7 when ^\s+severe impact damage increase$
action setvariable puncture 1 when ^\s+a little puncture damage$
action setvariable puncture 2 when ^\s+some puncture damage$
action setvariable puncture 3 when ^\s+quite a bit of puncture damage$
action setvariable puncture 4 when ^\s+a lot of puncture damage$
action setvariable slice 1 when ^\s+a little slice damage$
action setvariable slice 2 when ^\s+some slice damage$
action setvariable slice 3 when ^\s+quite a bit of slice damage$
action setvariable slice 4 when ^\s+a lot of slice damage$
action setvariable impact 1 when ^\s+a little impact damage$
action setvariable impact 2 when ^\s+some impact damage$
action setvariable impact 3 when ^\s+quite a bit of impact damage$
action setvariable impact 4 when ^\s+a lot of impact damage$
action setvariable fire 0 when ^\s+no fire damage$
action setvariable fire 1 when ^\s+dismal fire damage with affinity for
action setvariable fire 2 when ^\s+poor fire damage with affinity for
action setvariable fire 3 when ^\s+low fire damage with affinity for
action setvariable fire 4 when ^\s+somewhat fair fire damage with affinity for
action setvariable fire 5 when ^\s+fair fire damage with affinity for
action setvariable fire 6 when ^\s+somewhat moderate fire damage with affinity for
action setvariable fire 7 when ^\s+moderate fire damage with affinity for
action setvariable fire 8 when ^\s+somewhat heavy fire damage with affinity for
action setvariable fire 9 when ^\s+heavy fire damage with affinity for
action setvariable fire 10 when ^\s+very heavy fire damage with affinity for
action setvariable fire 11 when ^\s+great fire damage with affinity for
action setvariable fire 12 when ^\s+very great fire damage with affinity for
action setvariable fire 13 when ^\s+severe fire damage with affinity for
action setvariable fire 14 when ^\s+very severe fire damage with affinity for
action setvariable fire 15 when ^\s+extreme fire damage with affinity for
action setvariable fire 16 when ^\s+very extreme fire damage with affinity for
action setvariable fire 17 when ^\s+mighty fire damage with affinity for
action setvariable fire 18 when ^\s+very mighty fire damage with affinity for
action setvariable fire 19 when ^\s+bone-crushing fire damage with affinity for
action setvariable fire 20 when ^\s+very bone-crushing fire damage with affinity for
action setvariable fire 21 when ^\s+devastating fire damage with affinity for
action setvariable fire 22 when ^\s+very devastating fire damage with affinity for
action setvariable fire 23 when ^\s+overwhelming fire damage with affinity for
action setvariable fire 24 when ^\s+annihilating fire damage with affinity for
action setvariable fire 25 when ^\s+obliterating fire damage with affinity for
action setvariable fire 26 when ^\s+demolishing fire damage with affinity for
action setvariable fire 27 when ^\s+catastrophic fire damage with affinity for
action setvariable fire 28 when ^\s+god-like fire damage with affinity for
action setvariable cold 0 when ^\s+no cold damage$
action setvariable cold 1 when ^\s+dismal cold damage with affinity for
action setvariable cold 2 when ^\s+poor cold damage with affinity for
action setvariable cold 3 when ^\s+low cold damage with affinity for
action setvariable cold 4 when ^\s+somewhat fair cold damage with affinity for
action setvariable cold 5 when ^\s+fair cold damage with affinity for
action setvariable cold 6 when ^\s+somewhat moderate cold damage with affinity for
action setvariable cold 7 when ^\s+moderate cold damage with affinity for
action setvariable cold 8 when ^\s+somewhat heavy cold damage with affinity for
action setvariable cold 9 when ^\s+heavy cold damage with affinity for
action setvariable cold 10 when ^\s+very heavy cold damage with affinity for
action setvariable cold 11 when ^\s+great cold damage with affinity for
action setvariable cold 12 when ^\s+very great cold damage with affinity for
action setvariable cold 13 when ^\s+severe cold damage with affinity for
action setvariable cold 14 when ^\s+very severe cold damage with affinity for
action setvariable cold 15 when ^\s+extreme cold damage with affinity for
action setvariable cold 16 when ^\s+very extreme cold damage with affinity for
action setvariable cold 17 when ^\s+mighty cold damage with affinity for
action setvariable cold 18 when ^\s+very mighty cold damage with affinity for
action setvariable cold 19 when ^\s+bone-crushing cold damage with affinity for
action setvariable cold 20 when ^\s+very bone-crushing cold damage with affinity for
action setvariable cold 21 when ^\s+devastating cold damage with affinity for
action setvariable cold 22 when ^\s+very devastating cold damage with affinity for
action setvariable cold 23 when ^\s+overwhelming cold damage with affinity for
action setvariable cold 24 when ^\s+annihilating cold damage with affinity for
action setvariable cold 25 when ^\s+obliterating cold damage with affinity for
action setvariable cold 26 when ^\s+demolishing cold damage with affinity for
action setvariable cold 27 when ^\s+catastrophic cold damage with affinity for
action setvariable cold 28 when ^\s+god-like cold damage with affinity for
action setvariable electric 0 when ^\s+no electric damage$
action setvariable electric 1 when ^\s+dismal electric damage with affinity for
action setvariable electric 2 when ^\s+poor electric damage with affinity for
action setvariable electric 3 when ^\s+low electric damage with affinity for
action setvariable electric 4 when ^\s+somewhat fair electric damage with affinity for
action setvariable electric 5 when ^\s+fair electric damage with affinity for
action setvariable electric 6 when ^\s+somewhat moderate electric damage with affinity for
action setvariable electric 7 when ^\s+moderate electric damage with affinity for
action setvariable electric 8 when ^\s+somewhat heavy electric damage with affinity for
action setvariable electric 9 when ^\s+heavy electric damage with affinity for
action setvariable electric 10 when ^\s+very heavy electric damage with affinity for
action setvariable electric 11 when ^\s+great electric damage with affinity for
action setvariable electric 12 when ^\s+very great electric damage with affinity for
action setvariable electric 13 when ^\s+severe electric damage with affinity for
action setvariable electric 14 when ^\s+very severe electric damage with affinity for
action setvariable electric 15 when ^\s+extreme electric damage with affinity for
action setvariable electric 16 when ^\s+very extreme electric damage with affinity for
action setvariable electric 17 when ^\s+mighty electric damage with affinity for
action setvariable electric 18 when ^\s+very mighty electric damage with affinity for
action setvariable electric 19 when ^\s+bone-crushing electric damage with affinity for
action setvariable electric 20 when ^\s+very bone-crushing electric damage with affinity for
action setvariable electric 21 when ^\s+devastating electric damage with affinity for
action setvariable electric 22 when ^\s+very devastating electric damage with affinity for
action setvariable electric 23 when ^\s+overwhelming electric damage with affinity for
action setvariable electric 24 when ^\s+annihilating electric damage with affinity for
action setvariable electric 25 when ^\s+obliterating electric damage with affinity for
action setvariable electric 26 when ^\s+demolishing electric damage with affinity for
action setvariable electric 27 when ^\s+catastrophic electric damage with affinity for
action setvariable electric 28 when ^\s+god-like electric damage with affinity for
action setvariable foi 0 when (is|are) not designed for improving the force of your attacks\.$
action setvariable foi 1 when (is|are) terribly designed for improving the force of your attacks\.$
action setvariable foi 2 when (is|are) dismally designed for improving the force of your attacks\.$
action setvariable foi 3 when (is|are) poorly designed for improving the force of your attacks\.$
action setvariable foi 4 when (is|are) inadequately designed for improving the force of your attacks\.$
action setvariable foi 5 when (is|are) fairly designed for improving the force of your attacks\.$
action setvariable foi 6 when (is|are) decently designed for improving the force of your attacks\.$
action setvariable foi 7 when (is|are) reasonably designed for improving the force of your attacks\.$
action setvariable foi 8 when (is|are) soundly designed for improving the force of your attacks\.$
action setvariable foi 9 when (is|are) well designed for improving the force of your attacks\.$
action setvariable foi 10 when (is|are) very well designed for improving the force of your attacks\.$
action setvariable foi 11 when (is|are) extremely well designed for improving the force of your attacks\.$
action setvariable foi 12 when (is|are) excellently designed for improving the force of your attacks\.$
action setvariable foi 13 when (is|are) superbly designed for improving the force of your attacks\.$
action setvariable foi 14 when (is|are) incredibly designed for improving the force of your attacks\.$
action setvariable foi 15 when (is|are) amazingly designed for improving the force of your attacks\.$
action setvariable foi 16 when (is|are) unbelievably designed for improving the force of your attacks\.$
action setvariable foi 17 when (is|are) perfectly designed for improving the force of your attacks\.$
action setvariable balance 0 when ^You are certain that .+ (is|are) not balanced and
action setvariable balance 1 when ^You are certain that .+ (is|are) terribly balanced and
action setvariable balance 2 when ^You are certain that .+ (is|are) dismally balanced and
action setvariable balance 3 when ^You are certain that .+ (is|are) poorly balanced and
action setvariable balance 4 when ^You are certain that .+ (is|are) inadequately balanced and
action setvariable balance 5 when ^You are certain that .+ (is|are) fairly balanced and
action setvariable balance 6 when ^You are certain that .+ (is|are) decently balanced and
action setvariable balance 7 when ^You are certain that .+ (is|are) reasonably balanced and
action setvariable balance 8 when ^You are certain that .+ (is|are) soundly balanced and
action setvariable balance 9 when ^You are certain that .+ (is|are) well balanced and
action setvariable balance 10 when ^You are certain that .+ (is|are) very well balanced and
action setvariable balance 11 when ^You are certain that .+ (is|are) extremely well balanced and
action setvariable balance 12 when ^You are certain that .+ (is|are) excellently balanced and
action setvariable balance 13 when ^You are certain that .+ (is|are) superbly balanced and
action setvariable balance 14 when ^You are certain that .+ (is|are) incredibly balanced and
action setvariable balance 15 when ^You are certain that .+ (is|are) amazingly balanced and
action setvariable balance 16 when ^You are certain that .+ (is|are) unbelievably balanced and
action setvariable balance 17 when ^You are certain that .+ (is|are) perfectly balanced and
action setvariable power 0 when ^You are certain that.+balanced and (is|are) not suited (to gaining extra|for adding) attack power from
action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from
action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from
action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from
action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from
action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from
action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from
action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from
action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from
action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from
action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from
action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from
action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from
action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from
action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from
action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from
action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelievably suited (to gaining extra|for adding) attack power from
action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from
action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a \w+ of this type
action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a \w+ of this type
action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a \w+ of this type
action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a \w+ of this type
action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a \w+ of this type
action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a \w+ of this type
action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a \w+ of this type
action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a \w+ of this type
action setvariable adjdraw no when ^The \S+ does not appear to have an adjustable draw strength\.$
action setvariable adjdraw yes when ^The \S+ has an adjustable draw strength\.$

action setvariable atype 4-plate when (is|are) plate armor\.$
action setvariable atype 3-brigandine when (is|are) brigandine armor\.$
action setvariable atype 2-chain when (is|are) chain armor\.$
action setvariable atype 1-light when (is|are) light armor\.$
action setvariable covershead yes when ^\s+head$
action setvariable coverseyes yes when ^\s+(right|left) eye$
action setvariable coversneck yes when ^\s+neck$
action setvariable coverschest yes when ^\s+chest$
action setvariable coversabdomen yes when ^\s+abdomen$
action setvariable coversback yes when ^\s+back$
action setvariable coversarms yes when ^\s+(right|left) arm$
action setvariable covershands yes when ^\s+(right|left) hand$
action setvariable coverslegs yes when ^\s+(right|left) leg$

action setvariable stype 1-small when is small in size\.$
action setvariable stype 2-medium when is medium in size\.$
action setvariable stype 3-large when is large in size\.$
action setvariable shdhindrance 0 when ^You are certain that it imposes no maneuvering hindrance\.$
action setvariable shdhindrance 1 when ^You are certain that it imposes insignificant maneuvering hindrance\.$
action setvariable shdhindrance 2 when ^You are certain that it imposes trivial maneuvering hindrance\.$
action setvariable shdhindrance 3 when ^You are certain that it imposes light maneuvering hindrance\.$
action setvariable shdhindrance 4 when ^You are certain that it imposes minor maneuvering hindrance\.$
action setvariable shdhindrance 5 when ^You are certain that it imposes fair maneuvering hindrance\.$
action setvariable shdhindrance 6 when ^You are certain that it imposes mild maneuvering hindrance\.$
action setvariable shdhindrance 7 when ^You are certain that it imposes moderate maneuvering hindrance\.$
action setvariable shdhindrance 8 when ^You are certain that it imposes noticeable maneuvering hindrance\.$
action setvariable shdhindrance 9 when ^You are certain that it imposes high maneuvering hindrance\.$
action setvariable shdhindrance 10 when ^You are certain that it imposes significant maneuvering hindrance\.$
action setvariable shdhindrance 11 when ^You are certain that it imposes great maneuvering hindrance\.$
action setvariable shdhindrance 12 when ^You are certain that it imposes extreme maneuvering hindrance\.$
action setvariable shdhindrance 13 when ^You are certain that it imposes debilitating maneuvering hindrance\.$
action setvariable shdhindrance 14 when ^You are certain that it imposes overwhelming maneuvering hindrance\.$
action setvariable shdhindrance 15 when ^You are certain that it imposes insane maneuvering hindrance\.$
action setvariable smin 0 when ^You are certain that .+ offers no to
action setvariable smin 1 when ^You are certain that .+ offers extremely terrible to
action setvariable smin 2 when ^You are certain that .+ offers terrible to
action setvariable smin 3 when ^You are certain that .+ offers dismal to
action setvariable smin 4 when ^You are certain that .+ offers very poor to
action setvariable smin 5 when ^You are certain that .+ offers poor to
action setvariable smin 6 when ^You are certain that .+ offers rather low to
action setvariable smin 7 when ^You are certain that .+ offers low to
action setvariable smin 8 when ^You are certain that .+ offers fair to
action setvariable smin 9 when ^You are certain that .+ offers better than fair to
action setvariable smin 10 when ^You are certain that .+ offers moderate to
action setvariable smin 11 when ^You are certain that .+ offers moderately good to
action setvariable smin 12 when ^You are certain that .+ offers good to
action setvariable smin 13 when ^You are certain that .+ offers very good to
action setvariable smin 14 when ^You are certain that .+ offers high to
action setvariable smin 15 when ^You are certain that .+ offers very high to
action setvariable smin 16 when ^You are certain that .+ offers great to
action setvariable smin 17 when ^You are certain that .+ offers very great to
action setvariable smin 18 when ^You are certain that .+ offers exceptional to
action setvariable smin 19 when ^You are certain that .+ offers very exceptional to
action setvariable smin 20 when ^You are certain that .+ offers impressive to
action setvariable smin 21 when ^You are certain that .+ offers very impressive to
action setvariable smin 22 when ^You are certain that .+ offers amazing to
action setvariable smin 23 when ^You are certain that .+ offers incredible to
action setvariable smin 24 when ^You are certain that .+ offers tremendous to
action setvariable smin 25 when ^You are certain that .+ offers unbelievable to
action setvariable smin 26 when ^You are certain that .+ offers god-like to
action setvariable smax 0 when ^You are certain that.+offers.+ to no protection\.$
action setvariable smax 1 when ^You are certain that.+offers.+ to extremely terrible protection\.$
action setvariable smax 2 when ^You are certain that.+offers.+ to terrible protection\.$
action setvariable smax 3 when ^You are certain that.+offers.+ to dismal protection\.$
action setvariable smax 4 when ^You are certain that.+offers.+ to very poor protection\.$
action setvariable smax 5 when ^You are certain that.+offers.+ to poor protection\.$
action setvariable smax 6 when ^You are certain that.+offers.+ to rather low protection\.$
action setvariable smax 7 when ^You are certain that.+offers.+ to low protection\.$
action setvariable smax 8 when ^You are certain that.+offers.+ to fair protection\.$
action setvariable smax 9 when ^You are certain that.+offers.+ to better than fair protection\.$
action setvariable smax 10 when ^You are certain that.+offers.+ to moderate protection\.$
action setvariable smax 11 when ^You are certain that.+offers.+ to moderately good protection\.$
action setvariable smax 12 when ^You are certain that.+offers.+ to good protection\.$
action setvariable smax 13 when ^You are certain that.+offers.+ to very good protection\.$
action setvariable smax 14 when ^You are certain that.+offers.+ to high protection\.$
action setvariable smax 15 when ^You are certain that.+offers.+ to very high protection\.$
action setvariable smax 16 when ^You are certain that.+offers.+ to great protection\.$
action setvariable smax 17 when ^You are certain that.+offers.+ to very great protection\.$
action setvariable smax 18 when ^You are certain that.+offers.+ to exceptional protection\.$
action setvariable smax 19 when ^You are certain that.+offers.+ to very exceptional protection\.$
action setvariable smax 20 when ^You are certain that.+offers.+ to impressive protection\.$
action setvariable smax 21 when ^You are certain that.+offers.+ to very impressive protection\.$
action setvariable smax 22 when ^You are certain that.+offers.+ to amazing protection\.$
action setvariable smax 23 when ^You are certain that.+offers.+ to incredible protection\.$
action setvariable smax 24 when ^You are certain that.+offers.+ to tremendous protection\.$
action setvariable smax 25 when ^You are certain that.+offers.+ to unbelievable protection\.$
action setvariable smax 26 when ^You are certain that.+offers.+ to god-like protection\.$

action setvariable mhindrance 0 when ^You feel certain that .+ appears? to impose no maneuvering hindrance
action setvariable mhindrance 1 when ^You feel certain that .+ appears? to impose insignificant maneuvering hindrance
action setvariable mhindrance 2 when ^You feel certain that .+ appears? to impose light maneuvering hindrance
action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance
action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance
action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose high maneuvering hindrance
action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose great maneuvering hindrance
action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance
action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose insane maneuvering hindrance
action setvariable shindrance 0 when ^You feel certain that.+maneuvering hindrance and no stealth hindrance, offering:
action setvariable shindrance 1 when ^You feel certain that.+maneuvering hindrance and insignificant stealth hindrance, offering:
action setvariable shindrance 2 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering:
action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering:
action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering:
action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering:
action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering:
action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering:
action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and insane stealth hindrance, offering:
action setvariable puncturep 1 when ^\s+poor protection and.+absorption for puncture attacks
action setvariable puncturep 2 when ^\s+low protection and.+absorption for puncture attacks
action setvariable puncturep 3 when ^\s+fair protection and.+absorption for puncture attacks
action setvariable puncturep 4 when ^\s+moderate protection and.+absorption for puncture attacks
action setvariable puncturep 5 when ^\s+good protection and.+absorption for puncture attacks
action setvariable puncturep 6 when ^\s+very good protection and.+absorption for puncture attacks
action setvariable puncturep 7 when ^\s+high protection and.+absorption for puncture attacks
action setvariable puncturep 8 when ^\s+very high protection and.+absorption for puncture attacks
action setvariable puncturep 9 when ^\s+great protection and.+absorption for puncture attacks
action setvariable puncturep 10 when ^\s+very great protection and.+absorption for puncture attacks
action setvariable puncturep 11 when ^\s+extreme protection and.+absorption for puncture attacks
action setvariable puncturep 12 when ^\s+exceptional protection and.+absorption for puncture attacks
action setvariable puncturep 13 when ^\s+incredible protection and.+absorption for puncture attacks
action setvariable puncturep 14 when ^\s+amazing protection and.+absorption for puncture attacks
action setvariable puncturep 15 when ^\s+unbelievable protection and.+absorption for puncture attacks
action setvariable slicep 1 when ^\s+poor protection and.+absorption for slice attacks
action setvariable slicep 2 when ^\s+low protection and.+absorption for slice attacks
action setvariable slicep 3 when ^\s+fair protection and.+absorption for slice attacks
action setvariable slicep 4 when ^\s+moderate protection and.+absorption for slice attacks
action setvariable slicep 5 when ^\s+good protection and.+absorption for slice attacks
action setvariable slicep 6 when ^\s+very good protection and.+absorption for slice attacks
action setvariable slicep 7 when ^\s+high protection and.+absorption for slice attacks
action setvariable slicep 8 when ^\s+very high protection and.+absorption for slice attacks
action setvariable slicep 9 when ^\s+great protection and.+absorption for slice attacks
action setvariable slicep 10 when ^\s+very great protection and.+absorption for slice attacks
action setvariable slicep 11 when ^\s+extreme protection and.+absorption for slice attacks
action setvariable slicep 12 when ^\s+exceptional protection and.+absorption for slice attacks
action setvariable slicep 13 when ^\s+incredible protection and.+absorption for slice attacks
action setvariable slicep 14 when ^\s+amazing protection and.+absorption for slice attacks
action setvariable slicep 15 when ^\s+unbelievable protection and.+absorption for slice attacks
action setvariable impactp 1 when ^\s+poor protection and.+absorption for impact attacks
action setvariable impactp 2 when ^\s+low protection and.+absorption for impact attacks
action setvariable impactp 3 when ^\s+fair protection and.+absorption for impact attacks
action setvariable impactp 4 when ^\s+moderate protection and.+absorption for impact attacks
action setvariable impactp 5 when ^\s+good protection and.+absorption for impact attacks
action setvariable impactp 6 when ^\s+very good protection and.+absorption for impact attacks
action setvariable impactp 7 when ^\s+high protection and.+absorption for impact attacks
action setvariable impactp 8 when ^\s+very high protection and.+absorption for impact attacks
action setvariable impactp 9 when ^\s+great protection and.+absorption for impact attacks
action setvariable impactp 10 when ^\s+very great protection and.+absorption for impact attacks
action setvariable impactp 11 when ^\s+extreme protection and.+absorption for impact attacks
action setvariable impactp 12 when ^\s+exceptional protection and.+absorption for impact attacks
action setvariable impactp 13 when ^\s+incredible protection and.+absorption for impact attacks
action setvariable impactp 14 when ^\s+amazing protection and.+absorption for impact attacks
action setvariable impactp 15 when ^\s+unbelievable protection and.+absorption for impact attacks
action setvariable firep 1 when ^\s+poor protection and.+absorption for fire attacks
action setvariable firep 2 when ^\s+low protection and.+absorption for fire attacks
action setvariable firep 3 when ^\s+fair protection and.+absorption for fire attacks
action setvariable firep 4 when ^\s+moderate protection and.+absorption for fire attacks
action setvariable firep 5 when ^\s+good protection and.+absorption for fire attacks
action setvariable firep 6 when ^\s+very good protection and.+absorption for fire attacks
action setvariable firep 7 when ^\s+high protection and.+absorption for fire attacks
action setvariable firep 8 when ^\s+very high protection and.+absorption for fire attacks
action setvariable firep 9 when ^\s+great protection and.+absorption for fire attacks
action setvariable firep 10 when ^\s+very great protection and.+absorption for fire attacks
action setvariable firep 11 when ^\s+extreme protection and.+absorption for fire attacks
action setvariable firep 12 when ^\s+exceptional protection and.+absorption for fire attacks
action setvariable firep 13 when ^\s+incredible protection and.+absorption for fire attacks
action setvariable firep 14 when ^\s+amazing protection and.+absorption for fire attacks
action setvariable firep 15 when ^\s+unbelievable protection and.+absorption for fire attacks
action setvariable coldp 1 when ^\s+poor protection and.+absorption for cold attacks
action setvariable coldp 2 when ^\s+low protection and.+absorption for cold attacks
action setvariable coldp 3 when ^\s+fair protection and.+absorption for cold attacks
action setvariable coldp 4 when ^\s+moderate protection and.+absorption for cold attacks
action setvariable coldp 5 when ^\s+good protection and.+absorption for cold attacks
action setvariable coldp 6 when ^\s+very good protection and.+absorption for cold attacks
action setvariable coldp 7 when ^\s+high protection and.+absorption for cold attacks
action setvariable coldp 8 when ^\s+very high protection and.+absorption for cold attacks
action setvariable coldp 9 when ^\s+great protection and.+absorption for cold attacks
action setvariable coldp 10 when ^\s+very great protection and.+absorption for cold attacks
action setvariable coldp 11 when ^\s+extreme protection and.+absorption for cold attacks
action setvariable coldp 12 when ^\s+exceptional protection and.+absorption for cold attacks
action setvariable coldp 13 when ^\s+incredible protection and.+absorption for cold attacks
action setvariable coldp 14 when ^\s+amazing protection and.+absorption for cold attacks
action setvariable coldp 15 when ^\s+unbelievable protection and.+absorption for cold attacks
action setvariable electricp 1 when ^\s+poor protection and.+absorption for electrical attacks
action setvariable electricp 2 when ^\s+low protection and.+absorption for electrical attacks
action setvariable electricp 3 when ^\s+fair protection and.+absorption for electrical attacks
action setvariable electricp 4 when ^\s+moderate protection and.+absorption for electrical attacks
action setvariable electricp 5 when ^\s+good protection and.+absorption for electrical attacks
action setvariable electricp 6 when ^\s+very good protection and.+absorption for electrical attacks
action setvariable electricp 7 when ^\s+high protection and.+absorption for electrical attacks
action setvariable electricp 8 when ^\s+very high protection and.+absorption for electrical attacks
action setvariable electricp 9 when ^\s+great protection and.+absorption for electrical attacks
action setvariable electricp 10 when ^\s+very great protection and.+absorption for electrical attacks
action setvariable electricp 11 when ^\s+extreme protection and.+absorption for electrical attacks
action setvariable electricp 12 when ^\s+exceptional protection and.+absorption for electrical attacks
action setvariable electricp 13 when ^\s+incredible protection and.+absorption for electrical attacks
action setvariable electricp 14 when ^\s+amazing protection and.+absorption for electrical attacks
action setvariable electricp 15 when ^\s+unbelievable protection and.+absorption for electrical attacks
action setvariable puncturea 1 when ^\s.+protection and very poor damage absorption for puncture attacks
action setvariable puncturea 2 when ^\s.+protection and poor damage absorption for puncture attacks
action setvariable puncturea 3 when ^\s.+protection and low damage absorption for puncture attacks
action setvariable puncturea 4 when ^\s.+protection and somewhat fair damage absorption for puncture attacks
action setvariable puncturea 5 when ^\s.+protection and fair damage absorption for puncture attacks
action setvariable puncturea 6 when ^\s.+protection and moderate damage absorption for puncture attacks
action setvariable puncturea 7 when ^\s.+protection and good damage absorption for puncture attacks
action setvariable puncturea 8 when ^\s.+protection and very good damage absorption for puncture attacks
action setvariable puncturea 9 when ^\s.+protection and high damage absorption for puncture attacks
action setvariable puncturea 10 when ^\s.+protection and very high damage absorption for puncture attacks
action setvariable puncturea 11 when ^\s.+protection and great damage absorption for puncture attacks
action setvariable puncturea 12 when ^\s.+protection and very great damage absorption for puncture attacks
action setvariable puncturea 13 when ^\s.+protection and extreme damage absorption for puncture attacks
action setvariable puncturea 14 when ^\s.+protection and exceptional damage absorption for puncture attacks
action setvariable puncturea 15 when ^\s.+protection and incredible damage absorption for puncture attacks
action setvariable puncturea 16 when ^\s.+protection and amazing damage absorption for puncture attacks
action setvariable puncturea 17 when ^\s.+protection and unbelievable damage absorption for puncture attacks
action setvariable slicea 1 when ^\s.+protection and very poor damage absorption for slice attacks
action setvariable slicea 2 when ^\s.+protection and poor damage absorption for slice attacks
action setvariable slicea 3 when ^\s.+protection and low damage absorption for slice attacks
action setvariable slicea 4 when ^\s.+protection and somewhat fair damage absorption for slice attacks
action setvariable slicea 5 when ^\s.+protection and fair damage absorption for slice attacks
action setvariable slicea 6 when ^\s.+protection and moderate damage absorption for slice attacks
action setvariable slicea 7 when ^\s.+protection and good damage absorption for slice attacks
action setvariable slicea 8 when ^\s.+protection and very good damage absorption for slice attacks
action setvariable slicea 9 when ^\s.+protection and high damage absorption for slice attacks
action setvariable slicea 10 when ^\s.+protection and very high damage absorption for slice attacks
action setvariable slicea 11 when ^\s.+protection and great damage absorption for slice attacks
action setvariable slicea 12 when ^\s.+protection and very great damage absorption for slice attacks
action setvariable slicea 13 when ^\s.+protection and extreme damage absorption for slice attacks
action setvariable slicea 14 when ^\s.+protection and exceptional damage absorption for slice attacks
action setvariable slicea 15 when ^\s.+protection and incredible damage absorption for slice attacks
action setvariable slicea 16 when ^\s.+protection and amazing damage absorption for slice attacks
action setvariable slicea 17 when ^\s.+protection and unbelievable damage absorption for slice attacks
action setvariable impacta 1 when ^\s.+protection and very poor damage absorption for impact attacks
action setvariable impacta 2 when ^\s.+protection and poor damage absorption for impact attacks
action setvariable impacta 3 when ^\s.+protection and low damage absorption for impact attacks
action setvariable impacta 4 when ^\s.+protection and somewhat fair damage absorption for impact attacks
action setvariable impacta 5 when ^\s.+protection and fair damage absorption for impact attacks
action setvariable impacta 6 when ^\s.+protection and moderate damage absorption for impact attacks
action setvariable impacta 7 when ^\s.+protection and good damage absorption for impact attacks
action setvariable impacta 8 when ^\s.+protection and very good damage absorption for impact attacks
action setvariable impacta 9 when ^\s.+protection and high damage absorption for impact attacks
action setvariable impacta 10 when ^\s.+protection and very high damage absorption for impact attacks
action setvariable impacta 11 when ^\s.+protection and great damage absorption for impact attacks
action setvariable impacta 12 when ^\s.+protection and very great damage absorption for impact attacks
action setvariable impacta 13 when ^\s.+protection and extreme damage absorption for impact attacks
action setvariable impacta 14 when ^\s.+protection and exceptional damage absorption for impact attacks
action setvariable impacta 15 when ^\s.+protection and incredible damage absorption for impact attacks
action setvariable impacta 16 when ^\s.+protection and amazing damage absorption for impact attacks
action setvariable impacta 17 when ^\s.+protection and unbelievable damage absorption for impact attacks
action setvariable firea 1 when ^\s.+protection and very poor damage absorption for fire attacks
action setvariable firea 2 when ^\s.+protection and poor damage absorption for fire attacks
action setvariable firea 3 when ^\s.+protection and low damage absorption for fire attacks
action setvariable firea 4 when ^\s.+protection and somewhat fair damage absorption for fire attacks
action setvariable firea 5 when ^\s.+protection and fair damage absorption for fire attacks
action setvariable firea 6 when ^\s.+protection and moderate damage absorption for fire attacks
action setvariable firea 7 when ^\s.+protection and good damage absorption for fire attacks
action setvariable firea 8 when ^\s.+protection and very good damage absorption for fire attacks
action setvariable firea 9 when ^\s.+protection and high damage absorption for fire attacks
action setvariable firea 10 when ^\s.+protection and very high damage absorption for fire attacks
action setvariable firea 11 when ^\s.+protection and great damage absorption for fire attacks
action setvariable firea 12 when ^\s.+protection and very great damage absorption for fire attacks
action setvariable firea 13 when ^\s.+protection and extreme damage absorption for fire attacks
action setvariable firea 14 when ^\s.+protection and exceptional damage absorption for fire attacks
action setvariable firea 15 when ^\s.+protection and incredible damage absorption for fire attacks
action setvariable firea 16 when ^\s.+protection and amazing damage absorption for fire attacks
action setvariable firea 17 when ^\s.+protection and unbelievable damage absorption for fire attacks
action setvariable colda 1 when ^\s.+protection and very poor damage absorption for cold attacks
action setvariable colda 2 when ^\s.+protection and poor damage absorption for cold attacks
action setvariable colda 3 when ^\s.+protection and low damage absorption for cold attacks
action setvariable colda 4 when ^\s.+protection and somewhat fair damage absorption for cold attacks
action setvariable colda 5 when ^\s.+protection and fair damage absorption for cold attacks
action setvariable colda 6 when ^\s.+protection and moderate damage absorption for cold attacks
action setvariable colda 7 when ^\s.+protection and good damage absorption for cold attacks
action setvariable colda 8 when ^\s.+protection and very good damage absorption for cold attacks
action setvariable colda 9 when ^\s.+protection and high damage absorption for cold attacks
action setvariable colda 10 when ^\s.+protection and very high damage absorption for cold attacks
action setvariable colda 11 when ^\s.+protection and great damage absorption for cold attacks
action setvariable colda 12 when ^\s.+protection and very great damage absorption for cold attacks
action setvariable colda 13 when ^\s.+protection and extreme damage absorption for cold attacks
action setvariable colda 14 when ^\s.+protection and exceptional damage absorption for cold attacks
action setvariable colda 15 when ^\s.+protection and incredible damage absorption for cold attacks
action setvariable colda 16 when ^\s.+protection and amazing damage absorption for cold attacks
action setvariable colda 17 when ^\s.+protection and unbelievable damage absorption for cold attacks
action setvariable electrica 1 when ^\s.+protection and very poor damage absorption for electrical attacks
action setvariable electrica 2 when ^\s.+protection and poor damage absorption for electrical attacks
action setvariable electrica 3 when ^\s.+protection and low damage absorption for electrical attacks
action setvariable electrica 4 when ^\s.+protection and somewhat fair damage absorption for electrical attacks
action setvariable electrica 5 when ^\s.+protection and fair damage absorption for electrical attacks
action setvariable electrica 6 when ^\s.+protection and moderate damage absorption for electrical attacks
action setvariable electrica 7 when ^\s.+protection and good damage absorption for electrical attacks
action setvariable electrica 8 when ^\s.+protection and very good damage absorption for electrical attacks
action setvariable electrica 9 when ^\s.+protection and high damage absorption for electrical attacks
action setvariable electrica 10 when ^\s.+protection and very high damage absorption for electrical attacks
action setvariable electrica 11 when ^\s.+protection and great damage absorption for electrical attacks
action setvariable electrica 12 when ^\s.+protection and very great damage absorption for electrical attacks
action setvariable electrica 13 when ^\s.+protection and extreme damage absorption for electrical attacks
action setvariable electrica 14 when ^\s.+protection and exceptional damage absorption for electrical attacks
action setvariable electrica 15 when ^\s.+protection and incredible damage absorption for electrical attacks
action setvariable electrica 16 when ^\s.+protection and amazing damage absorption for electrical attacks
action setvariable electrica 17 when ^\s.+protection and unbelievable damage absorption for electrical attacks

action setvariable construction 1 when ^You are certain that.+(is|are) extremely weak and easily damaged,
action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged,
action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged,
action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged,
action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage,
action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage,
action setvariable construction 7 when ^You are certain that.+(is|are) appreciably susceptible to damage,
action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage,
action setvariable construction 9 when ^You are certain that.+(is|are) of average construction,
action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage,
action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage,
action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage,
action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage,
action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage,
action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage,
action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage,
action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage,
action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage,

action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$
action setvariable weight 1 when ^You are.+that the .+ (is|are) immovable.
action setvariable wearloc 01-head+ when ^It appears that the .+ can be worn on the head\.$
action setvariable wearloc 04-hair-placed when ^It appears that .+ can be worn in the hair\.$
action setvariable wearloc 06-right eye when ^It appears that .+ can be worn on the right eye\.$
action setvariable wearloc 07-left eye when ^It appears that .+ can be worn on the left eye\.$
action setvariable wearloc 08-ear when ^It appears that .+ can be worn in one ear
action setvariable wearloc 09-ears when ^It appears that .+ can be worn in both ears
action setvariable wearloc 10-nose when ^It appears that .+ can be worn on the nose\.$
action setvariable wearloc 11-neck when ^It appears that .+ can be worn around the neck\.$
action setvariable wearloc 12-shoulders when ^It appears that .+ can be draped over the shoulders\.$
action setvariable wearloc 13-body when ^It appears that .+ can be worn\.$
action setvariable wearloc 14-shoulder when ^It appears that .+ can be slung over one shoulder\.$
action setvariable wearloc 15-shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$
action setvariable wearloc 16-shirt- when ^It appears that .+ can be worn like a shirt or robe\.$
action setvariable wearloc 17-back when ^It appears that .+ can be worn on the back\.$
action setvariable wearloc 18-upper arm when ^It appears that .+ can be worn on the upper ?arm\.$
action setvariable wearloc 21-left arm-s when ^This shield is \S+ in size\.$
action setvariable wearloc 22-wrist when ^It appears that .+ can be worn on the wrist\.$
action setvariable wearloc 25-hands when ^It appears that .+ can be worn on the hands\.$
action setvariable wearloc 26-finger when ^It appears that .+ can be worn around the finger\.$
action setvariable wearloc 27-waist when ^It appears that .+ can be worn around the waist\.$
action setvariable wearloc 28-belt when ^It appears that .+ can be worn attached to a belt\.$
action setvariable wearloc 28-belt when ^The gem pouch is made for easy storage of gems
action setvariable wearloc 29-tail when ^It appears that .+ can be worn around the tail\.$
action setvariable wearloc 30-pants+ when ^It appears that .+ can be worn like pants or a skirt\.$
action setvariable wearloc 32-thigh when ^It appears that .+ can be worn on the thigh\.$
action setvariable wearloc 34-ankle when ^It appears that .+ can be worn around the ankle\.$
action setvariable wearloc 36-feet when ^It appears that .+ can be worn on the feet\.$
action setvariable wearloc armor when ^The .+ looks? like (it|they) offers? protection for the following areas:$
action setvariable appcostk $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:kronars)\.$
action setvariable appcostk 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:kronar)\.$
action setvariable appcostk 0 when ^You are certain that .+ (is|are) worth exactly nothing\.$
action setvariable appcostk - when ^There doesn't appear to be anything in the gem pouch\.$
action setvariable appcostk - when is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions\.$
action setvariable appcostl $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:lirums)\.$
action setvariable appcostl 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:lirum)\.$
action setvariable appcostd $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:dokoras)\.$
action setvariable appcostd 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:dokora)\.$
action setvariable maxcharge $1 when ^You are certain that the .+ holds? exactly (\d+) mana\.$

action setvariable ilsize $1;setvariable iwsize $2;setvariable ihsize $3;setvariable csize $4 when ^You compare your .+ with the .+ yardstick several times and are certain the interior length measures (.+) spans?, the interior width measures (.+) spans?, the interior height measures (.+) spans? and the .+ appears capable of holding about (\d+) stones of weight\.$

action setvariable volume $1 when ^About (\d+) volume of metal was used in this item's construction\.$
action setvariable composition $1 when ^The metal appears to be composed of: (.+)\.$

action setvariable volume N/A;setvariable composition N/A when ^You are unable to learn anything about the


put #echo mono ITEM TYPE:
put #echo
put #echo mono 1:	Weapon: Melee/Thrown
put #echo
put #echo mono 2:	Weapon: Ranged
put #echo
put #echo mono 3:	Weapon: Ammunition
put #echo
put #echo mono 4:	Weapon: Brawling
put #echo
put #echo mono 5:	Weapon: Parry Stick
put #echo
put #echo mono 6:	Shield
put #echo
put #echo mono 7:	Armor
put #echo
put #echo mono 8:	Cambrinth/Gaethzen
put #echo
put #echo mono 9:	Container (requires yardstick)
put #echo
put #echo mono Enter Type Number:

matchre WeaponApp1 ^1
matchre WeaponApp2 ^2
matchre WeaponApp3 ^3
matchre WeaponApp4 ^4
matchre WeaponApp5 ^5
matchre ShieldApp ^6
matchre ArmorApp ^7
matchre CambrinthApp ^8
matchre ContainerApp ^9
matchwait

WeaponApp1:
var formtype weapon1
var logtype WeaponMelee
goto appraise

WeaponApp2:
var formtype weapon2
var logtype WeaponRanged
goto appraise

WeaponApp3:
var formtype weapon3
var logtype WeaponRanged
goto appraise

WeaponApp4:
var formtype weapon4
var logtype WeaponMelee
goto appraise

WeaponApp5:
var formtype weapon5
var logtype WeaponMelee
goto appraise

ShieldApp:
var formtype shield
var logtype Shield
goto appraise

ArmorApp:
var formtype armor
var logtype Armor
goto appraise

CambrinthApp:
var formtype cambrinth
var logtype Cambrinth
goto appraise

ContainerApp:
var formtype container
var logtype Container
goto appraise

appraise:
gosub VarBlank
send inventory held
waitforre ^In your (right|left) hand|^Both of your hands are empty
send look my %1 %2
pause
send appraise my %1 %2 careful
wait
pause .5
if %appcostl > 0 then evalmath appcostk round(%appcostl/0.8)
if %appcostd > 0 then evalmath appcostk round(%appcostd/0.7216)
send analyze my %1 %2
wait
pause .5
gosub %formtype

VarBlank:
var sourcetype 10-unknown (check)
var wtype1 ERROR
var wtype2 ERROR
var wtrains ERROR
var wtrains2 ERROR
var volume ERROR
var composition ERROR
var brawltype ERROR
var range ERROR
var rangefactor ERROR
var puncture ERROR
var slice ERROR
var impact ERROR
var fire ERROR
var cold ERROR
var electric ERROR
var foi ERROR
var balance ERROR
var power ERROR
var drawstrength 0
var adjdraw N/A
var atype ERROR
var covershead no
var coverseyes no
var coversneck no
var coverschest no
var coversabdomen no
var coversback no
var coversarms no
var covershands no
var coverslegs no
var area ERROR
var stype ERROR
var sizefactor ERROR
var smin ERROR
var smax ERROR
var shdhindrance ERROR
var mhindrance ERROR
var shindrance ERROR
var slicep ERROR
var slicea ERROR
var puncturep ERROR
var puncturea ERROR
var impactp ERROR
var impacta ERROR
var firep ERROR
var firea ERROR
var coldp ERROR
var colda ERROR
var electricp ERROR
var electrica ERROR
var construction ERROR
var sumd ERROR
var sumpd ERROR
var sumed ERROR
var meand ERROR
var meanpd ERROR
var meaned ERROR
var sumshield ERROR
var sumpro ERROR
var sumabs ERROR
var sumpdef ERROR
var sumedef ERROR
var sumdef ERROR
var sumhin ERROR
var meanpro ERROR
var meanabs ERROR
var meanpdef ERROR
var meanedef ERROR
var meanhin ERROR
var qpointsw ERROR
var qpointss ERROR
var qpointsa ERROR
var qpointsww ERROR
var qpointssw ERROR
var qpointsaw ERROR
var ilsize ERROR
var iwsize ERROR
var ihsize ERROR
var wearloc -
return

weapon1:
if %range = pole then var rangefactor 1
if %range = melee then var rangefactor 0
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

if %wtype2 = ERROR then
{

put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #echo
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end
}
if %wtype2 != ERROR then
{
var range ranged

put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end
}

weapon2:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)


put #echo mono Stats for %tap
put #echo
put #echo mono Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

weapon3:
var foi 0
var balance 0
var power 0
var drawstrength 0
var adjdraw N/A
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)


put #echo mono Stats for %tap
put #echo
put #echo mono Total Ammo Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Ammo Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

weapon4:
var sumed 0
var meaned 0
var balance 0
var power 0
var range 3-melee
if (matchre ("%tap", "(claws|handwraps?|knuckleguards?|knuckles?)")) then var brawltype 3hand
if (matchre ("%tap", "(elbow)")) then var brawltype 2elbow
if (matchre ("%tap", "(knee)")) then var brawltype 4knee
if (matchre ("%tap", "(footwraps?)")) then var brawltype 5foot
if %impact != ERROR then
{
evalmath sumd %puncture + %slice + %impact
evalmath sumpd %puncture + %slice + %impact
evalmath meand round((%sumpd/3),1)
evalmath meanpd round((%sumpd/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
if %impact = ERROR then
{
var impact 0
evalmath sumd %puncture + %slice
evalmath sumpd %puncture + %slice
evalmath meand round((%sumpd/2),1)
evalmath meanpd round((%sumpd/2),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}

put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo
put #echo mono Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

weapon5:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
var foi 0
var range 3-melee
evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)


put #echo mono Stats for %tap
put #echo
put #echo mono Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #echo
put #echo mono Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

shield:
if %stype = large then var sizefactor 2
if %stype = medium then var sizefactor 1
if %stype = small then var sizefactor 0
evalmath sumshield %smin + %smax
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointss round((%smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor),1)
evalmath qpointssw round((%qpointss/(%weight_weight*%weight)),1)


put #echo mono Stats for %tap
put #echo
put #echo mono Total Shield Protection: %sumshield
put #echo
put #echo mono Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #echo
put #echo mono Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Shield Protection: %sumshield
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

armor:
evalmath sumpro %puncturep + %slicep + %impactp + %firep + %coldp + %electricp
evalmath sumabs %puncturea + %slicea + %impacta + %firea + %colda + %electrica
evalmath sumpdef %puncturep + %slicep + %impactp + %puncturea + %slicea + %impacta
evalmath sumedef %firep + %coldp + %electricp + %firea + %colda + %electrica
evalmath sumdef %sumpro + %sumabs
evalmath sumhin %mhindrance + %shindrance
evalmath meanpro round((%sumpro/6),1)
evalmath meanabs round((%sumabs/6),1)
evalmath meanpdef round((%sumpdef/6),1)
evalmath meanedef round((%sumedef/6),1)
evalmath meanhin round((%sumhin/2),1)
evalmath qpointsa round((%sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance),1)
evalmath qpointsaw round((%qpointsa/(%weight_weight*%weight)),1)
if %covershead = yes && %coverseyes = yes && %coversneck = yes then var area 01-head/eyes/neck
if %covershead = yes && %coverseyes = yes && %coversneck = no then var area 02-head/eyes
if %covershead = yes && %coverseyes = no && %coversneck = yes then var area 03-head/neck
if %covershead = yes && %coverseyes = no && %coversneck = no then var area 04-head
if %covershead = no && %coverseyes = yes && %coversneck = no then var area 05-eyes
if %coversneck = yes && %coverschest = yes && %coversback = yes then var area 06-neck/chest/back
if %covershead = no && %coverseyes = no && %coversneck = yes && %coverschest = no && %coversback = no then var area 07-neck
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = yes then var area 08-torso/arms/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = no then var area 09-torso/arms
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = yes then var area 10-torso/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = no then var area 11-torso
if %coverschest = yes && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 12-chest/back
if %coverschest = yes && %coversabdomen = no && %coversback = no && %coversarms = no && %coverslegs = no then var area 13-chest
if %coverschest = no && %coversabdomen = yes && %coversback = no && %coversarms = no && %coverslegs = no then var area 14-abdomen
if %coverschest = no && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 15-back
if %coversarms = yes && %covershands = yes then var area 16-arms/hands
if %coverschest = no && %coversarms = yes && %covershands = no then var area 17-arms
if %coverschest = no && %coversarms = no && %covershands = yes then var area 18-hands
if %coverschest = no && %coversarms = no && %coverslegs = yes then var area 19-legs


put #echo mono Stats for %tap
put #echo
put #echo mono Total Armor Protection + Absorption: %sumdef
put #echo mono Total Armor Protection: %sumpro (mean: %meanpro)
put #echo mono Total Armor Absorption: %sumabs (mean: %meanabs)
put #echo mono Total Physical Defense: %sumpdef (mean: %meanpdef)
put #echo mono Total Elemental Defense: %sumedef (mean: %meanedef)
put #echo mono Total Armor Hindrance: %sumhin (mean: %meanhin)
put #echo
put #echo mono Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #echo
put #echo mono Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection + Absorption: %sumdef
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection: %sumpro (mean: %meanpro)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Absorption: %sumabs (mean: %meanabs)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Defense: %sumpdef (mean: %meanpdef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Defense: %sumedef (mean: %meanedef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Hindrance: %sumhin (mean: %meanhin)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

cambrinth:
if (matchre ("%look", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%look", "(gaethzen)")) then var manatype gaethzen
if (matchre ("%tap", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%tap", "(gaethzen)")) then var manatype gaethzen

put #echo mono Stats for %tap
put #echo
put #echo mono mana capacity: %maxcharge
put #echo mono wear location: %wearloc
put #echo mono weight: %weight
put #echo
put #echo mono %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt mana capacity: %maxcharge
put #log >ItemStatsReader-%logtype-$charactername.txt wear location: %wearloc
put #log >ItemStatsReader-%logtype-$charactername.txt weight: %weight
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

container:
send get my $yardstick
waitforre ^You glance|^You get|^You quietly get|^You are already holding that
send open my %1 %2
pause 1
send measure my %1 %2 with $yardstick
wait
pause .5
send stow my $yardstick
waitforre ^You put|^Stow what
gosub Dimensionset
evalmath volume %ilsize * %iwsize * %ihsize

put #echo mono Stats for %tap
put #echo
put #echo mono mono interior length: %ilsize
#echo mono interior width: %iwsize
put #echo mono interior height: %ihsize
put #echo mono carrying capacity: %csize stones
put #echo mono volume: %volume (%ilsize * %iwsize * %ihsize)
put #echo
put #echo mono %appcostk	%sourcetype	%source	%noun	%tap	%ilsize	%iwsize	%ihsize	%csize	%volume	%wearloc	%weight	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%noun	%tap	%ilsize	%iwsize	%ihsize	%csize	%volume	%wearloc	%weight	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt interior length: %ilsize
put #log >ItemStatsReader-%logtype-$charactername.txt interior width: %iwsize
put #log >ItemStatsReader-%logtype-$charactername.txt interior height: %ihsize
put #log >ItemStatsReader-%logtype-$charactername.txt carrying capacity: %csize stones
put #log >ItemStatsReader-%logtype-$charactername.txt volume: %volume (%ilsize * %iwsize * %ihsize)
put #log >ItemStatsReader-%logtype-$charactername.txt @

goto end

Dimensionset:
if %ilsize = one then var ilsize 1
if %ilsize = two then var ilsize 2
if %ilsize = three then var ilsize 3
if %ilsize = four then var ilsize 4
if %ilsize = five then var ilsize 5
if %ilsize = six then var ilsize 6
if %ilsize = seven then var ilsize 7
if %ilsize = eight then var ilsize 8
if %ilsize = nine then var ilsize 9
if %ilsize = ten then var ilsize 10
if %ilsize = eleven then var ilsize 11
if %ilsize = twelve then var ilsize 12
if %ilsize = thirteen then var ilsize 13
if %ilsize = fourteen then var ilsize 14
if %ilsize = fifteen then var ilsize 15
if %ilsize = sixteen then var ilsize 16
if %ilsize = seventeen then var ilsize 17
if %ilsize = eighteen then var ilsize 18
if %ilsize = nineteen then var ilsize 19
if %ilsize = twenty then var ilsize 20
if %ilsize = twenty-one then var ilsize 21
if %ilsize = twenty-two then var ilsize 22
if %ilsize = twenty-three then var ilsize 23
if %ilsize = twenty-four then var ilsize 24
if %ilsize = twenty-five then var ilsize 25
if %ilsize = twenty-six then var ilsize 26
if %ilsize = twenty-seven then var ilsize 27
if %ilsize = twenty-eight then var ilsize 28
if %ilsize = twenty-nine then var ilsize 29
if %ilsize = thirty then var ilsize 30
if %iwsize = one then var iwsize 1
if %iwsize = two then var iwsize 2
if %iwsize = three then var iwsize 3
if %iwsize = four then var iwsize 4
if %iwsize = five then var iwsize 5
if %iwsize = six then var iwsize 6
if %iwsize = seven then var iwsize 7
if %iwsize = eight then var iwsize 8
if %iwsize = nine then var iwsize 9
if %iwsize = ten then var iwsize 10
if %iwsize = eleven then var iwsize 11
if %iwsize = twelve then var iwsize 12
if %iwsize = thirteen then var iwsize 13
if %iwsize = fourteen then var iwsize 14
if %iwsize = fifteen then var iwsize 15
if %iwsize = sixteen then var iwsize 16
if %iwsize = seventeen then var iwsize 17
if %iwsize = eighteen then var iwsize 18
if %iwsize = nineteen then var iwsize 19
if %iwsize = twenty then var iwsize 20
if %iwsize = twenty-one then var iwsize 21
if %iwsize = twenty-two then var iwsize 22
if %iwsize = twenty-three then var iwsize 23
if %iwsize = twenty-four then var iwsize 24
if %iwsize = twenty-five then var iwsize 25
if %iwsize = twenty-six then var iwsize 26
if %iwsize = twenty-seven then var iwsize 27
if %iwsize = twenty-eight then var iwsize 28
if %iwsize = twenty-nine then var iwsize 29
if %iwsize = thirty then var iwsize 30
if %ihsize = one then var ihsize 1
if %ihsize = two then var ihsize 2
if %ihsize = three then var ihsize 3
if %ihsize = four then var ihsize 4
if %ihsize = five then var ihsize 5
if %ihsize = six then var ihsize 6
if %ihsize = seven then var ihsize 7
if %ihsize = eight then var ihsize 8
if %ihsize = nine then var ihsize 9
if %ihsize = ten then var ihsize 10
if %ihsize = eleven then var ihsize 11
if %ihsize = twelve then var ihsize 12
if %ihsize = thirteen then var ihsize 13
if %ihsize = fourteen then var ihsize 14
if %ihsize = fifteen then var ihsize 15
if %ihsize = sixteen then var ihsize 16
if %ihsize = seventeen then var ihsize 17
if %ihsize = eighteen then var ihsize 18
if %ihsize = nineteen then var ihsize 19
if %ihsize = twenty then var ihsize 20
if %ihsize = twenty-one then var ihsize 21
if %ihsize = twenty-two then var ihsize 22
if %ihsize = twenty-three then var ihsize 23
if %ihsize = twenty-four then var ihsize 24
if %ihsize = twenty-five then var ihsize 25
if %ihsize = twenty-six then var ihsize 26
if %ihsize = twenty-seven then var ihsize 27
if %ihsize = twenty-eight then var ihsize 28
if %ihsize = twenty-nine then var ihsize 29
if %ihsize = thirty then var ihsize 30
return

return:
return

end:
put #class racial on
put #play ScriptEnd
put #flash
put #parse SCRIPT DONE
exit

Shop Inventory (Repeats)

#debuglevel 10
########################################################
##STAT QUALITY WEIGHTS
##Edit this section if you want to change the weights that the quality formulas assign to each stat.
##sumpd: physical damage (puncture + slice + impact)
##sumed: elemental damage (fire + cold + electric)
##foi: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
##balance: weapon balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
##power: weapon power/suitability (determines how well a weapon takes advantage of your strength when attacking)
##smin: shield's minimum or "basic" defense (the minimum protection a shield offers, regardless of skill)
##smax: shield's maximum or "full" defense (the maximum protection a shield can offer if you have sufficient shield skill)
##shdhindrance: shield's maneuvering and stealth hindrance (All shields impose equal maneuvering and stealth hindrance, which may be reduced with skill.)
##sumpro: armor's total protection (reduces incoming damage by a flat amount -- best for light hits and requires more armor skill)
##sumabs: armor's total absorption (reduces incoming damage by a static percentage -- best for heavy hits and requires less armor skill)
##sumpdef: armor's total physical defense (protection + absorption)
##sumedef: armor's total elemental defense (protection + absorption)
##mhindrance: armor's maneuvering hindrance (determines penalties to defenses, which may be reduced with skill.)
##shindrance: armor's stealth hindrance (determines penalties to stealth, which may be reduced with skill.)
##construction: item's construction (determines how easily damaged an item is and therefore how often it will need to be repaired)
##weight: the item's weight in stones
##Weapon Quality Formula: %sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor
##Shield Quality Formula: %smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor
##Armor Quality Formula: %sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance
var sumpd_weight 2
var sumed_weight 2
var foi_weight 1
var balance_weight 1.5
var power_weight 1.25
var smin_weight 1.5
var smax_weight 2
var shdhindrance_weight 1
var sumpro_weight 2
var sumabs_weight 2.5
var sumpdef_weight 3
var sumedef_weight 1
var mhindrance_weight 1.5
var shindrance_weight .5
var construction_weight .25
var weight_weight .5
##DEFAULT VALUES
##var sumpd_weight 2
##var sumed_weight 2
##var foi_weight 1
##var balance_weight 1.5
##var power_weight 1.25
##var smin_weight 1.5
##var smax_weight 2
##var shdhindrance_weight 1
##var sumpro_weight 2
##var sumabs_weight 2.5
##var sumpdef_weight 3
##var sumedef_weight 1
##var mhindrance_weight 1.5
##var shindrance_weight .5
##var construction_weight .25
##var weight_weight .5
########################################################

put #class rp on
put #class arrive off
put #class combat off
put #class joust off
put #class racial off
put #class shop off
var noun %1
var appcostl 0
var appcostd 0
var source $roomname

action goto end when ^I could not find what (you|you were) referring to\.$
var numbers first|second|third|fourth|fifth|sixth|seventh|eighth|ninth|tenth|eleventh
var numbers.index 0

action setvariable sourcetype 07-crafting when ^You .+ a quality of \d+, placing it at .+ on the official Trader's Scale\.$|^You.+the \S+ in the .+ is of .+ quality\.$|You see the initials? \"(.+)\" impressed into the surface of the \S+\.
#action setvariable sourcetype altered when ^The .+ looks? to be custom-made\.$
action setvariable source $1 when ^Look:  You see the initials? \"(.+)\" impressed into the surface of the \S+\.$
action setvariable tap $2 when ^You glance at (a|an|some|the) (.+)\.$|^Considering the security around the Phelim starblade
action setvariable tap $2 when ^You quietly examine (a|an|some|the) (.+) and notice a price tag indicating
action setvariable tap $2 when ^You tap (a|an|some|the) (.+)\.$
action setvariable short $2 when ^Short: (a|an|some|the) (.+)
action setvariable look $1 when ^Look:  (.+)
action setvariable look - when ^Look:  You see nothing unusual\.$
action setvariable read $1 when ^Read:\s+(.+)$
action setvariable cost $1 when ^Cost:  (\d+)
action setvariable wtype1 01-LtE;setvariable wtrains 01-SE when (is a|are a|and) light edged .+ weapon
action setvariable wtype1 02-ME;setvariable wtrains 01-SE when (is a|are a|and) medium edged .+ weapon
action setvariable wtype1 03-HE;setvariable wtrains 02-LrE when (is a|are a|and) heavy edged .+ weapon
action setvariable wtype1 04-2HE;setvariable wtrains 03-2HE when (is a|are a|and) two-handed edged .+ weapon
action setvariable wtype1 05-LtBl;setvariable wtrains 04-SBl when (is a|are a|and) light blunt .+ weapon
action setvariable wtype1 06-MB;setvariable wtrains 04-SBl when (is a|are a|and) medium blunt .+ weapon
action setvariable wtype1 07-HB;setvariable wtrains 05-LrBl when (is a|are a|and) heavy blunt .+ weapon
action setvariable wtype1 08-2HB;setvariable wtrains 06-2HB when (is a|are a|and) two-handed blunt .+ weapon
action setvariable wtype1 09-SS;setvariable wtrains 07-staff when (is a|are a|and) short staff .+ weapon
action setvariable wtype1 10-QS;setvariable wtrains 07-staff when (is a|are a|and) quarter staff .+ weapon
action setvariable wtype1 11-pike;setvariable wtrains 08-pole when (is a|are a|and) pike .+ weapon
action setvariable wtype1 12-halberd;setvariable wtrains 08-pole when (is a|are a|and) halberd .+ weapon
action setvariable wtype1 16-sling;setvariable wtrains 12-sling when (is|are) a sling .+ weapon
action setvariable wtype1 17-staff sling;setvariable wtrains 12-sling when (is|are) a staff sling .+ weapon
action setvariable wtype1 18-sling ammo;setvariable wtrains 13-sling ammo;setvariable ammoskill sling when ^This appears to be ammunition for slings\.$
action setvariable wtype1 19-short bow;setvariable wtrains 14-bow when (is|are) a short bow .+ weapon
action setvariable wtype1 20-long bow;setvariable wtrains 14-bow when (is|are) a long bow .+ weapon
action setvariable wtype1 21-comp bow;setvariable wtrains 14-bow when (is|are) a composite bow .+ weapon
action setvariable wtype1 22-bow ammo;setvariable wtrains 15-bow ammo;setvariable ammoskill bow when ^This appears to be ammunition for bows\.$
action setvariable wtype1 23-LX;setvariable wtrains 16-Xbow when (is|are) a light crossbow .+ weapon
action setvariable wtype1 24-HX;setvariable wtrains 16-Xbow when (is|are) a heavy crossbow .+ weapon
action setvariable wtype1 25-Xbow ammo;setvariable wtrains 17-Xbow ammo;setvariable ammoskill crossbow when ^This appears to be ammunition for crossbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 1parry;setvariable wtrains brawling;setvariable wearloc 23-parry when ^You are certain that the .+ is a purely defensive item\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 2elbow;setvariable wtrains brawling;setvariable wearloc 20-elbow-w when ^It appears that the .+ can be worn strapped to the elbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 3hand;setvariable wtrains brawling;setvariable wearloc 24-hands-w when ^It appears that the .+ can be worn strapped to the hands\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 4knee;setvariable wtrains brawling;setvariable wearloc 33-knee-w when ^It appears that the .+ can be worn strapped to the knees\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 5foot;setvariable wtrains brawling;setvariable wearloc 35-feet-w when ^It appears that the .+ can be worn strapped to the feet\.$
action setvariable wtype2 13-LT;setvariable wtrains2 09-LT;setvariable range ranged when (is|are) a light thrown and .+ weapon
action setvariable wtype2 14-HT;setvariable wtrains2 10-HT;setvariable range ranged when (is|are) a heavy thrown and .+ weapon
action setvariable range melee when melee-ranged weapon
action setvariable range pole when pole-ranged weapon
action setvariable puncture 0 when ^\s+no puncture damage$
action setvariable puncture 1 when ^\s+dismal puncture damage$
action setvariable puncture 2 when ^\s+poor puncture damage$
action setvariable puncture 3 when ^\s+low puncture damage$
action setvariable puncture 4 when ^\s+somewhat fair puncture damage$
action setvariable puncture 5 when ^\s+fair puncture damage$
action setvariable puncture 6 when ^\s+somewhat moderate puncture damage$
action setvariable puncture 7 when ^\s+moderate puncture damage$
action setvariable puncture 8 when ^\s+somewhat heavy puncture damage$
action setvariable puncture 9 when ^\s+heavy puncture damage$
action setvariable puncture 10 when ^\s+very heavy puncture damage$
action setvariable puncture 11 when ^\s+great puncture damage$
action setvariable puncture 12 when ^\s+very great puncture damage$
action setvariable puncture 13 when ^\s+severe puncture damage$
action setvariable puncture 14 when ^\s+very severe puncture damage$
action setvariable puncture 15 when ^\s+extreme puncture damage$
action setvariable puncture 16 when ^\s+very extreme puncture damage$
action setvariable puncture 17 when ^\s+mighty puncture damage$
action setvariable puncture 18 when ^\s+very mighty puncture damage$
action setvariable puncture 19 when ^\s+bone-crushing puncture damage$
action setvariable puncture 20 when ^\s+very bone-crushing puncture damage$
action setvariable puncture 21 when ^\s+devastating puncture damage$
action setvariable puncture 22 when ^\s+very devastating puncture damage$
action setvariable puncture 23 when ^\s+overwhelming puncture damage$
action setvariable puncture 24 when ^\s+annihilating puncture damage$
action setvariable puncture 25 when ^\s+obliterating puncture damage$
action setvariable puncture 26 when ^\s+demolishing puncture damage$
action setvariable puncture 27 when ^\s+catastrophic puncture damage$
action setvariable puncture 28 when ^\s+god-like puncture damage$
action setvariable slice 0 when ^\s+no slice damage$
action setvariable slice 1 when ^\s+dismal slice damage$
action setvariable slice 2 when ^\s+poor slice damage$
action setvariable slice 3 when ^\s+low slice damage$
action setvariable slice 4 when ^\s+somewhat fair slice damage$
action setvariable slice 5 when ^\s+fair slice damage$
action setvariable slice 6 when ^\s+somewhat moderate slice damage$
action setvariable slice 7 when ^\s+moderate slice damage$
action setvariable slice 8 when ^\s+somewhat heavy slice damage$
action setvariable slice 9 when ^\s+heavy slice damage$
action setvariable slice 10 when ^\s+very heavy slice damage$
action setvariable slice 11 when ^\s+great slice damage$
action setvariable slice 12 when ^\s+very great slice damage$
action setvariable slice 13 when ^\s+severe slice damage$
action setvariable slice 14 when ^\s+very severe slice damage$
action setvariable slice 15 when ^\s+extreme slice damage$
action setvariable slice 16 when ^\s+very extreme slice damage$
action setvariable slice 17 when ^\s+mighty slice damage$
action setvariable slice 18 when ^\s+very mighty slice damage$
action setvariable slice 19 when ^\s+bone-crushing slice damage$
action setvariable slice 20 when ^\s+very bone-crushing slice damage$
action setvariable slice 21 when ^\s+devastating slice damage$
action setvariable slice 22 when ^\s+very devastating slice damage$
action setvariable slice 23 when ^\s+overwhelming slice damage$
action setvariable slice 24 when ^\s+annihilating slice damage$
action setvariable slice 25 when ^\s+obliterating slice damage$
action setvariable slice 26 when ^\s+demolishing slice damage$
action setvariable slice 27 when ^\s+catastrophic slice damage$
action setvariable slice 28 when ^\s+god-like slice damage$
action setvariable impact 0 when ^\s+no impact damage$
action setvariable impact 1 when ^\s+dismal impact damage$
action setvariable impact 2 when ^\s+poor impact damage$
action setvariable impact 3 when ^\s+low impact damage$
action setvariable impact 4 when ^\s+somewhat fair impact damage$
action setvariable impact 5 when ^\s+fair impact damage$
action setvariable impact 6 when ^\s+somewhat moderate impact damage$
action setvariable impact 7 when ^\s+moderate impact damage$
action setvariable impact 8 when ^\s+somewhat heavy impact damage$
action setvariable impact 9 when ^\s+heavy impact damage$
action setvariable impact 10 when ^\s+very heavy impact damage$
action setvariable impact 11 when ^\s+great impact damage$
action setvariable impact 12 when ^\s+very great impact damage$
action setvariable impact 13 when ^\s+severe impact damage$
action setvariable impact 14 when ^\s+very severe impact damage$
action setvariable impact 15 when ^\s+extreme impact damage$
action setvariable impact 16 when ^\s+very extreme impact damage$
action setvariable impact 17 when ^\s+mighty impact damage$
action setvariable impact 18 when ^\s+very mighty impact damage$
action setvariable impact 19 when ^\s+bone-crushing impact damage$
action setvariable impact 20 when ^\s+very bone-crushing impact damage$
action setvariable impact 21 when ^\s+devastating impact damage$
action setvariable impact 22 when ^\s+very devastating impact damage$
action setvariable impact 23 when ^\s+overwhelming impact damage$
action setvariable impact 24 when ^\s+annihilating impact damage$
action setvariable impact 25 when ^\s+obliterating impact damage$
action setvariable impact 26 when ^\s+demolishing impact damage$
action setvariable impact 27 when ^\s+catastrophic impact damage$
action setvariable impact 28 when ^\s+god-like impact damage$
action setvariable puncture 0 when ^\s+no puncture damage increase$
action setvariable puncture 1 when ^\s+poor puncture damage increase$
action setvariable puncture 2 when ^\s+low puncture damage increase$
action setvariable puncture 3 when ^\s+fair puncture damage increase$
action setvariable puncture 4 when ^\s+moderate puncture damage increase$
action setvariable puncture 5 when ^\s+heavy puncture damage increase$
action setvariable puncture 6 when ^\s+great puncture damage increase$
action setvariable puncture 7 when ^\s+severe puncture damage increase$
action setvariable slice 0 when ^\s+no slice damage increase$
action setvariable slice 1 when ^\s+poor slice damage increase$
action setvariable slice 2 when ^\s+low slice damage increase$
action setvariable slice 3 when ^\s+fair slice damage increase$
action setvariable slice 4 when ^\s+moderate slice damage increase$
action setvariable slice 5 when ^\s+heavy slice damage increase$
action setvariable slice 6 when ^\s+great slice damage increase$
action setvariable slice 7 when ^\s+severe slice damage increase$
action setvariable impact 0 when ^\s+no impact damage increase$
action setvariable impact 1 when ^\s+poor impact damage increase$
action setvariable impact 2 when ^\s+low impact damage increase$
action setvariable impact 3 when ^\s+fair impact damage increase$
action setvariable impact 4 when ^\s+moderate impact damage increase$
action setvariable impact 5 when ^\s+heavy impact damage increase$
action setvariable impact 6 when ^\s+great impact damage increase$
action setvariable impact 7 when ^\s+severe impact damage increase$
action setvariable puncture 1 when ^\s+a little puncture damage$
action setvariable puncture 2 when ^\s+some puncture damage$
action setvariable puncture 3 when ^\s+quite a bit of puncture damage$
action setvariable puncture 4 when ^\s+a lot of puncture damage$
action setvariable slice 1 when ^\s+a little slice damage$
action setvariable slice 2 when ^\s+some slice damage$
action setvariable slice 3 when ^\s+quite a bit of slice damage$
action setvariable slice 4 when ^\s+a lot of slice damage$
action setvariable impact 1 when ^\s+a little impact damage$
action setvariable impact 2 when ^\s+some impact damage$
action setvariable impact 3 when ^\s+quite a bit of impact damage$
action setvariable impact 4 when ^\s+a lot of impact damage$
action setvariable fire 0 when ^\s+no fire damage$
action setvariable fire 1 when ^\s+dismal fire damage with affinity for
action setvariable fire 2 when ^\s+poor fire damage with affinity for
action setvariable fire 3 when ^\s+low fire damage with affinity for
action setvariable fire 4 when ^\s+somewhat fair fire damage with affinity for
action setvariable fire 5 when ^\s+fair fire damage with affinity for
action setvariable fire 6 when ^\s+somewhat moderate fire damage with affinity for
action setvariable fire 7 when ^\s+moderate fire damage with affinity for
action setvariable fire 8 when ^\s+somewhat heavy fire damage with affinity for
action setvariable fire 9 when ^\s+heavy fire damage with affinity for
action setvariable fire 10 when ^\s+very heavy fire damage with affinity for
action setvariable fire 11 when ^\s+great fire damage with affinity for
action setvariable fire 12 when ^\s+very great fire damage with affinity for
action setvariable fire 13 when ^\s+severe fire damage with affinity for
action setvariable fire 14 when ^\s+very severe fire damage with affinity for
action setvariable fire 15 when ^\s+extreme fire damage with affinity for
action setvariable fire 16 when ^\s+very extreme fire damage with affinity for
action setvariable fire 17 when ^\s+mighty fire damage with affinity for
action setvariable fire 18 when ^\s+very mighty fire damage with affinity for
action setvariable fire 19 when ^\s+bone-crushing fire damage with affinity for
action setvariable fire 20 when ^\s+very bone-crushing fire damage with affinity for
action setvariable fire 21 when ^\s+devastating fire damage with affinity for
action setvariable fire 22 when ^\s+very devastating fire damage with affinity for
action setvariable fire 23 when ^\s+overwhelming fire damage with affinity for
action setvariable fire 24 when ^\s+annihilating fire damage with affinity for
action setvariable fire 25 when ^\s+obliterating fire damage with affinity for
action setvariable fire 26 when ^\s+demolishing fire damage with affinity for
action setvariable fire 27 when ^\s+catastrophic fire damage with affinity for
action setvariable fire 28 when ^\s+god-like fire damage with affinity for
action setvariable cold 0 when ^\s+no cold damage$
action setvariable cold 1 when ^\s+dismal cold damage with affinity for
action setvariable cold 2 when ^\s+poor cold damage with affinity for
action setvariable cold 3 when ^\s+low cold damage with affinity for
action setvariable cold 4 when ^\s+somewhat fair cold damage with affinity for
action setvariable cold 5 when ^\s+fair cold damage with affinity for
action setvariable cold 6 when ^\s+somewhat moderate cold damage with affinity for
action setvariable cold 7 when ^\s+moderate cold damage with affinity for
action setvariable cold 8 when ^\s+somewhat heavy cold damage with affinity for
action setvariable cold 9 when ^\s+heavy cold damage with affinity for
action setvariable cold 10 when ^\s+very heavy cold damage with affinity for
action setvariable cold 11 when ^\s+great cold damage with affinity for
action setvariable cold 12 when ^\s+very great cold damage with affinity for
action setvariable cold 13 when ^\s+severe cold damage with affinity for
action setvariable cold 14 when ^\s+very severe cold damage with affinity for
action setvariable cold 15 when ^\s+extreme cold damage with affinity for
action setvariable cold 16 when ^\s+very extreme cold damage with affinity for
action setvariable cold 17 when ^\s+mighty cold damage with affinity for
action setvariable cold 18 when ^\s+very mighty cold damage with affinity for
action setvariable cold 19 when ^\s+bone-crushing cold damage with affinity for
action setvariable cold 20 when ^\s+very bone-crushing cold damage with affinity for
action setvariable cold 21 when ^\s+devastating cold damage with affinity for
action setvariable cold 22 when ^\s+very devastating cold damage with affinity for
action setvariable cold 23 when ^\s+overwhelming cold damage with affinity for
action setvariable cold 24 when ^\s+annihilating cold damage with affinity for
action setvariable cold 25 when ^\s+obliterating cold damage with affinity for
action setvariable cold 26 when ^\s+demolishing cold damage with affinity for
action setvariable cold 27 when ^\s+catastrophic cold damage with affinity for
action setvariable cold 28 when ^\s+god-like cold damage with affinity for
action setvariable electric 0 when ^\s+no electric damage$
action setvariable electric 1 when ^\s+dismal electric damage with affinity for
action setvariable electric 2 when ^\s+poor electric damage with affinity for
action setvariable electric 3 when ^\s+low electric damage with affinity for
action setvariable electric 4 when ^\s+somewhat fair electric damage with affinity for
action setvariable electric 5 when ^\s+fair electric damage with affinity for
action setvariable electric 6 when ^\s+somewhat moderate electric damage with affinity for
action setvariable electric 7 when ^\s+moderate electric damage with affinity for
action setvariable electric 8 when ^\s+somewhat heavy electric damage with affinity for
action setvariable electric 9 when ^\s+heavy electric damage with affinity for
action setvariable electric 10 when ^\s+very heavy electric damage with affinity for
action setvariable electric 11 when ^\s+great electric damage with affinity for
action setvariable electric 12 when ^\s+very great electric damage with affinity for
action setvariable electric 13 when ^\s+severe electric damage with affinity for
action setvariable electric 14 when ^\s+very severe electric damage with affinity for
action setvariable electric 15 when ^\s+extreme electric damage with affinity for
action setvariable electric 16 when ^\s+very extreme electric damage with affinity for
action setvariable electric 17 when ^\s+mighty electric damage with affinity for
action setvariable electric 18 when ^\s+very mighty electric damage with affinity for
action setvariable electric 19 when ^\s+bone-crushing electric damage with affinity for
action setvariable electric 20 when ^\s+very bone-crushing electric damage with affinity for
action setvariable electric 21 when ^\s+devastating electric damage with affinity for
action setvariable electric 22 when ^\s+very devastating electric damage with affinity for
action setvariable electric 23 when ^\s+overwhelming electric damage with affinity for
action setvariable electric 24 when ^\s+annihilating electric damage with affinity for
action setvariable electric 25 when ^\s+obliterating electric damage with affinity for
action setvariable electric 26 when ^\s+demolishing electric damage with affinity for
action setvariable electric 27 when ^\s+catastrophic electric damage with affinity for
action setvariable electric 28 when ^\s+god-like electric damage with affinity for
action setvariable foi 0 when (is|are) not designed for improving the force of your attacks\.$
action setvariable foi 1 when (is|are) terribly designed for improving the force of your attacks\.$
action setvariable foi 2 when (is|are) dismally designed for improving the force of your attacks\.$
action setvariable foi 3 when (is|are) poorly designed for improving the force of your attacks\.$
action setvariable foi 4 when (is|are) inadequately designed for improving the force of your attacks\.$
action setvariable foi 5 when (is|are) fairly designed for improving the force of your attacks\.$
action setvariable foi 6 when (is|are) decently designed for improving the force of your attacks\.$
action setvariable foi 7 when (is|are) reasonably designed for improving the force of your attacks\.$
action setvariable foi 8 when (is|are) soundly designed for improving the force of your attacks\.$
action setvariable foi 9 when (is|are) well designed for improving the force of your attacks\.$
action setvariable foi 10 when (is|are) very well designed for improving the force of your attacks\.$
action setvariable foi 11 when (is|are) extremely well designed for improving the force of your attacks\.$
action setvariable foi 12 when (is|are) excellently designed for improving the force of your attacks\.$
action setvariable foi 13 when (is|are) superbly designed for improving the force of your attacks\.$
action setvariable foi 14 when (is|are) incredibly designed for improving the force of your attacks\.$
action setvariable foi 15 when (is|are) amazingly designed for improving the force of your attacks\.$
action setvariable foi 16 when (is|are) unbelievably designed for improving the force of your attacks\.$
action setvariable foi 17 when (is|are) perfectly designed for improving the force of your attacks\.$
action setvariable balance 0 when ^You are certain that .+ (is|are) not balanced and
action setvariable balance 1 when ^You are certain that .+ (is|are) terribly balanced and
action setvariable balance 2 when ^You are certain that .+ (is|are) dismally balanced and
action setvariable balance 3 when ^You are certain that .+ (is|are) poorly balanced and
action setvariable balance 4 when ^You are certain that .+ (is|are) inadequately balanced and
action setvariable balance 5 when ^You are certain that .+ (is|are) fairly balanced and
action setvariable balance 6 when ^You are certain that .+ (is|are) decently balanced and
action setvariable balance 7 when ^You are certain that .+ (is|are) reasonably balanced and
action setvariable balance 8 when ^You are certain that .+ (is|are) soundly balanced and
action setvariable balance 9 when ^You are certain that .+ (is|are) well balanced and
action setvariable balance 10 when ^You are certain that .+ (is|are) very well balanced and
action setvariable balance 11 when ^You are certain that .+ (is|are) extremely well balanced and
action setvariable balance 12 when ^You are certain that .+ (is|are) excellently balanced and
action setvariable balance 13 when ^You are certain that .+ (is|are) superbly balanced and
action setvariable balance 14 when ^You are certain that .+ (is|are) incredibly balanced and
action setvariable balance 15 when ^You are certain that .+ (is|are) amazingly balanced and
action setvariable balance 16 when ^You are certain that .+ (is|are) unbelievably balanced and
action setvariable balance 17 when ^You are certain that .+ (is|are) perfectly balanced and
action setvariable power 0 when ^You are certain that.+balanced and (is|are) not suited (to gaining extra|for adding) attack power from
action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from
action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from
action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from
action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from
action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from
action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from
action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from
action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from
action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from
action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from
action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from
action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from
action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from
action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from
action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from
action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelievably suited (to gaining extra|for adding) attack power from
action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from
action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a \w+ of this type
action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a \w+ of this type
action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a \w+ of this type
action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a \w+ of this type
action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a \w+ of this type
action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a \w+ of this type
action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a \w+ of this type
action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a \w+ of this type
action setvariable adjdraw no when ^The \S+ does not appear to have an adjustable draw strength\.$
action setvariable adjdraw yes when ^The \S+ has an adjustable draw strength\.$

action setvariable atype 4-plate when (is|are) plate armor\.$
action setvariable atype 3-brigandine when (is|are) brigandine armor\.$
action setvariable atype 2-chain when (is|are) chain armor\.$
action setvariable atype 1-light when (is|are) light armor\.$
action setvariable covershead yes when ^\s+head$
action setvariable coverseyes yes when ^\s+(right|left) eye$
action setvariable coversneck yes when ^\s+neck$
action setvariable coverschest yes when ^\s+chest$
action setvariable coversabdomen yes when ^\s+abdomen$
action setvariable coversback yes when ^\s+back$
action setvariable coversarms yes when ^\s+(right|left) arm$
action setvariable covershands yes when ^\s+(right|left) hand$
action setvariable coverslegs yes when ^\s+(right|left) leg$

action setvariable stype 1-small when is small in size\.$
action setvariable stype 2-medium when is medium in size\.$
action setvariable stype 3-large when is large in size\.$
action setvariable shdhindrance 0 when ^You are certain that it imposes no maneuvering hindrance\.$
action setvariable shdhindrance 1 when ^You are certain that it imposes insignificant maneuvering hindrance\.$
action setvariable shdhindrance 2 when ^You are certain that it imposes trivial maneuvering hindrance\.$
action setvariable shdhindrance 3 when ^You are certain that it imposes light maneuvering hindrance\.$
action setvariable shdhindrance 4 when ^You are certain that it imposes minor maneuvering hindrance\.$
action setvariable shdhindrance 5 when ^You are certain that it imposes fair maneuvering hindrance\.$
action setvariable shdhindrance 6 when ^You are certain that it imposes mild maneuvering hindrance\.$
action setvariable shdhindrance 7 when ^You are certain that it imposes moderate maneuvering hindrance\.$
action setvariable shdhindrance 8 when ^You are certain that it imposes noticeable maneuvering hindrance\.$
action setvariable shdhindrance 9 when ^You are certain that it imposes high maneuvering hindrance\.$
action setvariable shdhindrance 10 when ^You are certain that it imposes significant maneuvering hindrance\.$
action setvariable shdhindrance 11 when ^You are certain that it imposes great maneuvering hindrance\.$
action setvariable shdhindrance 12 when ^You are certain that it imposes extreme maneuvering hindrance\.$
action setvariable shdhindrance 13 when ^You are certain that it imposes debilitating maneuvering hindrance\.$
action setvariable shdhindrance 14 when ^You are certain that it imposes overwhelming maneuvering hindrance\.$
action setvariable shdhindrance 15 when ^You are certain that it imposes insane maneuvering hindrance\.$
action setvariable smin 0 when ^You are certain that .+ offers no to
action setvariable smin 1 when ^You are certain that .+ offers extremely terrible to
action setvariable smin 2 when ^You are certain that .+ offers terrible to
action setvariable smin 3 when ^You are certain that .+ offers dismal to
action setvariable smin 4 when ^You are certain that .+ offers very poor to
action setvariable smin 5 when ^You are certain that .+ offers poor to
action setvariable smin 6 when ^You are certain that .+ offers rather low to
action setvariable smin 7 when ^You are certain that .+ offers low to
action setvariable smin 8 when ^You are certain that .+ offers fair to
action setvariable smin 9 when ^You are certain that .+ offers better than fair to
action setvariable smin 10 when ^You are certain that .+ offers moderate to
action setvariable smin 11 when ^You are certain that .+ offers moderately good to
action setvariable smin 12 when ^You are certain that .+ offers good to
action setvariable smin 13 when ^You are certain that .+ offers very good to
action setvariable smin 14 when ^You are certain that .+ offers high to
action setvariable smin 15 when ^You are certain that .+ offers very high to
action setvariable smin 16 when ^You are certain that .+ offers great to
action setvariable smin 17 when ^You are certain that .+ offers very great to
action setvariable smin 18 when ^You are certain that .+ offers exceptional to
action setvariable smin 19 when ^You are certain that .+ offers very exceptional to
action setvariable smin 20 when ^You are certain that .+ offers impressive to
action setvariable smin 21 when ^You are certain that .+ offers very impressive to
action setvariable smin 22 when ^You are certain that .+ offers amazing to
action setvariable smin 23 when ^You are certain that .+ offers incredible to
action setvariable smin 24 when ^You are certain that .+ offers tremendous to
action setvariable smin 25 when ^You are certain that .+ offers unbelievable to
action setvariable smin 26 when ^You are certain that .+ offers god-like to
action setvariable smax 0 when ^You are certain that.+offers.+ to no protection\.$
action setvariable smax 1 when ^You are certain that.+offers.+ to extremely terrible protection\.$
action setvariable smax 2 when ^You are certain that.+offers.+ to terrible protection\.$
action setvariable smax 3 when ^You are certain that.+offers.+ to dismal protection\.$
action setvariable smax 4 when ^You are certain that.+offers.+ to very poor protection\.$
action setvariable smax 5 when ^You are certain that.+offers.+ to poor protection\.$
action setvariable smax 6 when ^You are certain that.+offers.+ to rather low protection\.$
action setvariable smax 7 when ^You are certain that.+offers.+ to low protection\.$
action setvariable smax 8 when ^You are certain that.+offers.+ to fair protection\.$
action setvariable smax 9 when ^You are certain that.+offers.+ to better than fair protection\.$
action setvariable smax 10 when ^You are certain that.+offers.+ to moderate protection\.$
action setvariable smax 11 when ^You are certain that.+offers.+ to moderately good protection\.$
action setvariable smax 12 when ^You are certain that.+offers.+ to good protection\.$
action setvariable smax 13 when ^You are certain that.+offers.+ to very good protection\.$
action setvariable smax 14 when ^You are certain that.+offers.+ to high protection\.$
action setvariable smax 15 when ^You are certain that.+offers.+ to very high protection\.$
action setvariable smax 16 when ^You are certain that.+offers.+ to great protection\.$
action setvariable smax 17 when ^You are certain that.+offers.+ to very great protection\.$
action setvariable smax 18 when ^You are certain that.+offers.+ to exceptional protection\.$
action setvariable smax 19 when ^You are certain that.+offers.+ to very exceptional protection\.$
action setvariable smax 20 when ^You are certain that.+offers.+ to impressive protection\.$
action setvariable smax 21 when ^You are certain that.+offers.+ to very impressive protection\.$
action setvariable smax 22 when ^You are certain that.+offers.+ to amazing protection\.$
action setvariable smax 23 when ^You are certain that.+offers.+ to incredible protection\.$
action setvariable smax 24 when ^You are certain that.+offers.+ to tremendous protection\.$
action setvariable smax 25 when ^You are certain that.+offers.+ to unbelievable protection\.$
action setvariable smax 26 when ^You are certain that.+offers.+ to god-like protection\.$

action setvariable mhindrance 0 when ^You feel certain that .+ appears? to impose no maneuvering hindrance
action setvariable mhindrance 1 when ^You feel certain that .+ appears? to impose insignificant maneuvering hindrance
action setvariable mhindrance 2 when ^You feel certain that .+ appears? to impose light maneuvering hindrance
action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance
action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance
action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose high maneuvering hindrance
action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose great maneuvering hindrance
action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance
action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose insane maneuvering hindrance
action setvariable shindrance 0 when ^You feel certain that.+maneuvering hindrance and no stealth hindrance, offering:
action setvariable shindrance 1 when ^You feel certain that.+maneuvering hindrance and insignificant stealth hindrance, offering:
action setvariable shindrance 2 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering:
action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering:
action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering:
action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering:
action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering:
action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering:
action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and insane stealth hindrance, offering:
action setvariable puncturep 1 when ^\s+poor protection and.+absorption for puncture attacks
action setvariable puncturep 2 when ^\s+low protection and.+absorption for puncture attacks
action setvariable puncturep 3 when ^\s+fair protection and.+absorption for puncture attacks
action setvariable puncturep 4 when ^\s+moderate protection and.+absorption for puncture attacks
action setvariable puncturep 5 when ^\s+good protection and.+absorption for puncture attacks
action setvariable puncturep 6 when ^\s+very good protection and.+absorption for puncture attacks
action setvariable puncturep 7 when ^\s+high protection and.+absorption for puncture attacks
action setvariable puncturep 8 when ^\s+very high protection and.+absorption for puncture attacks
action setvariable puncturep 9 when ^\s+great protection and.+absorption for puncture attacks
action setvariable puncturep 10 when ^\s+very great protection and.+absorption for puncture attacks
action setvariable puncturep 11 when ^\s+extreme protection and.+absorption for puncture attacks
action setvariable puncturep 12 when ^\s+exceptional protection and.+absorption for puncture attacks
action setvariable puncturep 13 when ^\s+incredible protection and.+absorption for puncture attacks
action setvariable puncturep 14 when ^\s+amazing protection and.+absorption for puncture attacks
action setvariable puncturep 15 when ^\s+unbelievable protection and.+absorption for puncture attacks
action setvariable slicep 1 when ^\s+poor protection and.+absorption for slice attacks
action setvariable slicep 2 when ^\s+low protection and.+absorption for slice attacks
action setvariable slicep 3 when ^\s+fair protection and.+absorption for slice attacks
action setvariable slicep 4 when ^\s+moderate protection and.+absorption for slice attacks
action setvariable slicep 5 when ^\s+good protection and.+absorption for slice attacks
action setvariable slicep 6 when ^\s+very good protection and.+absorption for slice attacks
action setvariable slicep 7 when ^\s+high protection and.+absorption for slice attacks
action setvariable slicep 8 when ^\s+very high protection and.+absorption for slice attacks
action setvariable slicep 9 when ^\s+great protection and.+absorption for slice attacks
action setvariable slicep 10 when ^\s+very great protection and.+absorption for slice attacks
action setvariable slicep 11 when ^\s+extreme protection and.+absorption for slice attacks
action setvariable slicep 12 when ^\s+exceptional protection and.+absorption for slice attacks
action setvariable slicep 13 when ^\s+incredible protection and.+absorption for slice attacks
action setvariable slicep 14 when ^\s+amazing protection and.+absorption for slice attacks
action setvariable slicep 15 when ^\s+unbelievable protection and.+absorption for slice attacks
action setvariable impactp 1 when ^\s+poor protection and.+absorption for impact attacks
action setvariable impactp 2 when ^\s+low protection and.+absorption for impact attacks
action setvariable impactp 3 when ^\s+fair protection and.+absorption for impact attacks
action setvariable impactp 4 when ^\s+moderate protection and.+absorption for impact attacks
action setvariable impactp 5 when ^\s+good protection and.+absorption for impact attacks
action setvariable impactp 6 when ^\s+very good protection and.+absorption for impact attacks
action setvariable impactp 7 when ^\s+high protection and.+absorption for impact attacks
action setvariable impactp 8 when ^\s+very high protection and.+absorption for impact attacks
action setvariable impactp 9 when ^\s+great protection and.+absorption for impact attacks
action setvariable impactp 10 when ^\s+very great protection and.+absorption for impact attacks
action setvariable impactp 11 when ^\s+extreme protection and.+absorption for impact attacks
action setvariable impactp 12 when ^\s+exceptional protection and.+absorption for impact attacks
action setvariable impactp 13 when ^\s+incredible protection and.+absorption for impact attacks
action setvariable impactp 14 when ^\s+amazing protection and.+absorption for impact attacks
action setvariable impactp 15 when ^\s+unbelievable protection and.+absorption for impact attacks
action setvariable firep 1 when ^\s+poor protection and.+absorption for fire attacks
action setvariable firep 2 when ^\s+low protection and.+absorption for fire attacks
action setvariable firep 3 when ^\s+fair protection and.+absorption for fire attacks
action setvariable firep 4 when ^\s+moderate protection and.+absorption for fire attacks
action setvariable firep 5 when ^\s+good protection and.+absorption for fire attacks
action setvariable firep 6 when ^\s+very good protection and.+absorption for fire attacks
action setvariable firep 7 when ^\s+high protection and.+absorption for fire attacks
action setvariable firep 8 when ^\s+very high protection and.+absorption for fire attacks
action setvariable firep 9 when ^\s+great protection and.+absorption for fire attacks
action setvariable firep 10 when ^\s+very great protection and.+absorption for fire attacks
action setvariable firep 11 when ^\s+extreme protection and.+absorption for fire attacks
action setvariable firep 12 when ^\s+exceptional protection and.+absorption for fire attacks
action setvariable firep 13 when ^\s+incredible protection and.+absorption for fire attacks
action setvariable firep 14 when ^\s+amazing protection and.+absorption for fire attacks
action setvariable firep 15 when ^\s+unbelievable protection and.+absorption for fire attacks
action setvariable coldp 1 when ^\s+poor protection and.+absorption for cold attacks
action setvariable coldp 2 when ^\s+low protection and.+absorption for cold attacks
action setvariable coldp 3 when ^\s+fair protection and.+absorption for cold attacks
action setvariable coldp 4 when ^\s+moderate protection and.+absorption for cold attacks
action setvariable coldp 5 when ^\s+good protection and.+absorption for cold attacks
action setvariable coldp 6 when ^\s+very good protection and.+absorption for cold attacks
action setvariable coldp 7 when ^\s+high protection and.+absorption for cold attacks
action setvariable coldp 8 when ^\s+very high protection and.+absorption for cold attacks
action setvariable coldp 9 when ^\s+great protection and.+absorption for cold attacks
action setvariable coldp 10 when ^\s+very great protection and.+absorption for cold attacks
action setvariable coldp 11 when ^\s+extreme protection and.+absorption for cold attacks
action setvariable coldp 12 when ^\s+exceptional protection and.+absorption for cold attacks
action setvariable coldp 13 when ^\s+incredible protection and.+absorption for cold attacks
action setvariable coldp 14 when ^\s+amazing protection and.+absorption for cold attacks
action setvariable coldp 15 when ^\s+unbelievable protection and.+absorption for cold attacks
action setvariable electricp 1 when ^\s+poor protection and.+absorption for electrical attacks
action setvariable electricp 2 when ^\s+low protection and.+absorption for electrical attacks
action setvariable electricp 3 when ^\s+fair protection and.+absorption for electrical attacks
action setvariable electricp 4 when ^\s+moderate protection and.+absorption for electrical attacks
action setvariable electricp 5 when ^\s+good protection and.+absorption for electrical attacks
action setvariable electricp 6 when ^\s+very good protection and.+absorption for electrical attacks
action setvariable electricp 7 when ^\s+high protection and.+absorption for electrical attacks
action setvariable electricp 8 when ^\s+very high protection and.+absorption for electrical attacks
action setvariable electricp 9 when ^\s+great protection and.+absorption for electrical attacks
action setvariable electricp 10 when ^\s+very great protection and.+absorption for electrical attacks
action setvariable electricp 11 when ^\s+extreme protection and.+absorption for electrical attacks
action setvariable electricp 12 when ^\s+exceptional protection and.+absorption for electrical attacks
action setvariable electricp 13 when ^\s+incredible protection and.+absorption for electrical attacks
action setvariable electricp 14 when ^\s+amazing protection and.+absorption for electrical attacks
action setvariable electricp 15 when ^\s+unbelievable protection and.+absorption for electrical attacks
action setvariable puncturea 1 when ^\s.+protection and very poor damage absorption for puncture attacks
action setvariable puncturea 2 when ^\s.+protection and poor damage absorption for puncture attacks
action setvariable puncturea 3 when ^\s.+protection and low damage absorption for puncture attacks
action setvariable puncturea 4 when ^\s.+protection and somewhat fair damage absorption for puncture attacks
action setvariable puncturea 5 when ^\s.+protection and fair damage absorption for puncture attacks
action setvariable puncturea 6 when ^\s.+protection and moderate damage absorption for puncture attacks
action setvariable puncturea 7 when ^\s.+protection and good damage absorption for puncture attacks
action setvariable puncturea 8 when ^\s.+protection and very good damage absorption for puncture attacks
action setvariable puncturea 9 when ^\s.+protection and high damage absorption for puncture attacks
action setvariable puncturea 10 when ^\s.+protection and very high damage absorption for puncture attacks
action setvariable puncturea 11 when ^\s.+protection and great damage absorption for puncture attacks
action setvariable puncturea 12 when ^\s.+protection and very great damage absorption for puncture attacks
action setvariable puncturea 13 when ^\s.+protection and extreme damage absorption for puncture attacks
action setvariable puncturea 14 when ^\s.+protection and exceptional damage absorption for puncture attacks
action setvariable puncturea 15 when ^\s.+protection and incredible damage absorption for puncture attacks
action setvariable puncturea 16 when ^\s.+protection and amazing damage absorption for puncture attacks
action setvariable puncturea 17 when ^\s.+protection and unbelievable damage absorption for puncture attacks
action setvariable slicea 1 when ^\s.+protection and very poor damage absorption for slice attacks
action setvariable slicea 2 when ^\s.+protection and poor damage absorption for slice attacks
action setvariable slicea 3 when ^\s.+protection and low damage absorption for slice attacks
action setvariable slicea 4 when ^\s.+protection and somewhat fair damage absorption for slice attacks
action setvariable slicea 5 when ^\s.+protection and fair damage absorption for slice attacks
action setvariable slicea 6 when ^\s.+protection and moderate damage absorption for slice attacks
action setvariable slicea 7 when ^\s.+protection and good damage absorption for slice attacks
action setvariable slicea 8 when ^\s.+protection and very good damage absorption for slice attacks
action setvariable slicea 9 when ^\s.+protection and high damage absorption for slice attacks
action setvariable slicea 10 when ^\s.+protection and very high damage absorption for slice attacks
action setvariable slicea 11 when ^\s.+protection and great damage absorption for slice attacks
action setvariable slicea 12 when ^\s.+protection and very great damage absorption for slice attacks
action setvariable slicea 13 when ^\s.+protection and extreme damage absorption for slice attacks
action setvariable slicea 14 when ^\s.+protection and exceptional damage absorption for slice attacks
action setvariable slicea 15 when ^\s.+protection and incredible damage absorption for slice attacks
action setvariable slicea 16 when ^\s.+protection and amazing damage absorption for slice attacks
action setvariable slicea 17 when ^\s.+protection and unbelievable damage absorption for slice attacks
action setvariable impacta 1 when ^\s.+protection and very poor damage absorption for impact attacks
action setvariable impacta 2 when ^\s.+protection and poor damage absorption for impact attacks
action setvariable impacta 3 when ^\s.+protection and low damage absorption for impact attacks
action setvariable impacta 4 when ^\s.+protection and somewhat fair damage absorption for impact attacks
action setvariable impacta 5 when ^\s.+protection and fair damage absorption for impact attacks
action setvariable impacta 6 when ^\s.+protection and moderate damage absorption for impact attacks
action setvariable impacta 7 when ^\s.+protection and good damage absorption for impact attacks
action setvariable impacta 8 when ^\s.+protection and very good damage absorption for impact attacks
action setvariable impacta 9 when ^\s.+protection and high damage absorption for impact attacks
action setvariable impacta 10 when ^\s.+protection and very high damage absorption for impact attacks
action setvariable impacta 11 when ^\s.+protection and great damage absorption for impact attacks
action setvariable impacta 12 when ^\s.+protection and very great damage absorption for impact attacks
action setvariable impacta 13 when ^\s.+protection and extreme damage absorption for impact attacks
action setvariable impacta 14 when ^\s.+protection and exceptional damage absorption for impact attacks
action setvariable impacta 15 when ^\s.+protection and incredible damage absorption for impact attacks
action setvariable impacta 16 when ^\s.+protection and amazing damage absorption for impact attacks
action setvariable impacta 17 when ^\s.+protection and unbelievable damage absorption for impact attacks
action setvariable firea 1 when ^\s.+protection and very poor damage absorption for fire attacks
action setvariable firea 2 when ^\s.+protection and poor damage absorption for fire attacks
action setvariable firea 3 when ^\s.+protection and low damage absorption for fire attacks
action setvariable firea 4 when ^\s.+protection and somewhat fair damage absorption for fire attacks
action setvariable firea 5 when ^\s.+protection and fair damage absorption for fire attacks
action setvariable firea 6 when ^\s.+protection and moderate damage absorption for fire attacks
action setvariable firea 7 when ^\s.+protection and good damage absorption for fire attacks
action setvariable firea 8 when ^\s.+protection and very good damage absorption for fire attacks
action setvariable firea 9 when ^\s.+protection and high damage absorption for fire attacks
action setvariable firea 10 when ^\s.+protection and very high damage absorption for fire attacks
action setvariable firea 11 when ^\s.+protection and great damage absorption for fire attacks
action setvariable firea 12 when ^\s.+protection and very great damage absorption for fire attacks
action setvariable firea 13 when ^\s.+protection and extreme damage absorption for fire attacks
action setvariable firea 14 when ^\s.+protection and exceptional damage absorption for fire attacks
action setvariable firea 15 when ^\s.+protection and incredible damage absorption for fire attacks
action setvariable firea 16 when ^\s.+protection and amazing damage absorption for fire attacks
action setvariable firea 17 when ^\s.+protection and unbelievable damage absorption for fire attacks
action setvariable colda 1 when ^\s.+protection and very poor damage absorption for cold attacks
action setvariable colda 2 when ^\s.+protection and poor damage absorption for cold attacks
action setvariable colda 3 when ^\s.+protection and low damage absorption for cold attacks
action setvariable colda 4 when ^\s.+protection and somewhat fair damage absorption for cold attacks
action setvariable colda 5 when ^\s.+protection and fair damage absorption for cold attacks
action setvariable colda 6 when ^\s.+protection and moderate damage absorption for cold attacks
action setvariable colda 7 when ^\s.+protection and good damage absorption for cold attacks
action setvariable colda 8 when ^\s.+protection and very good damage absorption for cold attacks
action setvariable colda 9 when ^\s.+protection and high damage absorption for cold attacks
action setvariable colda 10 when ^\s.+protection and very high damage absorption for cold attacks
action setvariable colda 11 when ^\s.+protection and great damage absorption for cold attacks
action setvariable colda 12 when ^\s.+protection and very great damage absorption for cold attacks
action setvariable colda 13 when ^\s.+protection and extreme damage absorption for cold attacks
action setvariable colda 14 when ^\s.+protection and exceptional damage absorption for cold attacks
action setvariable colda 15 when ^\s.+protection and incredible damage absorption for cold attacks
action setvariable colda 16 when ^\s.+protection and amazing damage absorption for cold attacks
action setvariable colda 17 when ^\s.+protection and unbelievable damage absorption for cold attacks
action setvariable electrica 1 when ^\s.+protection and very poor damage absorption for electrical attacks
action setvariable electrica 2 when ^\s.+protection and poor damage absorption for electrical attacks
action setvariable electrica 3 when ^\s.+protection and low damage absorption for electrical attacks
action setvariable electrica 4 when ^\s.+protection and somewhat fair damage absorption for electrical attacks
action setvariable electrica 5 when ^\s.+protection and fair damage absorption for electrical attacks
action setvariable electrica 6 when ^\s.+protection and moderate damage absorption for electrical attacks
action setvariable electrica 7 when ^\s.+protection and good damage absorption for electrical attacks
action setvariable electrica 8 when ^\s.+protection and very good damage absorption for electrical attacks
action setvariable electrica 9 when ^\s.+protection and high damage absorption for electrical attacks
action setvariable electrica 10 when ^\s.+protection and very high damage absorption for electrical attacks
action setvariable electrica 11 when ^\s.+protection and great damage absorption for electrical attacks
action setvariable electrica 12 when ^\s.+protection and very great damage absorption for electrical attacks
action setvariable electrica 13 when ^\s.+protection and extreme damage absorption for electrical attacks
action setvariable electrica 14 when ^\s.+protection and exceptional damage absorption for electrical attacks
action setvariable electrica 15 when ^\s.+protection and incredible damage absorption for electrical attacks
action setvariable electrica 16 when ^\s.+protection and amazing damage absorption for electrical attacks
action setvariable electrica 17 when ^\s.+protection and unbelievable damage absorption for electrical attacks

action setvariable construction 1 when ^You are certain that.+(is|are) extremely weak and easily damaged,
action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged,
action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged,
action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged,
action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage,
action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage,
action setvariable construction 7 when ^You are certain that.+(is|are) appreciably susceptible to damage,
action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage,
action setvariable construction 9 when ^You are certain that.+(is|are) of average construction,
action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage,
action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage,
action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage,
action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage,
action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage,
action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage,
action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage,
action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage,
action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage,

action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$
action setvariable weight 1 when ^You are.+that the .+ (is|are) immovable.
action setvariable wearloc 01-head+ when ^It appears that the .+ can be worn on the head\.$
action setvariable wearloc 04-hair-placed when ^It appears that .+ can be worn in the hair\.$
action setvariable wearloc 06-right eye when ^It appears that .+ can be worn on the right eye\.$
action setvariable wearloc 07-left eye when ^It appears that .+ can be worn on the left eye\.$
action setvariable wearloc 08-ear when ^It appears that .+ can be worn in one ear
action setvariable wearloc 09-ears when ^It appears that .+ can be worn in both ears
action setvariable wearloc 10-nose when ^It appears that .+ can be worn on the nose\.$
action setvariable wearloc 11-neck when ^It appears that .+ can be worn around the neck\.$
action setvariable wearloc 12-shoulders when ^It appears that .+ can be draped over the shoulders\.$
action setvariable wearloc 13-body when ^It appears that .+ can be worn\.$
action setvariable wearloc 14-shoulder when ^It appears that .+ can be slung over one shoulder\.$
action setvariable wearloc 15-shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$
action setvariable wearloc 16-shirt- when ^It appears that .+ can be worn like a shirt or robe\.$
action setvariable wearloc 17-back when ^It appears that .+ can be worn on the back\.$
action setvariable wearloc 18-upper arm when ^It appears that .+ can be worn on the upper ?arm\.$
action setvariable wearloc 21-left arm-s when ^This shield is \S+ in size\.$
action setvariable wearloc 22-wrist when ^It appears that .+ can be worn on the wrist\.$
action setvariable wearloc 25-hands when ^It appears that .+ can be worn on the hands\.$
action setvariable wearloc 26-finger when ^It appears that .+ can be worn around the finger\.$
action setvariable wearloc 27-waist when ^It appears that .+ can be worn around the waist\.$
action setvariable wearloc 28-belt when ^It appears that .+ can be worn attached to a belt\.$
action setvariable wearloc 28-belt when ^The gem pouch is made for easy storage of gems
action setvariable wearloc 29-tail when ^It appears that .+ can be worn around the tail\.$
action setvariable wearloc 30-pants+ when ^It appears that .+ can be worn like pants or a skirt\.$
action setvariable wearloc 32-thigh when ^It appears that .+ can be worn on the thigh\.$
action setvariable wearloc 34-ankle when ^It appears that .+ can be worn around the ankle\.$
action setvariable wearloc 36-feet when ^It appears that .+ can be worn on the feet\.$
action setvariable wearloc armor when ^The .+ looks? like (it|they) offers? protection for the following areas:$
action setvariable appcostk $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:kronars)\.$
action setvariable appcostk 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:kronar)\.$
action setvariable appcostk 0 when ^You are certain that .+ (is|are) worth exactly nothing\.$
action setvariable appcostk - when ^There doesn't appear to be anything in the gem pouch\.$
action setvariable appcostk - when is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions\.$
action setvariable appcostl $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:lirums)\.$
action setvariable appcostl 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:lirum)\.$
action setvariable appcostd $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:dokoras)\.$
action setvariable appcostd 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:dokora)\.$
action setvariable maxcharge $1 when ^You are certain that the .+ holds? exactly (\d+) mana\.$

action setvariable ilsize $1;setvariable iwsize $2;setvariable ihsize $3;setvariable csize $4 when ^You compare your .+ with the .+ yardstick several times and are certain the interior length measures (.+) spans?, the interior width measures (.+) spans?, the interior height measures (.+) spans? and the .+ appears capable of holding about (\d+) stones of weight\.$

action setvariable volume $1 when ^About (\d+) volume of metal was used in this item's construction\.$
action setvariable composition $1 when ^The metal appears to be composed of: (.+)\.$

action setvariable volume N/A;setvariable composition N/A when ^You are unable to learn anything about the

put #echo
put #echo mono ITEM TYPE:
put #echo
put #echo mono 1:	Weapon: Melee/Thrown
put #echo
put #echo mono 2:	Weapon: Ranged
put #echo
put #echo mono 3:	Weapon: Ammunition
put #echo
put #echo mono 4:	Weapon: Brawling
put #echo
put #echo mono 5:	Weapon: Parry Stick
put #echo
put #echo mono 6:	Shield
put #echo
put #echo mono 7:	Armor
put #echo
put #echo mono 8:	Cambrinth/Gaethzen
put #echo
put #echo mono Enter Type Number:

matchre WeaponApp1 ^1
matchre WeaponApp2 ^2
matchre WeaponApp3 ^3
matchre WeaponApp4 ^4
matchre WeaponApp5 ^5
matchre ShieldApp ^6
matchre ArmorApp ^7
matchre CambrinthApp ^8
matchwait

WeaponApp1:
gosub VarBlank
var formtype weapon1
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp1

WeaponApp2:
gosub VarBlank
var formtype weapon2
var logtype WeaponRanged
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp2

WeaponApp3:
gosub VarBlank
var formtype weapon3
var logtype WeaponRanged
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp3

WeaponApp4:
gosub VarBlank
var formtype weapon4
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp4

WeaponApp5:
gosub VarBlank
var formtype weapon5
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp5

ShieldApp:
gosub VarBlank
var formtype shield
var logtype Shield
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto ShieldApp

ArmorApp:
gosub VarBlank
var formtype armor
var logtype Armor
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto ArmorApp

CambrinthApp:
gosub VarBlank
var formtype cambrinth
var logtype Cambrinth
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto CambrinthApp

appraise:
send glance %number %1 $preposition $shop
waitforre ^You glance|^You quietly|^You tap|^Considering the security around|^Somehow, I don't think so
send shop %number %1 $preposition $shop
waitforre ^Short:|^\[Type SHOP
send appraise %number %1 $preposition $shop careful
wait
pause 1
send analyze %number %1 $preposition $shop
wait
pause .5
if %appcostl > 0 then evalmath appcostk round(%appcostl/0.8)
if %appcostd > 0 then evalmath appcostk round(%appcostd/0.7216)
return

VarBlank:
var source $roomname
var sourcetype NOTSET
var wtype1 ERROR
var wtype2 ERROR
var wtrains ERROR
var wtrains2 ERROR
var volume ERROR
var composition ERROR
var brawltype ERROR
var range ERROR
var rangefactor ERROR
var puncture ERROR
var slice ERROR
var impact ERROR
var fire ERROR
var cold ERROR
var electric ERROR
var foi ERROR
var balance ERROR
var power ERROR
var drawstrength 0
var adjdraw N/A
var atype ERROR
var covershead no
var coverseyes no
var coversneck no
var coverschest no
var coversabdomen no
var coversback no
var coversarms no
var covershands no
var coverslegs no
var area ERROR
var stype ERROR
var sizefactor ERROR
var smin ERROR
var smax ERROR
var shdhindrance ERROR
var mhindrance ERROR
var shindrance ERROR
var slicep ERROR
var slicea ERROR
var puncturep ERROR
var puncturea ERROR
var impactp ERROR
var impacta ERROR
var firep ERROR
var firea ERROR
var coldp ERROR
var colda ERROR
var electricp ERROR
var electrica ERROR
var construction ERROR
var sumd ERROR
var sumpd ERROR
var sumed ERROR
var meand ERROR
var meanpd ERROR
var meaned ERROR
var sumshield ERROR
var sumpro ERROR
var sumabs ERROR
var sumpdef ERROR
var sumedef ERROR
var sumdef ERROR
var sumhin ERROR
var meanpro ERROR
var meanabs ERROR
var meanpdef ERROR
var meanedef ERROR
var meanhin ERROR
var qpointsw ERROR
var qpointss ERROR
var qpointsa ERROR
var qpointsww ERROR
var qpointssw ERROR
var qpointsaw ERROR
return

weapon1:
if %range = pole then var rangefactor 1
if %range = melee then var rangefactor 0
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

if %wtype2 = ERROR then
{
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return
}
if %wtype2 != ERROR then
{
var range ranged
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return
}

weapon2:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon3:
var foi 0
var balance 0
var power 0
var drawstrength 0
var adjdraw N/A
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Ammo Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Ammo Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon4:
var fire 0
var cold 0
var electric 0
var sumed 0
var meaned 0
var balance 0
var power 0
if %impact != ERROR then
{
evalmath sumd %puncture + %slice + %impact
evalmath sumpd %puncture + %slice + %impact
evalmath meand round((%sumpd/3),1)
evalmath meanpd round((%sumpd/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
if %impact = ERROR then
{
var impact 0
evalmath sumd %puncture + %slice
evalmath sumpd %puncture + %slice
evalmath meand round((%sumpd/2),1)
evalmath meanpd round((%sumpd/2),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo
put #echo mono Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon5:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
var foi 0
evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #echo
put #echo mono Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

shield:
if %stype = large then var sizefactor 2
if %stype = medium then var sizefactor 1
if %stype = small then var sizefactor 0
evalmath sumshield %smin + %smax
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointss round((%smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor),1)
evalmath qpointssw round((%qpointss/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Shield Protection: %sumshield
put #echo
put #echo mono Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #echo
put #echo mono Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Shield Protection: %sumshield
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

armor:
evalmath sumpro %puncturep + %slicep + %impactp + %firep + %coldp + %electricp
evalmath sumabs %puncturea + %slicea + %impacta + %firea + %colda + %electrica
evalmath sumpdef %puncturep + %slicep + %impactp + %puncturea + %slicea + %impacta
evalmath sumedef %firep + %coldp + %electricp + %firea + %colda + %electrica
evalmath sumdef %sumpro + %sumabs
evalmath sumhin %mhindrance + %shindrance
evalmath meanpro round((%sumpro/6),1)
evalmath meanabs round((%sumabs/6),1)
evalmath meanpdef round((%sumpdef/6),1)
evalmath meanedef round((%sumedef/6),1)
evalmath meanhin round((%sumhin/2),1)
evalmath qpointsa round((%sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance),1)
evalmath qpointsaw round((%qpointsa/(%weight_weight*%weight)),1)
if %covershead = yes && %coverseyes = yes && %coversneck = yes then var area 01-head/eyes/neck
if %covershead = yes && %coverseyes = yes && %coversneck = no then var area 02-head/eyes
if %covershead = yes && %coverseyes = no && %coversneck = yes then var area 03-head/neck
if %covershead = yes && %coverseyes = no && %coversneck = no then var area 04-head
if %covershead = no && %coverseyes = yes && %coversneck = no then var area 05-eyes
if %coversneck = yes && %coverschest = yes && %coversback = yes then var area 06-neck/chest/back
if %covershead = no && %coverseyes = no && %coversneck = yes && %coverschest = no && %coversback = no then var area 07-neck
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = yes then var area 08-torso/arms/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = no then var area 09-torso/arms
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = yes then var area 10-torso/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = no then var area 11-torso
if %coverschest = yes && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 12-chest/back
if %coverschest = yes && %coversabdomen = no && %coversback = no && %coversarms = no && %coverslegs = no then var area 13-chest
if %coverschest = no && %coversabdomen = yes && %coversback = no && %coversarms = no && %coverslegs = no then var area 14-abdomen
if %coverschest = no && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 15-back
if %coversarms = yes && %covershands = yes then var area 16-arms/hands
if %coverschest = no && %coversarms = yes && %covershands = no then var area 17-arms
if %coverschest = no && %coversarms = no && %covershands = yes then var area 18-hands
if %coverschest = no && %coversarms = no && %coverslegs = yes then var area 19-legs

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Armor Protection + Absorption: %sumdef
put #echo mono Total Armor Protection: %sumpro (mean: %meanpro)
put #echo mono Total Armor Absorption: %sumabs (mean: %meanabs)
put #echo mono Total Physical Defense: %sumpdef (mean: %meanpdef)
put #echo mono Total Elemental Defense: %sumedef (mean: %meanedef)
put #echo mono Total Armor Hindrance: %sumhin (mean: %meanhin)
put #echo
put #echo mono Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #echo
put #echo mono Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection + Absorption: %sumdef
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection: %sumpro (mean: %meanpro)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Absorption: %sumabs (mean: %meanabs)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Defense: %sumpdef (mean: %meanpdef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Defense: %sumedef (mean: %meanedef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Hindrance: %sumhin (mean: %meanhin)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

cambrinth:
if (matchre ("%look", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%look", "(gaethzen)")) then var manatype gaethzen
if (matchre ("%tap", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%tap", "(gaethzen)")) then var manatype gaethzen
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono mana capacity: %maxcharge
put #echo mono wear location: %wearloc
put #echo mono weight: %weight
put #echo
put #echo
put #echo mono %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt mana capacity: %maxcharge
put #log >ItemStatsReader-%logtype-$charactername.txt wear location: %wearloc
put #log >ItemStatsReader-%logtype-$charactername.txt weight: %weight
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

end:
send shop
waitforre ^\[Type SHOP \[ITEM\] to see what's on it|^There is nothing to buy here
send shop $shop
waitforre ^\[Type SHOP \[GOOD\] to see some details about it|^There is nothing to buy here
put #echo mono Last noun: %1 %2 ($preposition $shop)
put #class racial on
put #play ScriptEnd
put #flash
put #parse SCRIPT DONE

Quest Inventory (Repeats)

Use this version in places where SHOP command does not work, such as prize rooms for quests.

#debuglevel 10
########################################################
##STAT QUALITY WEIGHTS
##Edit this section if you want to change the weights that the quality formulas assign to each stat.
##sumpd: physical damage (puncture + slice + impact)
##sumed: elemental damage (fire + cold + electric)
##foi: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
##balance: weapon balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
##power: weapon power/suitability (determines how well a weapon takes advantage of your strength when attacking)
##smin: shield's minimum or "basic" defense (the minimum protection a shield offers, regardless of skill)
##smax: shield's maximum or "full" defense (the maximum protection a shield can offer if you have sufficient shield skill)
##shdhindrance: shield's maneuvering and stealth hindrance (All shields impose equal maneuvering and stealth hindrance, which may be reduced with skill.)
##sumpro: armor's total protection (reduces incoming damage by a flat amount -- best for light hits and requires more armor skill)
##sumabs: armor's total absorption (reduces incoming damage by a static percentage -- best for heavy hits and requires less armor skill)
##sumpdef: armor's total physical defense (protection + absorption)
##sumedef: armor's total elemental defense (protection + absorption)
##mhindrance: armor's maneuvering hindrance (determines penalties to defenses, which may be reduced with skill.)
##shindrance: armor's stealth hindrance (determines penalties to stealth, which may be reduced with skill.)
##construction: item's construction (determines how easily damaged an item is and therefore how often it will need to be repaired)
##weight: the item's weight in stones
##Weapon Quality Formula: %sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor
##Shield Quality Formula: %smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor
##Armor Quality Formula: %sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance
var sumpd_weight 2
var sumed_weight 2
var foi_weight 1
var balance_weight 1.5
var power_weight 1.25
var smin_weight 1.5
var smax_weight 2
var shdhindrance_weight 1
var sumpro_weight 2
var sumabs_weight 2.5
var sumpdef_weight 3
var sumedef_weight 1
var mhindrance_weight 1.5
var shindrance_weight .5
var construction_weight .25
var weight_weight .5
##DEFAULT VALUES
##var sumpd_weight 2
##var sumed_weight 2
##var foi_weight 1
##var balance_weight 1.5
##var power_weight 1.25
##var smin_weight 1.5
##var smax_weight 2
##var shdhindrance_weight 1
##var sumpro_weight 2
##var sumabs_weight 2.5
##var sumpdef_weight 3
##var sumedef_weight 1
##var mhindrance_weight 1.5
##var shindrance_weight .5
##var construction_weight .25
##var weight_weight .5
########################################################

put #class rp on
put #class arrive off
put #class combat off
put #class joust off
put #class racial off
put #class shop off
var appcostl 0
var appcostd 0
var source $roomname
var noun %1

action goto end when ^I could not find what (you|you were) referring to\.$
var numbers first|second|third|fourth|fifth|sixth|seventh|eighth|ninth|tenth|eleventh
var numbers.index 0

action setvariable sourcetype 07-crafting when ^You .+ a quality of \d+, placing it at .+ on the official Trader's Scale\.$|^You.+the \S+ in the .+ is of .+ quality\.$|You see the initials? \"(.+)\" impressed into the surface of the \S+\.
#action setvariable sourcetype altered when ^The .+ looks? to be custom-made\.$
action setvariable source $1 when ^Look:  You see the initials? \"(.+)\" impressed into the surface of the \S+\.$
action setvariable tap $2 when ^You glance at (a|an|some|the) (.+)\.$|^Considering the security around the Phelim starblade
action setvariable tap $2 when ^You quietly examine (a|an|some|the) (.+) and notice a price tag indicating
action setvariable look - when ^You see nothing unusual\.$
action setvariable wtype1 01-LtE;setvariable wtrains 01-SE when (is a|are a|and) light edged .+ weapon
action setvariable wtype1 02-ME;setvariable wtrains 01-SE when (is a|are a|and) medium edged .+ weapon
action setvariable wtype1 03-HE;setvariable wtrains 02-LrE when (is a|are a|and) heavy edged .+ weapon
action setvariable wtype1 04-2HE;setvariable wtrains 03-2HE when (is a|are a|and) two-handed edged .+ weapon
action setvariable wtype1 05-LtBl;setvariable wtrains 04-SBl when (is a|are a|and) light blunt .+ weapon
action setvariable wtype1 06-MB;setvariable wtrains 04-SBl when (is a|are a|and) medium blunt .+ weapon
action setvariable wtype1 07-HB;setvariable wtrains 05-LrBl when (is a|are a|and) heavy blunt .+ weapon
action setvariable wtype1 08-2HB;setvariable wtrains 06-2HB when (is a|are a|and) two-handed blunt .+ weapon
action setvariable wtype1 09-SS;setvariable wtrains 07-staff when (is a|are a|and) short staff .+ weapon
action setvariable wtype1 10-QS;setvariable wtrains 07-staff when (is a|are a|and) quarter staff .+ weapon
action setvariable wtype1 11-pike;setvariable wtrains 08-pole when (is a|are a|and) pike .+ weapon
action setvariable wtype1 12-halberd;setvariable wtrains 08-pole when (is a|are a|and) halberd .+ weapon
action setvariable wtype1 16-sling;setvariable wtrains 12-sling when (is|are) a sling .+ weapon
action setvariable wtype1 17-staff sling;setvariable wtrains 12-sling when (is|are) a staff sling .+ weapon
action setvariable wtype1 18-sling ammo;setvariable wtrains 13-sling ammo;setvariable ammoskill sling when ^This appears to be ammunition for slings\.$
action setvariable wtype1 19-short bow;setvariable wtrains 14-bow when (is|are) a short bow .+ weapon
action setvariable wtype1 20-long bow;setvariable wtrains 14-bow when (is|are) a long bow .+ weapon
action setvariable wtype1 21-comp bow;setvariable wtrains 14-bow when (is|are) a composite bow .+ weapon
action setvariable wtype1 22-bow ammo;setvariable wtrains 15-bow ammo;setvariable ammoskill bow when ^This appears to be ammunition for bows\.$
action setvariable wtype1 23-LX;setvariable wtrains 16-Xbow when (is|are) a light crossbow .+ weapon
action setvariable wtype1 24-HX;setvariable wtrains 16-Xbow when (is|are) a heavy crossbow .+ weapon
action setvariable wtype1 25-Xbow ammo;setvariable wtrains 17-Xbow ammo;setvariable ammoskill crossbow when ^This appears to be ammunition for crossbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 1parry;setvariable wtrains brawling;setvariable wearloc 23-parry when ^You are certain that the .+ is a purely defensive item\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 2elbow;setvariable wtrains brawling;setvariable wearloc 20-elbow-w when ^It appears that the .+ can be worn strapped to the elbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 3hand;setvariable wtrains brawling;setvariable wearloc 24-hands-w when ^It appears that the .+ can be worn strapped to the hands\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 4knee;setvariable wtrains brawling;setvariable wearloc 33-knee-w when ^It appears that the .+ can be worn strapped to the knees\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 5foot;setvariable wtrains brawling;setvariable wearloc 35-feet-w when ^It appears that the .+ can be worn strapped to the feet\.$
action setvariable wtype2 13-LT;setvariable wtrains2 09-LT;setvariable range ranged when (is|are) a light thrown and .+ weapon
action setvariable wtype2 14-HT;setvariable wtrains2 10-HT;setvariable range ranged when (is|are) a heavy thrown and .+ weapon
action setvariable range melee when melee-ranged weapon
action setvariable range pole when pole-ranged weapon
action setvariable puncture 0 when ^\s+no puncture damage$
action setvariable puncture 1 when ^\s+dismal puncture damage$
action setvariable puncture 2 when ^\s+poor puncture damage$
action setvariable puncture 3 when ^\s+low puncture damage$
action setvariable puncture 4 when ^\s+somewhat fair puncture damage$
action setvariable puncture 5 when ^\s+fair puncture damage$
action setvariable puncture 6 when ^\s+somewhat moderate puncture damage$
action setvariable puncture 7 when ^\s+moderate puncture damage$
action setvariable puncture 8 when ^\s+somewhat heavy puncture damage$
action setvariable puncture 9 when ^\s+heavy puncture damage$
action setvariable puncture 10 when ^\s+very heavy puncture damage$
action setvariable puncture 11 when ^\s+great puncture damage$
action setvariable puncture 12 when ^\s+very great puncture damage$
action setvariable puncture 13 when ^\s+severe puncture damage$
action setvariable puncture 14 when ^\s+very severe puncture damage$
action setvariable puncture 15 when ^\s+extreme puncture damage$
action setvariable puncture 16 when ^\s+very extreme puncture damage$
action setvariable puncture 17 when ^\s+mighty puncture damage$
action setvariable puncture 18 when ^\s+very mighty puncture damage$
action setvariable puncture 19 when ^\s+bone-crushing puncture damage$
action setvariable puncture 20 when ^\s+very bone-crushing puncture damage$
action setvariable puncture 21 when ^\s+devastating puncture damage$
action setvariable puncture 22 when ^\s+very devastating puncture damage$
action setvariable puncture 23 when ^\s+overwhelming puncture damage$
action setvariable puncture 24 when ^\s+annihilating puncture damage$
action setvariable puncture 25 when ^\s+obliterating puncture damage$
action setvariable puncture 26 when ^\s+demolishing puncture damage$
action setvariable puncture 27 when ^\s+catastrophic puncture damage$
action setvariable puncture 28 when ^\s+god-like puncture damage$
action setvariable slice 0 when ^\s+no slice damage$
action setvariable slice 1 when ^\s+dismal slice damage$
action setvariable slice 2 when ^\s+poor slice damage$
action setvariable slice 3 when ^\s+low slice damage$
action setvariable slice 4 when ^\s+somewhat fair slice damage$
action setvariable slice 5 when ^\s+fair slice damage$
action setvariable slice 6 when ^\s+somewhat moderate slice damage$
action setvariable slice 7 when ^\s+moderate slice damage$
action setvariable slice 8 when ^\s+somewhat heavy slice damage$
action setvariable slice 9 when ^\s+heavy slice damage$
action setvariable slice 10 when ^\s+very heavy slice damage$
action setvariable slice 11 when ^\s+great slice damage$
action setvariable slice 12 when ^\s+very great slice damage$
action setvariable slice 13 when ^\s+severe slice damage$
action setvariable slice 14 when ^\s+very severe slice damage$
action setvariable slice 15 when ^\s+extreme slice damage$
action setvariable slice 16 when ^\s+very extreme slice damage$
action setvariable slice 17 when ^\s+mighty slice damage$
action setvariable slice 18 when ^\s+very mighty slice damage$
action setvariable slice 19 when ^\s+bone-crushing slice damage$
action setvariable slice 20 when ^\s+very bone-crushing slice damage$
action setvariable slice 21 when ^\s+devastating slice damage$
action setvariable slice 22 when ^\s+very devastating slice damage$
action setvariable slice 23 when ^\s+overwhelming slice damage$
action setvariable slice 24 when ^\s+annihilating slice damage$
action setvariable slice 25 when ^\s+obliterating slice damage$
action setvariable slice 26 when ^\s+demolishing slice damage$
action setvariable slice 27 when ^\s+catastrophic slice damage$
action setvariable slice 28 when ^\s+god-like slice damage$
action setvariable impact 0 when ^\s+no impact damage$
action setvariable impact 1 when ^\s+dismal impact damage$
action setvariable impact 2 when ^\s+poor impact damage$
action setvariable impact 3 when ^\s+low impact damage$
action setvariable impact 4 when ^\s+somewhat fair impact damage$
action setvariable impact 5 when ^\s+fair impact damage$
action setvariable impact 6 when ^\s+somewhat moderate impact damage$
action setvariable impact 7 when ^\s+moderate impact damage$
action setvariable impact 8 when ^\s+somewhat heavy impact damage$
action setvariable impact 9 when ^\s+heavy impact damage$
action setvariable impact 10 when ^\s+very heavy impact damage$
action setvariable impact 11 when ^\s+great impact damage$
action setvariable impact 12 when ^\s+very great impact damage$
action setvariable impact 13 when ^\s+severe impact damage$
action setvariable impact 14 when ^\s+very severe impact damage$
action setvariable impact 15 when ^\s+extreme impact damage$
action setvariable impact 16 when ^\s+very extreme impact damage$
action setvariable impact 17 when ^\s+mighty impact damage$
action setvariable impact 18 when ^\s+very mighty impact damage$
action setvariable impact 19 when ^\s+bone-crushing impact damage$
action setvariable impact 20 when ^\s+very bone-crushing impact damage$
action setvariable impact 21 when ^\s+devastating impact damage$
action setvariable impact 22 when ^\s+very devastating impact damage$
action setvariable impact 23 when ^\s+overwhelming impact damage$
action setvariable impact 24 when ^\s+annihilating impact damage$
action setvariable impact 25 when ^\s+obliterating impact damage$
action setvariable impact 26 when ^\s+demolishing impact damage$
action setvariable impact 27 when ^\s+catastrophic impact damage$
action setvariable impact 28 when ^\s+god-like impact damage$
action setvariable puncture 0 when ^\s+no puncture damage increase$
action setvariable puncture 1 when ^\s+poor puncture damage increase$
action setvariable puncture 2 when ^\s+low puncture damage increase$
action setvariable puncture 3 when ^\s+fair puncture damage increase$
action setvariable puncture 4 when ^\s+moderate puncture damage increase$
action setvariable puncture 5 when ^\s+heavy puncture damage increase$
action setvariable puncture 6 when ^\s+great puncture damage increase$
action setvariable puncture 7 when ^\s+severe puncture damage increase$
action setvariable slice 0 when ^\s+no slice damage increase$
action setvariable slice 1 when ^\s+poor slice damage increase$
action setvariable slice 2 when ^\s+low slice damage increase$
action setvariable slice 3 when ^\s+fair slice damage increase$
action setvariable slice 4 when ^\s+moderate slice damage increase$
action setvariable slice 5 when ^\s+heavy slice damage increase$
action setvariable slice 6 when ^\s+great slice damage increase$
action setvariable slice 7 when ^\s+severe slice damage increase$
action setvariable impact 0 when ^\s+no impact damage increase$
action setvariable impact 1 when ^\s+poor impact damage increase$
action setvariable impact 2 when ^\s+low impact damage increase$
action setvariable impact 3 when ^\s+fair impact damage increase$
action setvariable impact 4 when ^\s+moderate impact damage increase$
action setvariable impact 5 when ^\s+heavy impact damage increase$
action setvariable impact 6 when ^\s+great impact damage increase$
action setvariable impact 7 when ^\s+severe impact damage increase$
action setvariable puncture 1 when ^\s+a little puncture damage$
action setvariable puncture 2 when ^\s+some puncture damage$
action setvariable puncture 3 when ^\s+quite a bit of puncture damage$
action setvariable puncture 4 when ^\s+a lot of puncture damage$
action setvariable slice 1 when ^\s+a little slice damage$
action setvariable slice 2 when ^\s+some slice damage$
action setvariable slice 3 when ^\s+quite a bit of slice damage$
action setvariable slice 4 when ^\s+a lot of slice damage$
action setvariable impact 1 when ^\s+a little impact damage$
action setvariable impact 2 when ^\s+some impact damage$
action setvariable impact 3 when ^\s+quite a bit of impact damage$
action setvariable impact 4 when ^\s+a lot of impact damage$
action setvariable fire 0 when ^\s+no fire damage$
action setvariable fire 1 when ^\s+dismal fire damage with affinity for
action setvariable fire 2 when ^\s+poor fire damage with affinity for
action setvariable fire 3 when ^\s+low fire damage with affinity for
action setvariable fire 4 when ^\s+somewhat fair fire damage with affinity for
action setvariable fire 5 when ^\s+fair fire damage with affinity for
action setvariable fire 6 when ^\s+somewhat moderate fire damage with affinity for
action setvariable fire 7 when ^\s+moderate fire damage with affinity for
action setvariable fire 8 when ^\s+somewhat heavy fire damage with affinity for
action setvariable fire 9 when ^\s+heavy fire damage with affinity for
action setvariable fire 10 when ^\s+very heavy fire damage with affinity for
action setvariable fire 11 when ^\s+great fire damage with affinity for
action setvariable fire 12 when ^\s+very great fire damage with affinity for
action setvariable fire 13 when ^\s+severe fire damage with affinity for
action setvariable fire 14 when ^\s+very severe fire damage with affinity for
action setvariable fire 15 when ^\s+extreme fire damage with affinity for
action setvariable fire 16 when ^\s+very extreme fire damage with affinity for
action setvariable fire 17 when ^\s+mighty fire damage with affinity for
action setvariable fire 18 when ^\s+very mighty fire damage with affinity for
action setvariable fire 19 when ^\s+bone-crushing fire damage with affinity for
action setvariable fire 20 when ^\s+very bone-crushing fire damage with affinity for
action setvariable fire 21 when ^\s+devastating fire damage with affinity for
action setvariable fire 22 when ^\s+very devastating fire damage with affinity for
action setvariable fire 23 when ^\s+overwhelming fire damage with affinity for
action setvariable fire 24 when ^\s+annihilating fire damage with affinity for
action setvariable fire 25 when ^\s+obliterating fire damage with affinity for
action setvariable fire 26 when ^\s+demolishing fire damage with affinity for
action setvariable fire 27 when ^\s+catastrophic fire damage with affinity for
action setvariable fire 28 when ^\s+god-like fire damage with affinity for
action setvariable cold 0 when ^\s+no cold damage$
action setvariable cold 1 when ^\s+dismal cold damage with affinity for
action setvariable cold 2 when ^\s+poor cold damage with affinity for
action setvariable cold 3 when ^\s+low cold damage with affinity for
action setvariable cold 4 when ^\s+somewhat fair cold damage with affinity for
action setvariable cold 5 when ^\s+fair cold damage with affinity for
action setvariable cold 6 when ^\s+somewhat moderate cold damage with affinity for
action setvariable cold 7 when ^\s+moderate cold damage with affinity for
action setvariable cold 8 when ^\s+somewhat heavy cold damage with affinity for
action setvariable cold 9 when ^\s+heavy cold damage with affinity for
action setvariable cold 10 when ^\s+very heavy cold damage with affinity for
action setvariable cold 11 when ^\s+great cold damage with affinity for
action setvariable cold 12 when ^\s+very great cold damage with affinity for
action setvariable cold 13 when ^\s+severe cold damage with affinity for
action setvariable cold 14 when ^\s+very severe cold damage with affinity for
action setvariable cold 15 when ^\s+extreme cold damage with affinity for
action setvariable cold 16 when ^\s+very extreme cold damage with affinity for
action setvariable cold 17 when ^\s+mighty cold damage with affinity for
action setvariable cold 18 when ^\s+very mighty cold damage with affinity for
action setvariable cold 19 when ^\s+bone-crushing cold damage with affinity for
action setvariable cold 20 when ^\s+very bone-crushing cold damage with affinity for
action setvariable cold 21 when ^\s+devastating cold damage with affinity for
action setvariable cold 22 when ^\s+very devastating cold damage with affinity for
action setvariable cold 23 when ^\s+overwhelming cold damage with affinity for
action setvariable cold 24 when ^\s+annihilating cold damage with affinity for
action setvariable cold 25 when ^\s+obliterating cold damage with affinity for
action setvariable cold 26 when ^\s+demolishing cold damage with affinity for
action setvariable cold 27 when ^\s+catastrophic cold damage with affinity for
action setvariable cold 28 when ^\s+god-like cold damage with affinity for
action setvariable electric 0 when ^\s+no electric damage$
action setvariable electric 1 when ^\s+dismal electric damage with affinity for
action setvariable electric 2 when ^\s+poor electric damage with affinity for
action setvariable electric 3 when ^\s+low electric damage with affinity for
action setvariable electric 4 when ^\s+somewhat fair electric damage with affinity for
action setvariable electric 5 when ^\s+fair electric damage with affinity for
action setvariable electric 6 when ^\s+somewhat moderate electric damage with affinity for
action setvariable electric 7 when ^\s+moderate electric damage with affinity for
action setvariable electric 8 when ^\s+somewhat heavy electric damage with affinity for
action setvariable electric 9 when ^\s+heavy electric damage with affinity for
action setvariable electric 10 when ^\s+very heavy electric damage with affinity for
action setvariable electric 11 when ^\s+great electric damage with affinity for
action setvariable electric 12 when ^\s+very great electric damage with affinity for
action setvariable electric 13 when ^\s+severe electric damage with affinity for
action setvariable electric 14 when ^\s+very severe electric damage with affinity for
action setvariable electric 15 when ^\s+extreme electric damage with affinity for
action setvariable electric 16 when ^\s+very extreme electric damage with affinity for
action setvariable electric 17 when ^\s+mighty electric damage with affinity for
action setvariable electric 18 when ^\s+very mighty electric damage with affinity for
action setvariable electric 19 when ^\s+bone-crushing electric damage with affinity for
action setvariable electric 20 when ^\s+very bone-crushing electric damage with affinity for
action setvariable electric 21 when ^\s+devastating electric damage with affinity for
action setvariable electric 22 when ^\s+very devastating electric damage with affinity for
action setvariable electric 23 when ^\s+overwhelming electric damage with affinity for
action setvariable electric 24 when ^\s+annihilating electric damage with affinity for
action setvariable electric 25 when ^\s+obliterating electric damage with affinity for
action setvariable electric 26 when ^\s+demolishing electric damage with affinity for
action setvariable electric 27 when ^\s+catastrophic electric damage with affinity for
action setvariable electric 28 when ^\s+god-like electric damage with affinity for
action setvariable foi 0 when (is|are) not designed for improving the force of your attacks\.$
action setvariable foi 1 when (is|are) terribly designed for improving the force of your attacks\.$
action setvariable foi 2 when (is|are) dismally designed for improving the force of your attacks\.$
action setvariable foi 3 when (is|are) poorly designed for improving the force of your attacks\.$
action setvariable foi 4 when (is|are) inadequately designed for improving the force of your attacks\.$
action setvariable foi 5 when (is|are) fairly designed for improving the force of your attacks\.$
action setvariable foi 6 when (is|are) decently designed for improving the force of your attacks\.$
action setvariable foi 7 when (is|are) reasonably designed for improving the force of your attacks\.$
action setvariable foi 8 when (is|are) soundly designed for improving the force of your attacks\.$
action setvariable foi 9 when (is|are) well designed for improving the force of your attacks\.$
action setvariable foi 10 when (is|are) very well designed for improving the force of your attacks\.$
action setvariable foi 11 when (is|are) extremely well designed for improving the force of your attacks\.$
action setvariable foi 12 when (is|are) excellently designed for improving the force of your attacks\.$
action setvariable foi 13 when (is|are) superbly designed for improving the force of your attacks\.$
action setvariable foi 14 when (is|are) incredibly designed for improving the force of your attacks\.$
action setvariable foi 15 when (is|are) amazingly designed for improving the force of your attacks\.$
action setvariable foi 16 when (is|are) unbelievably designed for improving the force of your attacks\.$
action setvariable foi 17 when (is|are) perfectly designed for improving the force of your attacks\.$
action setvariable balance 0 when ^You are certain that .+ (is|are) not balanced and
action setvariable balance 1 when ^You are certain that .+ (is|are) terribly balanced and
action setvariable balance 2 when ^You are certain that .+ (is|are) dismally balanced and
action setvariable balance 3 when ^You are certain that .+ (is|are) poorly balanced and
action setvariable balance 4 when ^You are certain that .+ (is|are) inadequately balanced and
action setvariable balance 5 when ^You are certain that .+ (is|are) fairly balanced and
action setvariable balance 6 when ^You are certain that .+ (is|are) decently balanced and
action setvariable balance 7 when ^You are certain that .+ (is|are) reasonably balanced and
action setvariable balance 8 when ^You are certain that .+ (is|are) soundly balanced and
action setvariable balance 9 when ^You are certain that .+ (is|are) well balanced and
action setvariable balance 10 when ^You are certain that .+ (is|are) very well balanced and
action setvariable balance 11 when ^You are certain that .+ (is|are) extremely well balanced and
action setvariable balance 12 when ^You are certain that .+ (is|are) excellently balanced and
action setvariable balance 13 when ^You are certain that .+ (is|are) superbly balanced and
action setvariable balance 14 when ^You are certain that .+ (is|are) incredibly balanced and
action setvariable balance 15 when ^You are certain that .+ (is|are) amazingly balanced and
action setvariable balance 16 when ^You are certain that .+ (is|are) unbelievably balanced and
action setvariable balance 17 when ^You are certain that .+ (is|are) perfectly balanced and
action setvariable power 0 when ^You are certain that.+balanced and (is|are) not suited (to gaining extra|for adding) attack power from
action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from
action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from
action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from
action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from
action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from
action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from
action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from
action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from
action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from
action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from
action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from
action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from
action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from
action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from
action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from
action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelievably suited (to gaining extra|for adding) attack power from
action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from
action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a \w+ of this type
action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a \w+ of this type
action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a \w+ of this type
action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a \w+ of this type
action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a \w+ of this type
action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a \w+ of this type
action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a \w+ of this type
action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a \w+ of this type
action setvariable adjdraw no when ^The \S+ does not appear to have an adjustable draw strength\.$
action setvariable adjdraw yes when ^The \S+ has an adjustable draw strength\.$

action setvariable atype 4-plate when (is|are) plate armor\.$
action setvariable atype 3-brigandine when (is|are) brigandine armor\.$
action setvariable atype 2-chain when (is|are) chain armor\.$
action setvariable atype 1-light when (is|are) light armor\.$
action setvariable covershead yes when ^\s+head$
action setvariable coverseyes yes when ^\s+(right|left) eye$
action setvariable coversneck yes when ^\s+neck$
action setvariable coverschest yes when ^\s+chest$
action setvariable coversabdomen yes when ^\s+abdomen$
action setvariable coversback yes when ^\s+back$
action setvariable coversarms yes when ^\s+(right|left) arm$
action setvariable covershands yes when ^\s+(right|left) hand$
action setvariable coverslegs yes when ^\s+(right|left) leg$

action setvariable stype 1-small when is small in size\.$
action setvariable stype 2-medium when is medium in size\.$
action setvariable stype 3-large when is large in size\.$
action setvariable shdhindrance 0 when ^You are certain that it imposes no maneuvering hindrance\.$
action setvariable shdhindrance 1 when ^You are certain that it imposes insignificant maneuvering hindrance\.$
action setvariable shdhindrance 2 when ^You are certain that it imposes trivial maneuvering hindrance\.$
action setvariable shdhindrance 3 when ^You are certain that it imposes light maneuvering hindrance\.$
action setvariable shdhindrance 4 when ^You are certain that it imposes minor maneuvering hindrance\.$
action setvariable shdhindrance 5 when ^You are certain that it imposes fair maneuvering hindrance\.$
action setvariable shdhindrance 6 when ^You are certain that it imposes mild maneuvering hindrance\.$
action setvariable shdhindrance 7 when ^You are certain that it imposes moderate maneuvering hindrance\.$
action setvariable shdhindrance 8 when ^You are certain that it imposes noticeable maneuvering hindrance\.$
action setvariable shdhindrance 9 when ^You are certain that it imposes high maneuvering hindrance\.$
action setvariable shdhindrance 10 when ^You are certain that it imposes significant maneuvering hindrance\.$
action setvariable shdhindrance 11 when ^You are certain that it imposes great maneuvering hindrance\.$
action setvariable shdhindrance 12 when ^You are certain that it imposes extreme maneuvering hindrance\.$
action setvariable shdhindrance 13 when ^You are certain that it imposes debilitating maneuvering hindrance\.$
action setvariable shdhindrance 14 when ^You are certain that it imposes overwhelming maneuvering hindrance\.$
action setvariable shdhindrance 15 when ^You are certain that it imposes insane maneuvering hindrance\.$
action setvariable smin 0 when ^You are certain that .+ offers no to
action setvariable smin 1 when ^You are certain that .+ offers extremely terrible to
action setvariable smin 2 when ^You are certain that .+ offers terrible to
action setvariable smin 3 when ^You are certain that .+ offers dismal to
action setvariable smin 4 when ^You are certain that .+ offers very poor to
action setvariable smin 5 when ^You are certain that .+ offers poor to
action setvariable smin 6 when ^You are certain that .+ offers rather low to
action setvariable smin 7 when ^You are certain that .+ offers low to
action setvariable smin 8 when ^You are certain that .+ offers fair to
action setvariable smin 9 when ^You are certain that .+ offers better than fair to
action setvariable smin 10 when ^You are certain that .+ offers moderate to
action setvariable smin 11 when ^You are certain that .+ offers moderately good to
action setvariable smin 12 when ^You are certain that .+ offers good to
action setvariable smin 13 when ^You are certain that .+ offers very good to
action setvariable smin 14 when ^You are certain that .+ offers high to
action setvariable smin 15 when ^You are certain that .+ offers very high to
action setvariable smin 16 when ^You are certain that .+ offers great to
action setvariable smin 17 when ^You are certain that .+ offers very great to
action setvariable smin 18 when ^You are certain that .+ offers exceptional to
action setvariable smin 19 when ^You are certain that .+ offers very exceptional to
action setvariable smin 20 when ^You are certain that .+ offers impressive to
action setvariable smin 21 when ^You are certain that .+ offers very impressive to
action setvariable smin 22 when ^You are certain that .+ offers amazing to
action setvariable smin 23 when ^You are certain that .+ offers incredible to
action setvariable smin 24 when ^You are certain that .+ offers tremendous to
action setvariable smin 25 when ^You are certain that .+ offers unbelievable to
action setvariable smin 26 when ^You are certain that .+ offers god-like to
action setvariable smax 0 when ^You are certain that.+offers.+ to no protection\.$
action setvariable smax 1 when ^You are certain that.+offers.+ to extremely terrible protection\.$
action setvariable smax 2 when ^You are certain that.+offers.+ to terrible protection\.$
action setvariable smax 3 when ^You are certain that.+offers.+ to dismal protection\.$
action setvariable smax 4 when ^You are certain that.+offers.+ to very poor protection\.$
action setvariable smax 5 when ^You are certain that.+offers.+ to poor protection\.$
action setvariable smax 6 when ^You are certain that.+offers.+ to rather low protection\.$
action setvariable smax 7 when ^You are certain that.+offers.+ to low protection\.$
action setvariable smax 8 when ^You are certain that.+offers.+ to fair protection\.$
action setvariable smax 9 when ^You are certain that.+offers.+ to better than fair protection\.$
action setvariable smax 10 when ^You are certain that.+offers.+ to moderate protection\.$
action setvariable smax 11 when ^You are certain that.+offers.+ to moderately good protection\.$
action setvariable smax 12 when ^You are certain that.+offers.+ to good protection\.$
action setvariable smax 13 when ^You are certain that.+offers.+ to very good protection\.$
action setvariable smax 14 when ^You are certain that.+offers.+ to high protection\.$
action setvariable smax 15 when ^You are certain that.+offers.+ to very high protection\.$
action setvariable smax 16 when ^You are certain that.+offers.+ to great protection\.$
action setvariable smax 17 when ^You are certain that.+offers.+ to very great protection\.$
action setvariable smax 18 when ^You are certain that.+offers.+ to exceptional protection\.$
action setvariable smax 19 when ^You are certain that.+offers.+ to very exceptional protection\.$
action setvariable smax 20 when ^You are certain that.+offers.+ to impressive protection\.$
action setvariable smax 21 when ^You are certain that.+offers.+ to very impressive protection\.$
action setvariable smax 22 when ^You are certain that.+offers.+ to amazing protection\.$
action setvariable smax 23 when ^You are certain that.+offers.+ to incredible protection\.$
action setvariable smax 24 when ^You are certain that.+offers.+ to tremendous protection\.$
action setvariable smax 25 when ^You are certain that.+offers.+ to unbelievable protection\.$
action setvariable smax 26 when ^You are certain that.+offers.+ to god-like protection\.$

action setvariable mhindrance 0 when ^You feel certain that .+ appears? to impose no maneuvering hindrance
action setvariable mhindrance 1 when ^You feel certain that .+ appears? to impose insignificant maneuvering hindrance
action setvariable mhindrance 2 when ^You feel certain that .+ appears? to impose light maneuvering hindrance
action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance
action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance
action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose high maneuvering hindrance
action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose great maneuvering hindrance
action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance
action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose insane maneuvering hindrance
action setvariable shindrance 0 when ^You feel certain that.+maneuvering hindrance and no stealth hindrance, offering:
action setvariable shindrance 1 when ^You feel certain that.+maneuvering hindrance and insignificant stealth hindrance, offering:
action setvariable shindrance 2 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering:
action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering:
action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering:
action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering:
action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering:
action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering:
action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and insane stealth hindrance, offering:
action setvariable puncturep 1 when ^\s+poor protection and.+absorption for puncture attacks
action setvariable puncturep 2 when ^\s+low protection and.+absorption for puncture attacks
action setvariable puncturep 3 when ^\s+fair protection and.+absorption for puncture attacks
action setvariable puncturep 4 when ^\s+moderate protection and.+absorption for puncture attacks
action setvariable puncturep 5 when ^\s+good protection and.+absorption for puncture attacks
action setvariable puncturep 6 when ^\s+very good protection and.+absorption for puncture attacks
action setvariable puncturep 7 when ^\s+high protection and.+absorption for puncture attacks
action setvariable puncturep 8 when ^\s+very high protection and.+absorption for puncture attacks
action setvariable puncturep 9 when ^\s+great protection and.+absorption for puncture attacks
action setvariable puncturep 10 when ^\s+very great protection and.+absorption for puncture attacks
action setvariable puncturep 11 when ^\s+extreme protection and.+absorption for puncture attacks
action setvariable puncturep 12 when ^\s+exceptional protection and.+absorption for puncture attacks
action setvariable puncturep 13 when ^\s+incredible protection and.+absorption for puncture attacks
action setvariable puncturep 14 when ^\s+amazing protection and.+absorption for puncture attacks
action setvariable puncturep 15 when ^\s+unbelievable protection and.+absorption for puncture attacks
action setvariable slicep 1 when ^\s+poor protection and.+absorption for slice attacks
action setvariable slicep 2 when ^\s+low protection and.+absorption for slice attacks
action setvariable slicep 3 when ^\s+fair protection and.+absorption for slice attacks
action setvariable slicep 4 when ^\s+moderate protection and.+absorption for slice attacks
action setvariable slicep 5 when ^\s+good protection and.+absorption for slice attacks
action setvariable slicep 6 when ^\s+very good protection and.+absorption for slice attacks
action setvariable slicep 7 when ^\s+high protection and.+absorption for slice attacks
action setvariable slicep 8 when ^\s+very high protection and.+absorption for slice attacks
action setvariable slicep 9 when ^\s+great protection and.+absorption for slice attacks
action setvariable slicep 10 when ^\s+very great protection and.+absorption for slice attacks
action setvariable slicep 11 when ^\s+extreme protection and.+absorption for slice attacks
action setvariable slicep 12 when ^\s+exceptional protection and.+absorption for slice attacks
action setvariable slicep 13 when ^\s+incredible protection and.+absorption for slice attacks
action setvariable slicep 14 when ^\s+amazing protection and.+absorption for slice attacks
action setvariable slicep 15 when ^\s+unbelievable protection and.+absorption for slice attacks
action setvariable impactp 1 when ^\s+poor protection and.+absorption for impact attacks
action setvariable impactp 2 when ^\s+low protection and.+absorption for impact attacks
action setvariable impactp 3 when ^\s+fair protection and.+absorption for impact attacks
action setvariable impactp 4 when ^\s+moderate protection and.+absorption for impact attacks
action setvariable impactp 5 when ^\s+good protection and.+absorption for impact attacks
action setvariable impactp 6 when ^\s+very good protection and.+absorption for impact attacks
action setvariable impactp 7 when ^\s+high protection and.+absorption for impact attacks
action setvariable impactp 8 when ^\s+very high protection and.+absorption for impact attacks
action setvariable impactp 9 when ^\s+great protection and.+absorption for impact attacks
action setvariable impactp 10 when ^\s+very great protection and.+absorption for impact attacks
action setvariable impactp 11 when ^\s+extreme protection and.+absorption for impact attacks
action setvariable impactp 12 when ^\s+exceptional protection and.+absorption for impact attacks
action setvariable impactp 13 when ^\s+incredible protection and.+absorption for impact attacks
action setvariable impactp 14 when ^\s+amazing protection and.+absorption for impact attacks
action setvariable impactp 15 when ^\s+unbelievable protection and.+absorption for impact attacks
action setvariable firep 1 when ^\s+poor protection and.+absorption for fire attacks
action setvariable firep 2 when ^\s+low protection and.+absorption for fire attacks
action setvariable firep 3 when ^\s+fair protection and.+absorption for fire attacks
action setvariable firep 4 when ^\s+moderate protection and.+absorption for fire attacks
action setvariable firep 5 when ^\s+good protection and.+absorption for fire attacks
action setvariable firep 6 when ^\s+very good protection and.+absorption for fire attacks
action setvariable firep 7 when ^\s+high protection and.+absorption for fire attacks
action setvariable firep 8 when ^\s+very high protection and.+absorption for fire attacks
action setvariable firep 9 when ^\s+great protection and.+absorption for fire attacks
action setvariable firep 10 when ^\s+very great protection and.+absorption for fire attacks
action setvariable firep 11 when ^\s+extreme protection and.+absorption for fire attacks
action setvariable firep 12 when ^\s+exceptional protection and.+absorption for fire attacks
action setvariable firep 13 when ^\s+incredible protection and.+absorption for fire attacks
action setvariable firep 14 when ^\s+amazing protection and.+absorption for fire attacks
action setvariable firep 15 when ^\s+unbelievable protection and.+absorption for fire attacks
action setvariable coldp 1 when ^\s+poor protection and.+absorption for cold attacks
action setvariable coldp 2 when ^\s+low protection and.+absorption for cold attacks
action setvariable coldp 3 when ^\s+fair protection and.+absorption for cold attacks
action setvariable coldp 4 when ^\s+moderate protection and.+absorption for cold attacks
action setvariable coldp 5 when ^\s+good protection and.+absorption for cold attacks
action setvariable coldp 6 when ^\s+very good protection and.+absorption for cold attacks
action setvariable coldp 7 when ^\s+high protection and.+absorption for cold attacks
action setvariable coldp 8 when ^\s+very high protection and.+absorption for cold attacks
action setvariable coldp 9 when ^\s+great protection and.+absorption for cold attacks
action setvariable coldp 10 when ^\s+very great protection and.+absorption for cold attacks
action setvariable coldp 11 when ^\s+extreme protection and.+absorption for cold attacks
action setvariable coldp 12 when ^\s+exceptional protection and.+absorption for cold attacks
action setvariable coldp 13 when ^\s+incredible protection and.+absorption for cold attacks
action setvariable coldp 14 when ^\s+amazing protection and.+absorption for cold attacks
action setvariable coldp 15 when ^\s+unbelievable protection and.+absorption for cold attacks
action setvariable electricp 1 when ^\s+poor protection and.+absorption for electrical attacks
action setvariable electricp 2 when ^\s+low protection and.+absorption for electrical attacks
action setvariable electricp 3 when ^\s+fair protection and.+absorption for electrical attacks
action setvariable electricp 4 when ^\s+moderate protection and.+absorption for electrical attacks
action setvariable electricp 5 when ^\s+good protection and.+absorption for electrical attacks
action setvariable electricp 6 when ^\s+very good protection and.+absorption for electrical attacks
action setvariable electricp 7 when ^\s+high protection and.+absorption for electrical attacks
action setvariable electricp 8 when ^\s+very high protection and.+absorption for electrical attacks
action setvariable electricp 9 when ^\s+great protection and.+absorption for electrical attacks
action setvariable electricp 10 when ^\s+very great protection and.+absorption for electrical attacks
action setvariable electricp 11 when ^\s+extreme protection and.+absorption for electrical attacks
action setvariable electricp 12 when ^\s+exceptional protection and.+absorption for electrical attacks
action setvariable electricp 13 when ^\s+incredible protection and.+absorption for electrical attacks
action setvariable electricp 14 when ^\s+amazing protection and.+absorption for electrical attacks
action setvariable electricp 15 when ^\s+unbelievable protection and.+absorption for electrical attacks
action setvariable puncturea 1 when ^\s.+protection and very poor damage absorption for puncture attacks
action setvariable puncturea 2 when ^\s.+protection and poor damage absorption for puncture attacks
action setvariable puncturea 3 when ^\s.+protection and low damage absorption for puncture attacks
action setvariable puncturea 4 when ^\s.+protection and somewhat fair damage absorption for puncture attacks
action setvariable puncturea 5 when ^\s.+protection and fair damage absorption for puncture attacks
action setvariable puncturea 6 when ^\s.+protection and moderate damage absorption for puncture attacks
action setvariable puncturea 7 when ^\s.+protection and good damage absorption for puncture attacks
action setvariable puncturea 8 when ^\s.+protection and very good damage absorption for puncture attacks
action setvariable puncturea 9 when ^\s.+protection and high damage absorption for puncture attacks
action setvariable puncturea 10 when ^\s.+protection and very high damage absorption for puncture attacks
action setvariable puncturea 11 when ^\s.+protection and great damage absorption for puncture attacks
action setvariable puncturea 12 when ^\s.+protection and very great damage absorption for puncture attacks
action setvariable puncturea 13 when ^\s.+protection and extreme damage absorption for puncture attacks
action setvariable puncturea 14 when ^\s.+protection and exceptional damage absorption for puncture attacks
action setvariable puncturea 15 when ^\s.+protection and incredible damage absorption for puncture attacks
action setvariable puncturea 16 when ^\s.+protection and amazing damage absorption for puncture attacks
action setvariable puncturea 17 when ^\s.+protection and unbelievable damage absorption for puncture attacks
action setvariable slicea 1 when ^\s.+protection and very poor damage absorption for slice attacks
action setvariable slicea 2 when ^\s.+protection and poor damage absorption for slice attacks
action setvariable slicea 3 when ^\s.+protection and low damage absorption for slice attacks
action setvariable slicea 4 when ^\s.+protection and somewhat fair damage absorption for slice attacks
action setvariable slicea 5 when ^\s.+protection and fair damage absorption for slice attacks
action setvariable slicea 6 when ^\s.+protection and moderate damage absorption for slice attacks
action setvariable slicea 7 when ^\s.+protection and good damage absorption for slice attacks
action setvariable slicea 8 when ^\s.+protection and very good damage absorption for slice attacks
action setvariable slicea 9 when ^\s.+protection and high damage absorption for slice attacks
action setvariable slicea 10 when ^\s.+protection and very high damage absorption for slice attacks
action setvariable slicea 11 when ^\s.+protection and great damage absorption for slice attacks
action setvariable slicea 12 when ^\s.+protection and very great damage absorption for slice attacks
action setvariable slicea 13 when ^\s.+protection and extreme damage absorption for slice attacks
action setvariable slicea 14 when ^\s.+protection and exceptional damage absorption for slice attacks
action setvariable slicea 15 when ^\s.+protection and incredible damage absorption for slice attacks
action setvariable slicea 16 when ^\s.+protection and amazing damage absorption for slice attacks
action setvariable slicea 17 when ^\s.+protection and unbelievable damage absorption for slice attacks
action setvariable impacta 1 when ^\s.+protection and very poor damage absorption for impact attacks
action setvariable impacta 2 when ^\s.+protection and poor damage absorption for impact attacks
action setvariable impacta 3 when ^\s.+protection and low damage absorption for impact attacks
action setvariable impacta 4 when ^\s.+protection and somewhat fair damage absorption for impact attacks
action setvariable impacta 5 when ^\s.+protection and fair damage absorption for impact attacks
action setvariable impacta 6 when ^\s.+protection and moderate damage absorption for impact attacks
action setvariable impacta 7 when ^\s.+protection and good damage absorption for impact attacks
action setvariable impacta 8 when ^\s.+protection and very good damage absorption for impact attacks
action setvariable impacta 9 when ^\s.+protection and high damage absorption for impact attacks
action setvariable impacta 10 when ^\s.+protection and very high damage absorption for impact attacks
action setvariable impacta 11 when ^\s.+protection and great damage absorption for impact attacks
action setvariable impacta 12 when ^\s.+protection and very great damage absorption for impact attacks
action setvariable impacta 13 when ^\s.+protection and extreme damage absorption for impact attacks
action setvariable impacta 14 when ^\s.+protection and exceptional damage absorption for impact attacks
action setvariable impacta 15 when ^\s.+protection and incredible damage absorption for impact attacks
action setvariable impacta 16 when ^\s.+protection and amazing damage absorption for impact attacks
action setvariable impacta 17 when ^\s.+protection and unbelievable damage absorption for impact attacks
action setvariable firea 1 when ^\s.+protection and very poor damage absorption for fire attacks
action setvariable firea 2 when ^\s.+protection and poor damage absorption for fire attacks
action setvariable firea 3 when ^\s.+protection and low damage absorption for fire attacks
action setvariable firea 4 when ^\s.+protection and somewhat fair damage absorption for fire attacks
action setvariable firea 5 when ^\s.+protection and fair damage absorption for fire attacks
action setvariable firea 6 when ^\s.+protection and moderate damage absorption for fire attacks
action setvariable firea 7 when ^\s.+protection and good damage absorption for fire attacks
action setvariable firea 8 when ^\s.+protection and very good damage absorption for fire attacks
action setvariable firea 9 when ^\s.+protection and high damage absorption for fire attacks
action setvariable firea 10 when ^\s.+protection and very high damage absorption for fire attacks
action setvariable firea 11 when ^\s.+protection and great damage absorption for fire attacks
action setvariable firea 12 when ^\s.+protection and very great damage absorption for fire attacks
action setvariable firea 13 when ^\s.+protection and extreme damage absorption for fire attacks
action setvariable firea 14 when ^\s.+protection and exceptional damage absorption for fire attacks
action setvariable firea 15 when ^\s.+protection and incredible damage absorption for fire attacks
action setvariable firea 16 when ^\s.+protection and amazing damage absorption for fire attacks
action setvariable firea 17 when ^\s.+protection and unbelievable damage absorption for fire attacks
action setvariable colda 1 when ^\s.+protection and very poor damage absorption for cold attacks
action setvariable colda 2 when ^\s.+protection and poor damage absorption for cold attacks
action setvariable colda 3 when ^\s.+protection and low damage absorption for cold attacks
action setvariable colda 4 when ^\s.+protection and somewhat fair damage absorption for cold attacks
action setvariable colda 5 when ^\s.+protection and fair damage absorption for cold attacks
action setvariable colda 6 when ^\s.+protection and moderate damage absorption for cold attacks
action setvariable colda 7 when ^\s.+protection and good damage absorption for cold attacks
action setvariable colda 8 when ^\s.+protection and very good damage absorption for cold attacks
action setvariable colda 9 when ^\s.+protection and high damage absorption for cold attacks
action setvariable colda 10 when ^\s.+protection and very high damage absorption for cold attacks
action setvariable colda 11 when ^\s.+protection and great damage absorption for cold attacks
action setvariable colda 12 when ^\s.+protection and very great damage absorption for cold attacks
action setvariable colda 13 when ^\s.+protection and extreme damage absorption for cold attacks
action setvariable colda 14 when ^\s.+protection and exceptional damage absorption for cold attacks
action setvariable colda 15 when ^\s.+protection and incredible damage absorption for cold attacks
action setvariable colda 16 when ^\s.+protection and amazing damage absorption for cold attacks
action setvariable colda 17 when ^\s.+protection and unbelievable damage absorption for cold attacks
action setvariable electrica 1 when ^\s.+protection and very poor damage absorption for electrical attacks
action setvariable electrica 2 when ^\s.+protection and poor damage absorption for electrical attacks
action setvariable electrica 3 when ^\s.+protection and low damage absorption for electrical attacks
action setvariable electrica 4 when ^\s.+protection and somewhat fair damage absorption for electrical attacks
action setvariable electrica 5 when ^\s.+protection and fair damage absorption for electrical attacks
action setvariable electrica 6 when ^\s.+protection and moderate damage absorption for electrical attacks
action setvariable electrica 7 when ^\s.+protection and good damage absorption for electrical attacks
action setvariable electrica 8 when ^\s.+protection and very good damage absorption for electrical attacks
action setvariable electrica 9 when ^\s.+protection and high damage absorption for electrical attacks
action setvariable electrica 10 when ^\s.+protection and very high damage absorption for electrical attacks
action setvariable electrica 11 when ^\s.+protection and great damage absorption for electrical attacks
action setvariable electrica 12 when ^\s.+protection and very great damage absorption for electrical attacks
action setvariable electrica 13 when ^\s.+protection and extreme damage absorption for electrical attacks
action setvariable electrica 14 when ^\s.+protection and exceptional damage absorption for electrical attacks
action setvariable electrica 15 when ^\s.+protection and incredible damage absorption for electrical attacks
action setvariable electrica 16 when ^\s.+protection and amazing damage absorption for electrical attacks
action setvariable electrica 17 when ^\s.+protection and unbelievable damage absorption for electrical attacks

action setvariable construction 1 when ^You are certain that.+(is|are) extremely weak and easily damaged,
action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged,
action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged,
action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged,
action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage,
action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage,
action setvariable construction 7 when ^You are certain that.+(is|are) appreciably susceptible to damage,
action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage,
action setvariable construction 9 when ^You are certain that.+(is|are) of average construction,
action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage,
action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage,
action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage,
action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage,
action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage,
action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage,
action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage,
action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage,
action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage,

action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$
action setvariable weight 1 when ^You are.+that the .+ (is|are) immovable.
action setvariable wearloc 01-head+ when ^It appears that the .+ can be worn on the head\.$
action setvariable wearloc 04-hair-placed when ^It appears that .+ can be worn in the hair\.$
action setvariable wearloc 06-right eye when ^It appears that .+ can be worn on the right eye\.$
action setvariable wearloc 07-left eye when ^It appears that .+ can be worn on the left eye\.$
action setvariable wearloc 08-ear when ^It appears that .+ can be worn in one ear
action setvariable wearloc 09-ears when ^It appears that .+ can be worn in both ears
action setvariable wearloc 10-nose when ^It appears that .+ can be worn on the nose\.$
action setvariable wearloc 11-neck when ^It appears that .+ can be worn around the neck\.$
action setvariable wearloc 12-shoulders when ^It appears that .+ can be draped over the shoulders\.$
action setvariable wearloc 13-body when ^It appears that .+ can be worn\.$
action setvariable wearloc 14-shoulder when ^It appears that .+ can be slung over one shoulder\.$
action setvariable wearloc 15-shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$
action setvariable wearloc 16-shirt- when ^It appears that .+ can be worn like a shirt or robe\.$
action setvariable wearloc 17-back when ^It appears that .+ can be worn on the back\.$
action setvariable wearloc 18-upper arm when ^It appears that .+ can be worn on the upper ?arm\.$
action setvariable wearloc 21-left arm-s when ^This shield is \S+ in size\.$
action setvariable wearloc 22-wrist when ^It appears that .+ can be worn on the wrist\.$
action setvariable wearloc 25-hands when ^It appears that .+ can be worn on the hands\.$
action setvariable wearloc 26-finger when ^It appears that .+ can be worn around the finger\.$
action setvariable wearloc 27-waist when ^It appears that .+ can be worn around the waist\.$
action setvariable wearloc 28-belt when ^It appears that .+ can be worn attached to a belt\.$
action setvariable wearloc 28-belt when ^The gem pouch is made for easy storage of gems
action setvariable wearloc 29-tail when ^It appears that .+ can be worn around the tail\.$
action setvariable wearloc 30-pants+ when ^It appears that .+ can be worn like pants or a skirt\.$
action setvariable wearloc 32-thigh when ^It appears that .+ can be worn on the thigh\.$
action setvariable wearloc 34-ankle when ^It appears that .+ can be worn around the ankle\.$
action setvariable wearloc 36-feet when ^It appears that .+ can be worn on the feet\.$
action setvariable wearloc armor when ^The .+ looks? like (it|they) offers? protection for the following areas:$
action setvariable appcostk $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:kronars)\.$
action setvariable appcostk 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:kronar)\.$
action setvariable appcostk 0 when ^You are certain that .+ (is|are) worth exactly nothing\.$
action setvariable appcostk - when ^There doesn't appear to be anything in the gem pouch\.$
action setvariable appcostk - when is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions\.$
action setvariable appcostl $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:lirums)\.$
action setvariable appcostl 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:lirum)\.$
action setvariable appcostd $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:dokoras)\.$
action setvariable appcostd 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:dokora)\.$
action setvariable maxcharge $1 when ^You are certain that the .+ holds? exactly (\d+) mana\.$

put #echo
put #echo mono ITEM TYPE:
put #echo
put #echo mono 1:	Weapon: Melee/Thrown
put #echo
put #echo mono 2:	Weapon: Ranged
put #echo
put #echo mono 3:	Weapon: Ammunition
put #echo
put #echo mono 4:	Weapon: Brawling
put #echo
put #echo mono 5:	Weapon: Parry Stick
put #echo
put #echo mono 6:	Shield
put #echo
put #echo mono 7:	Armor
put #echo
put #echo mono 8:	Cambrinth/Gaethzen
put #echo
put #echo mono Enter Type Number:

matchre WeaponApp1 ^1
matchre WeaponApp2 ^2
matchre WeaponApp3 ^3
matchre WeaponApp4 ^4
matchre WeaponApp5 ^5
matchre ShieldApp ^6
matchre ArmorApp ^7
matchre CambrinthApp ^8
matchwait

WeaponApp1:
gosub VarBlank
var formtype weapon1
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp1

WeaponApp2:
gosub VarBlank
var formtype weapon2
var logtype WeaponRanged
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp2

WeaponApp3:
gosub VarBlank
var formtype weapon3
var logtype WeaponRanged
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp3

WeaponApp4:
gosub VarBlank
var formtype weapon4
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp4

WeaponApp5:
gosub VarBlank
var formtype weapon5
var logtype WeaponMelee
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto WeaponApp5

ShieldApp:
gosub VarBlank
var formtype shield
var logtype Shield
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto ShieldApp

ArmorApp:
gosub VarBlank
var formtype armor
var logtype Armor
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto ArmorApp

CambrinthApp:
var formtype cambrinth
var logtype Cambrinth
var number %numbers(%numbers.index)
gosub appraise
gosub %formtype
math numbers.index add 1
if %numbers.index > 11 then goto end
goto CambrinthApp

appraise:
send glance %number %1 $preposition $shop
waitforre ^You glance|^You quietly|^Considering the security around
send appraise %number %1 $preposition $shop careful
wait
pause 1
#send analyze %1 %2 $preposition $shop
wait
pause .5
if %appcostl > 0 then evalmath appcostk round(%appcostl/0.8)
if %appcostd > 0 then evalmath appcostk round(%appcostd/0.7216)
return

VarBlank:
var source $roomname
var sourcetype 10-unknown (check)
var wtype1 ERROR
var wtype2 ERROR
var wtrains ERROR
var wtrains2 ERROR
var volume ERROR
var composition ERROR
var brawltype ERROR
var range ERROR
var rangefactor ERROR
var puncture ERROR
var slice ERROR
var impact ERROR
var fire ERROR
var cold ERROR
var electric ERROR
var foi ERROR
var balance ERROR
var power ERROR
var drawstrength 0
var adjdraw N/A
var atype ERROR
var covershead no
var coverseyes no
var coversneck no
var coverschest no
var coversabdomen no
var coversback no
var coversarms no
var covershands no
var coverslegs no
var area ERROR
var stype ERROR
var sizefactor ERROR
var smin ERROR
var smax ERROR
var shdhindrance ERROR
var mhindrance ERROR
var shindrance ERROR
var slicep ERROR
var slicea ERROR
var puncturep ERROR
var puncturea ERROR
var impactp ERROR
var impacta ERROR
var firep ERROR
var firea ERROR
var coldp ERROR
var colda ERROR
var electricp ERROR
var electrica ERROR
var construction ERROR
var sumd ERROR
var sumpd ERROR
var sumed ERROR
var meand ERROR
var meanpd ERROR
var meaned ERROR
var sumshield ERROR
var sumpro ERROR
var sumabs ERROR
var sumpdef ERROR
var sumedef ERROR
var sumdef ERROR
var sumhin ERROR
var meanpro ERROR
var meanabs ERROR
var meanpdef ERROR
var meanedef ERROR
var meanhin ERROR
var qpointsw ERROR
var qpointss ERROR
var qpointsa ERROR
var qpointsww ERROR
var qpointssw ERROR
var qpointsaw ERROR
var ilsize ERROR
var iwsize ERROR
var ihsize ERROR
var wearloc -
return

weapon1:
if %range = pole then var rangefactor 1
if %range = melee then var rangefactor 0
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

if %wtype2 = ERROR then
{
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return
}
if %wtype2 != ERROR then
{
var range ranged
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return
}

weapon2:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon3:
var foi 0
var balance 0
var power 0
var drawstrength 0
var adjdraw N/A
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Ammo Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Ammo Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon4:
var fire 0
var cold 0
var electric 0
var sumed 0
var meaned 0
var balance 0
var power 0
if %impact != ERROR then
{
evalmath sumd %puncture + %slice + %impact
evalmath sumpd %puncture + %slice + %impact
evalmath meand round((%sumpd/3),1)
evalmath meanpd round((%sumpd/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
if %impact = ERROR then
{
var impact 0
evalmath sumd %puncture + %slice
evalmath sumpd %puncture + %slice
evalmath meand round((%sumpd/2),1)
evalmath meanpd round((%sumpd/2),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo
put #echo mono Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

weapon5:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
var foi 0
evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #echo
put #echo mono Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

shield:
if %stype = large then var sizefactor 2
if %stype = medium then var sizefactor 1
if %stype = small then var sizefactor 0
evalmath sumshield %smin + %smax
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointss round((%smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor),1)
evalmath qpointssw round((%qpointss/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Shield Protection: %sumshield
put #echo
put #echo mono Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #echo
put #echo mono Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Shield Protection: %sumshield
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

armor:
evalmath sumpro %puncturep + %slicep + %impactp + %firep + %coldp + %electricp
evalmath sumabs %puncturea + %slicea + %impacta + %firea + %colda + %electrica
evalmath sumpdef %puncturep + %slicep + %impactp + %puncturea + %slicea + %impacta
evalmath sumedef %firep + %coldp + %electricp + %firea + %colda + %electrica
evalmath sumdef %sumpro + %sumabs
evalmath sumhin %mhindrance + %shindrance
evalmath meanpro round((%sumpro/6),1)
evalmath meanabs round((%sumabs/6),1)
evalmath meanpdef round((%sumpdef/6),1)
evalmath meanedef round((%sumedef/6),1)
evalmath meanhin round((%sumhin/2),1)
evalmath qpointsa round((%sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance),1)
evalmath qpointsaw round((%qpointsa/(%weight_weight*%weight)),1)
if %covershead = yes && %coverseyes = yes && %coversneck = yes then var area 01-head/eyes/neck
if %covershead = yes && %coverseyes = yes && %coversneck = no then var area 02-head/eyes
if %covershead = yes && %coverseyes = no && %coversneck = yes then var area 03-head/neck
if %covershead = yes && %coverseyes = no && %coversneck = no then var area 04-head
if %covershead = no && %coverseyes = yes && %coversneck = no then var area 05-eyes
if %coversneck = yes && %coverschest = yes && %coversback = yes then var area 06-neck/chest/back
if %covershead = no && %coverseyes = no && %coversneck = yes && %coverschest = no && %coversback = no then var area 07-neck
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = yes then var area 08-torso/arms/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = no then var area 09-torso/arms
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = yes then var area 10-torso/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = no then var area 11-torso
if %coverschest = yes && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 12-chest/back
if %coverschest = yes && %coversabdomen = no && %coversback = no && %coversarms = no && %coverslegs = no then var area 13-chest
if %coverschest = no && %coversabdomen = yes && %coversback = no && %coversarms = no && %coverslegs = no then var area 14-abdomen
if %coverschest = no && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 15-back
if %coversarms = yes && %covershands = yes then var area 16-arms/hands
if %coverschest = no && %coversarms = yes && %covershands = no then var area 17-arms
if %coverschest = no && %coversarms = no && %covershands = yes then var area 18-hands
if %coverschest = no && %coversarms = no && %coverslegs = yes then var area 19-legs

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Armor Protection + Absorption: %sumdef
put #echo mono Total Armor Protection: %sumpro (mean: %meanpro)
put #echo mono Total Armor Absorption: %sumabs (mean: %meanabs)
put #echo mono Total Physical Defense: %sumpdef (mean: %meanpdef)
put #echo mono Total Elemental Defense: %sumedef (mean: %meanedef)
put #echo mono Total Armor Hindrance: %sumhin (mean: %meanhin)
put #echo
put #echo mono Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #echo
put #echo mono Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection + Absorption: %sumdef
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection: %sumpro (mean: %meanpro)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Absorption: %sumabs (mean: %meanabs)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Defense: %sumpdef (mean: %meanpdef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Defense: %sumedef (mean: %meanedef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Hindrance: %sumhin (mean: %meanhin)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

cambrinth:
if (matchre ("%look", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%look", "(gaethzen)")) then var manatype gaethzen
if (matchre ("%tap", "(cambrinth)")) then var manatype cambrinth
if (matchre ("%tap", "(gaethzen)")) then var manatype gaethzen
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono mana capacity: %maxcharge
put #echo mono wear location: %wearloc
put #echo mono weight: %weight
put #echo
put #echo
put #echo mono %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%manatype	%noun	%tap	%maxcharge	%wearloc	%weight	$date
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt mana capacity: %maxcharge
put #log >ItemStatsReader-%logtype-$charactername.txt wear location: %wearloc
put #log >ItemStatsReader-%logtype-$charactername.txt weight: %weight
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
return

end:
put #echo mono Last noun: %1 %2 ($preposition $shop)
put look $preposition $shop
put #class racial on
put #play ScriptEnd
put #flash
put #parse SCRIPT DONE
exit

Shown Items

#debuglevel 10
########################################################
##STAT QUALITY WEIGHTS
##Edit this section if you want to change the weights that the quality formulas assign to each stat.
##sumpd: physical damage (puncture + slice + impact)
##sumed: elemental damage (fire + cold + electric)
##foi: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
##balance: weapon balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
##power: weapon power/suitability (determines how well a weapon takes advantage of your strength when attacking)
##smin: shield's minimum or "basic" defense (the minimum protection a shield offers, regardless of skill)
##smax: shield's maximum or "full" defense (the maximum protection a shield can offer if you have sufficient shield skill)
##shdhindrance: shield's maneuvering and stealth hindrance (All shields impose equal maneuvering and stealth hindrance, which may be reduced with skill.)
##sumpro: armor's total protection (reduces incoming damage by a flat amount -- best for light hits and requires more armor skill)
##sumabs: armor's total absorption (reduces incoming damage by a static percentage -- best for heavy hits and requires less armor skill)
##sumpdef: armor's total physical defense (protection + absorption)
##sumedef: armor's total elemental defense (protection + absorption)
##mhindrance: armor's maneuvering hindrance (determines penalties to defenses, which may be reduced with skill.)
##shindrance: armor's stealth hindrance (determines penalties to stealth, which may be reduced with skill.)
##construction: item's construction (determines how easily damaged an item is and therefore how often it will need to be repaired)
##weight: the item's weight in stones
##Weapon Quality Formula: %sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor
##Shield Quality Formula: %smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor
##Armor Quality Formula: %sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance
var sumpd_weight 2
var sumed_weight 2
var foi_weight 1
var balance_weight 1.5
var power_weight 1.25
var smin_weight 1.5
var smax_weight 2
var shdhindrance_weight 1
var sumpro_weight 2
var sumabs_weight 2.5
var sumpdef_weight 3
var sumedef_weight 1
var mhindrance_weight 1.5
var shindrance_weight .5
var construction_weight .25
var weight_weight .5
##DEFAULT VALUES
##var sumpd_weight 2
##var sumed_weight 2
##var foi_weight 1
##var balance_weight 1.5
##var power_weight 1.25
##var smin_weight 1.5
##var smax_weight 2
##var shdhindrance_weight 1
##var sumpro_weight 2
##var sumabs_weight 2.5
##var sumpdef_weight 3
##var sumedef_weight 1
##var mhindrance_weight 1.5
##var shindrance_weight .5
##var construction_weight .25
##var weight_weight .5
########################################################
put #class joust off
put #class racial off
var short $lefthand
var noun $lefthandnoun
var short $righthand
var noun $righthandnoun
var appcostl 0
var appcostd 0
var source %1

action setvariable sourcetype 07-crafting when ^You .+ a quality of \d+, placing it at .+ on the official Trader's Scale\.$|^You.+the \S+ in the .+ is of .+ quality\.$|You see the initials? \"(.+)\" impressed into the surface of the \S+\.
action setvariable sourcetype altered when ^The .+ looks? to be custom-made\.$
action setvariable source $1 when ^\w+ shows you.+You see the initials? \"(.+)\" impressed into the surface of the mark\.$
action setvariable tap $2;setvariable look - when ^\w+ shows you (an?|some|the) (.+)\.$
action setvariable tap $2;setvariable look $3 when ^\w+ shows you (an?|some|the) (.+?)\.\s+(.+)
action setvariable wtype1 01-LtE;setvariable wtrains 01-SE when (is a|are a|and) light edged .+ weapon
action setvariable wtype1 02-ME;setvariable wtrains 01-SE when (is a|are a|and) medium edged .+ weapon
action setvariable wtype1 03-HE;setvariable wtrains 02-LrE when (is a|are a|and) heavy edged .+ weapon
action setvariable wtype1 04-2HE;setvariable wtrains 03-2HE when (is a|are a|and) two-handed edged .+ weapon
action setvariable wtype1 05-LtBl;setvariable wtrains 04-SBl when (is a|are a|and) light blunt .+ weapon
action setvariable wtype1 06-MB;setvariable wtrains 04-SBl when (is a|are a|and) medium blunt .+ weapon
action setvariable wtype1 07-HB;setvariable wtrains 05-LrBl when (is a|are a|and) heavy blunt .+ weapon
action setvariable wtype1 08-2HB;setvariable wtrains 06-2HB when (is a|are a|and) two-handed blunt .+ weapon
action setvariable wtype1 09-SS;setvariable wtrains 07-staff when (is a|are a|and) short staff .+ weapon
action setvariable wtype1 10-QS;setvariable wtrains 07-staff when (is a|are a|and) quarter staff .+ weapon
action setvariable wtype1 11-pike;setvariable wtrains 08-pole when (is a|are a|and) pike .+ weapon
action setvariable wtype1 12-halberd;setvariable wtrains 08-pole when (is a|are a|and) halberd .+ weapon
action setvariable wtype1 16-sling;setvariable wtrains 12-sling when (is|are) a sling .+ weapon
action setvariable wtype1 17-staff sling;setvariable wtrains 12-sling when (is|are) a staff sling .+ weapon
action setvariable wtype1 18-sling ammo;setvariable wtrains 13-sling ammo;setvariable ammoskill sling when ^This appears to be ammunition for slings\.$
action setvariable wtype1 19-short bow;setvariable wtrains 14-bow when (is|are) a short bow .+ weapon
action setvariable wtype1 20-long bow;setvariable wtrains 14-bow when (is|are) a long bow .+ weapon
action setvariable wtype1 21-comp bow;setvariable wtrains 14-bow when (is|are) a composite bow .+ weapon
action setvariable wtype1 22-bow ammo;setvariable wtrains 15-bow ammo;setvariable ammoskill bow when ^This appears to be ammunition for bows\.$
action setvariable wtype1 23-LX;setvariable wtrains 16-Xbow when (is|are) a light crossbow .+ weapon
action setvariable wtype1 24-HX;setvariable wtrains 16-Xbow when (is|are) a heavy crossbow .+ weapon
action setvariable wtype1 25-Xbow ammo;setvariable wtrains 17-Xbow ammo;setvariable ammoskill crossbow when ^This appears to be ammunition for crossbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 1parry;setvariable wtrains brawling;setvariable wearloc 23-parry when ^You are certain that the .+ is a purely defensive item\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 2elbow;setvariable wtrains brawling;setvariable wearloc 20-elbow-w when ^It appears that the .+ can be worn strapped to the elbows\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 3hand;setvariable wtrains brawling;setvariable wearloc 24-hands-w when ^It appears that the .+ can be worn strapped to the hands\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 4knee;setvariable wtrains brawling;setvariable wearloc 33-knee-w when ^It appears that the .+ can be worn strapped to the knees\.$
action setvariable setvariable wtype1 15-brawl;setvariable brawltype 5foot;setvariable wtrains brawling;setvariable wearloc 35-feet-w when ^It appears that the .+ can be worn strapped to the feet\.$
action setvariable wtype2 13-LT;setvariable wtrains2 09-LT;setvariable range ranged when (is|are) a light thrown and .+ weapon
action setvariable wtype2 14-HT;setvariable wtrains2 10-HT;setvariable range ranged when (is|are) a heavy thrown and .+ weapon
action setvariable range melee when melee-ranged weapon
action setvariable range pole when pole-ranged weapon
action setvariable puncture 0 when ^\s+no puncture damage$
action setvariable puncture 1 when ^\s+dismal puncture damage$
action setvariable puncture 2 when ^\s+poor puncture damage$
action setvariable puncture 3 when ^\s+low puncture damage$
action setvariable puncture 4 when ^\s+somewhat fair puncture damage$
action setvariable puncture 5 when ^\s+fair puncture damage$
action setvariable puncture 6 when ^\s+somewhat moderate puncture damage$
action setvariable puncture 7 when ^\s+moderate puncture damage$
action setvariable puncture 8 when ^\s+somewhat heavy puncture damage$
action setvariable puncture 9 when ^\s+heavy puncture damage$
action setvariable puncture 10 when ^\s+very heavy puncture damage$
action setvariable puncture 11 when ^\s+great puncture damage$
action setvariable puncture 12 when ^\s+very great puncture damage$
action setvariable puncture 13 when ^\s+severe puncture damage$
action setvariable puncture 14 when ^\s+very severe puncture damage$
action setvariable puncture 15 when ^\s+extreme puncture damage$
action setvariable puncture 16 when ^\s+very extreme puncture damage$
action setvariable puncture 17 when ^\s+mighty puncture damage$
action setvariable puncture 18 when ^\s+very mighty puncture damage$
action setvariable puncture 19 when ^\s+bone-crushing puncture damage$
action setvariable puncture 20 when ^\s+very bone-crushing puncture damage$
action setvariable puncture 21 when ^\s+devastating puncture damage$
action setvariable puncture 22 when ^\s+very devastating puncture damage$
action setvariable puncture 23 when ^\s+overwhelming puncture damage$
action setvariable puncture 24 when ^\s+annihilating puncture damage$
action setvariable puncture 25 when ^\s+obliterating puncture damage$
action setvariable puncture 26 when ^\s+demolishing puncture damage$
action setvariable puncture 27 when ^\s+catastrophic puncture damage$
action setvariable puncture 28 when ^\s+god-like puncture damage$
action setvariable slice 0 when ^\s+no slice damage$
action setvariable slice 1 when ^\s+dismal slice damage$
action setvariable slice 2 when ^\s+poor slice damage$
action setvariable slice 3 when ^\s+low slice damage$
action setvariable slice 4 when ^\s+somewhat fair slice damage$
action setvariable slice 5 when ^\s+fair slice damage$
action setvariable slice 6 when ^\s+somewhat moderate slice damage$
action setvariable slice 7 when ^\s+moderate slice damage$
action setvariable slice 8 when ^\s+somewhat heavy slice damage$
action setvariable slice 9 when ^\s+heavy slice damage$
action setvariable slice 10 when ^\s+very heavy slice damage$
action setvariable slice 11 when ^\s+great slice damage$
action setvariable slice 12 when ^\s+very great slice damage$
action setvariable slice 13 when ^\s+severe slice damage$
action setvariable slice 14 when ^\s+very severe slice damage$
action setvariable slice 15 when ^\s+extreme slice damage$
action setvariable slice 16 when ^\s+very extreme slice damage$
action setvariable slice 17 when ^\s+mighty slice damage$
action setvariable slice 18 when ^\s+very mighty slice damage$
action setvariable slice 19 when ^\s+bone-crushing slice damage$
action setvariable slice 20 when ^\s+very bone-crushing slice damage$
action setvariable slice 21 when ^\s+devastating slice damage$
action setvariable slice 22 when ^\s+very devastating slice damage$
action setvariable slice 23 when ^\s+overwhelming slice damage$
action setvariable slice 24 when ^\s+annihilating slice damage$
action setvariable slice 25 when ^\s+obliterating slice damage$
action setvariable slice 26 when ^\s+demolishing slice damage$
action setvariable slice 27 when ^\s+catastrophic slice damage$
action setvariable slice 28 when ^\s+god-like slice damage$
action setvariable impact 0 when ^\s+no impact damage$
action setvariable impact 1 when ^\s+dismal impact damage$
action setvariable impact 2 when ^\s+poor impact damage$
action setvariable impact 3 when ^\s+low impact damage$
action setvariable impact 4 when ^\s+somewhat fair impact damage$
action setvariable impact 5 when ^\s+fair impact damage$
action setvariable impact 6 when ^\s+somewhat moderate impact damage$
action setvariable impact 7 when ^\s+moderate impact damage$
action setvariable impact 8 when ^\s+somewhat heavy impact damage$
action setvariable impact 9 when ^\s+heavy impact damage$
action setvariable impact 10 when ^\s+very heavy impact damage$
action setvariable impact 11 when ^\s+great impact damage$
action setvariable impact 12 when ^\s+very great impact damage$
action setvariable impact 13 when ^\s+severe impact damage$
action setvariable impact 14 when ^\s+very severe impact damage$
action setvariable impact 15 when ^\s+extreme impact damage$
action setvariable impact 16 when ^\s+very extreme impact damage$
action setvariable impact 17 when ^\s+mighty impact damage$
action setvariable impact 18 when ^\s+very mighty impact damage$
action setvariable impact 19 when ^\s+bone-crushing impact damage$
action setvariable impact 20 when ^\s+very bone-crushing impact damage$
action setvariable impact 21 when ^\s+devastating impact damage$
action setvariable impact 22 when ^\s+very devastating impact damage$
action setvariable impact 23 when ^\s+overwhelming impact damage$
action setvariable impact 24 when ^\s+annihilating impact damage$
action setvariable impact 25 when ^\s+obliterating impact damage$
action setvariable impact 26 when ^\s+demolishing impact damage$
action setvariable impact 27 when ^\s+catastrophic impact damage$
action setvariable impact 28 when ^\s+god-like impact damage$
action setvariable puncture 0 when ^\s+no puncture damage increase$
action setvariable puncture 1 when ^\s+poor puncture damage increase$
action setvariable puncture 2 when ^\s+low puncture damage increase$
action setvariable puncture 3 when ^\s+fair puncture damage increase$
action setvariable puncture 4 when ^\s+moderate puncture damage increase$
action setvariable puncture 5 when ^\s+heavy puncture damage increase$
action setvariable puncture 6 when ^\s+great puncture damage increase$
action setvariable puncture 7 when ^\s+severe puncture damage increase$
action setvariable slice 0 when ^\s+no slice damage increase$
action setvariable slice 1 when ^\s+poor slice damage increase$
action setvariable slice 2 when ^\s+low slice damage increase$
action setvariable slice 3 when ^\s+fair slice damage increase$
action setvariable slice 4 when ^\s+moderate slice damage increase$
action setvariable slice 5 when ^\s+heavy slice damage increase$
action setvariable slice 6 when ^\s+great slice damage increase$
action setvariable slice 7 when ^\s+severe slice damage increase$
action setvariable impact 0 when ^\s+no impact damage increase$
action setvariable impact 1 when ^\s+poor impact damage increase$
action setvariable impact 2 when ^\s+low impact damage increase$
action setvariable impact 3 when ^\s+fair impact damage increase$
action setvariable impact 4 when ^\s+moderate impact damage increase$
action setvariable impact 5 when ^\s+heavy impact damage increase$
action setvariable impact 6 when ^\s+great impact damage increase$
action setvariable impact 7 when ^\s+severe impact damage increase$
action setvariable puncture 1 when ^\s+a little puncture damage$
action setvariable puncture 2 when ^\s+some puncture damage$
action setvariable puncture 3 when ^\s+quite a bit of puncture damage$
action setvariable puncture 4 when ^\s+a lot of puncture damage$
action setvariable slice 1 when ^\s+a little slice damage$
action setvariable slice 2 when ^\s+some slice damage$
action setvariable slice 3 when ^\s+quite a bit of slice damage$
action setvariable slice 4 when ^\s+a lot of slice damage$
action setvariable impact 1 when ^\s+a little impact damage$
action setvariable impact 2 when ^\s+some impact damage$
action setvariable impact 3 when ^\s+quite a bit of impact damage$
action setvariable impact 4 when ^\s+a lot of impact damage$
action setvariable fire 0 when ^\s+no fire damage$
action setvariable fire 1 when ^\s+dismal fire damage with affinity for
action setvariable fire 2 when ^\s+poor fire damage with affinity for
action setvariable fire 3 when ^\s+low fire damage with affinity for
action setvariable fire 4 when ^\s+somewhat fair fire damage with affinity for
action setvariable fire 5 when ^\s+fair fire damage with affinity for
action setvariable fire 6 when ^\s+somewhat moderate fire damage with affinity for
action setvariable fire 7 when ^\s+moderate fire damage with affinity for
action setvariable fire 8 when ^\s+somewhat heavy fire damage with affinity for
action setvariable fire 9 when ^\s+heavy fire damage with affinity for
action setvariable fire 10 when ^\s+very heavy fire damage with affinity for
action setvariable fire 11 when ^\s+great fire damage with affinity for
action setvariable fire 12 when ^\s+very great fire damage with affinity for
action setvariable fire 13 when ^\s+severe fire damage with affinity for
action setvariable fire 14 when ^\s+very severe fire damage with affinity for
action setvariable fire 15 when ^\s+extreme fire damage with affinity for
action setvariable fire 16 when ^\s+very extreme fire damage with affinity for
action setvariable fire 17 when ^\s+mighty fire damage with affinity for
action setvariable fire 18 when ^\s+very mighty fire damage with affinity for
action setvariable fire 19 when ^\s+bone-crushing fire damage with affinity for
action setvariable fire 20 when ^\s+very bone-crushing fire damage with affinity for
action setvariable fire 21 when ^\s+devastating fire damage with affinity for
action setvariable fire 22 when ^\s+very devastating fire damage with affinity for
action setvariable fire 23 when ^\s+overwhelming fire damage with affinity for
action setvariable fire 24 when ^\s+annihilating fire damage with affinity for
action setvariable fire 25 when ^\s+obliterating fire damage with affinity for
action setvariable fire 26 when ^\s+demolishing fire damage with affinity for
action setvariable fire 27 when ^\s+catastrophic fire damage with affinity for
action setvariable fire 28 when ^\s+god-like fire damage with affinity for
action setvariable cold 0 when ^\s+no cold damage$
action setvariable cold 1 when ^\s+dismal cold damage with affinity for
action setvariable cold 2 when ^\s+poor cold damage with affinity for
action setvariable cold 3 when ^\s+low cold damage with affinity for
action setvariable cold 4 when ^\s+somewhat fair cold damage with affinity for
action setvariable cold 5 when ^\s+fair cold damage with affinity for
action setvariable cold 6 when ^\s+somewhat moderate cold damage with affinity for
action setvariable cold 7 when ^\s+moderate cold damage with affinity for
action setvariable cold 8 when ^\s+somewhat heavy cold damage with affinity for
action setvariable cold 9 when ^\s+heavy cold damage with affinity for
action setvariable cold 10 when ^\s+very heavy cold damage with affinity for
action setvariable cold 11 when ^\s+great cold damage with affinity for
action setvariable cold 12 when ^\s+very great cold damage with affinity for
action setvariable cold 13 when ^\s+severe cold damage with affinity for
action setvariable cold 14 when ^\s+very severe cold damage with affinity for
action setvariable cold 15 when ^\s+extreme cold damage with affinity for
action setvariable cold 16 when ^\s+very extreme cold damage with affinity for
action setvariable cold 17 when ^\s+mighty cold damage with affinity for
action setvariable cold 18 when ^\s+very mighty cold damage with affinity for
action setvariable cold 19 when ^\s+bone-crushing cold damage with affinity for
action setvariable cold 20 when ^\s+very bone-crushing cold damage with affinity for
action setvariable cold 21 when ^\s+devastating cold damage with affinity for
action setvariable cold 22 when ^\s+very devastating cold damage with affinity for
action setvariable cold 23 when ^\s+overwhelming cold damage with affinity for
action setvariable cold 24 when ^\s+annihilating cold damage with affinity for
action setvariable cold 25 when ^\s+obliterating cold damage with affinity for
action setvariable cold 26 when ^\s+demolishing cold damage with affinity for
action setvariable cold 27 when ^\s+catastrophic cold damage with affinity for
action setvariable cold 28 when ^\s+god-like cold damage with affinity for
action setvariable electric 0 when ^\s+no electric damage$
action setvariable electric 1 when ^\s+dismal electric damage with affinity for
action setvariable electric 2 when ^\s+poor electric damage with affinity for
action setvariable electric 3 when ^\s+low electric damage with affinity for
action setvariable electric 4 when ^\s+somewhat fair electric damage with affinity for
action setvariable electric 5 when ^\s+fair electric damage with affinity for
action setvariable electric 6 when ^\s+somewhat moderate electric damage with affinity for
action setvariable electric 7 when ^\s+moderate electric damage with affinity for
action setvariable electric 8 when ^\s+somewhat heavy electric damage with affinity for
action setvariable electric 9 when ^\s+heavy electric damage with affinity for
action setvariable electric 10 when ^\s+very heavy electric damage with affinity for
action setvariable electric 11 when ^\s+great electric damage with affinity for
action setvariable electric 12 when ^\s+very great electric damage with affinity for
action setvariable electric 13 when ^\s+severe electric damage with affinity for
action setvariable electric 14 when ^\s+very severe electric damage with affinity for
action setvariable electric 15 when ^\s+extreme electric damage with affinity for
action setvariable electric 16 when ^\s+very extreme electric damage with affinity for
action setvariable electric 17 when ^\s+mighty electric damage with affinity for
action setvariable electric 18 when ^\s+very mighty electric damage with affinity for
action setvariable electric 19 when ^\s+bone-crushing electric damage with affinity for
action setvariable electric 20 when ^\s+very bone-crushing electric damage with affinity for
action setvariable electric 21 when ^\s+devastating electric damage with affinity for
action setvariable electric 22 when ^\s+very devastating electric damage with affinity for
action setvariable electric 23 when ^\s+overwhelming electric damage with affinity for
action setvariable electric 24 when ^\s+annihilating electric damage with affinity for
action setvariable electric 25 when ^\s+obliterating electric damage with affinity for
action setvariable electric 26 when ^\s+demolishing electric damage with affinity for
action setvariable electric 27 when ^\s+catastrophic electric damage with affinity for
action setvariable electric 28 when ^\s+god-like electric damage with affinity for
action setvariable foi 0 when (is|are) not designed for improving the force of your attacks\.$
action setvariable foi 1 when (is|are) terribly designed for improving the force of your attacks\.$
action setvariable foi 2 when (is|are) dismally designed for improving the force of your attacks\.$
action setvariable foi 3 when (is|are) poorly designed for improving the force of your attacks\.$
action setvariable foi 4 when (is|are) inadequately designed for improving the force of your attacks\.$
action setvariable foi 5 when (is|are) fairly designed for improving the force of your attacks\.$
action setvariable foi 6 when (is|are) decently designed for improving the force of your attacks\.$
action setvariable foi 7 when (is|are) reasonably designed for improving the force of your attacks\.$
action setvariable foi 8 when (is|are) soundly designed for improving the force of your attacks\.$
action setvariable foi 9 when (is|are) well designed for improving the force of your attacks\.$
action setvariable foi 10 when (is|are) very well designed for improving the force of your attacks\.$
action setvariable foi 11 when (is|are) extremely well designed for improving the force of your attacks\.$
action setvariable foi 12 when (is|are) excellently designed for improving the force of your attacks\.$
action setvariable foi 13 when (is|are) superbly designed for improving the force of your attacks\.$
action setvariable foi 14 when (is|are) incredibly designed for improving the force of your attacks\.$
action setvariable foi 15 when (is|are) amazingly designed for improving the force of your attacks\.$
action setvariable foi 16 when (is|are) unbelievably designed for improving the force of your attacks\.$
action setvariable foi 17 when (is|are) perfectly designed for improving the force of your attacks\.$
action setvariable balance 0 when ^You are certain that .+ (is|are) not balanced and
action setvariable balance 1 when ^You are certain that .+ (is|are) terribly balanced and
action setvariable balance 2 when ^You are certain that .+ (is|are) dismally balanced and
action setvariable balance 3 when ^You are certain that .+ (is|are) poorly balanced and
action setvariable balance 4 when ^You are certain that .+ (is|are) inadequately balanced and
action setvariable balance 5 when ^You are certain that .+ (is|are) fairly balanced and
action setvariable balance 6 when ^You are certain that .+ (is|are) decently balanced and
action setvariable balance 7 when ^You are certain that .+ (is|are) reasonably balanced and
action setvariable balance 8 when ^You are certain that .+ (is|are) soundly balanced and
action setvariable balance 9 when ^You are certain that .+ (is|are) well balanced and
action setvariable balance 10 when ^You are certain that .+ (is|are) very well balanced and
action setvariable balance 11 when ^You are certain that .+ (is|are) extremely well balanced and
action setvariable balance 12 when ^You are certain that .+ (is|are) excellently balanced and
action setvariable balance 13 when ^You are certain that .+ (is|are) superbly balanced and
action setvariable balance 14 when ^You are certain that .+ (is|are) incredibly balanced and
action setvariable balance 15 when ^You are certain that .+ (is|are) amazingly balanced and
action setvariable balance 16 when ^You are certain that .+ (is|are) unbelievably balanced and
action setvariable balance 17 when ^You are certain that .+ (is|are) perfectly balanced and
action setvariable power 0 when ^You are certain that.+balanced and (is|are) not suited (to gaining extra|for adding) attack power from
action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from
action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from
action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from
action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from
action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from
action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from
action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from
action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from
action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from
action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from
action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from
action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from
action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from
action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from
action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from
action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelievably suited (to gaining extra|for adding) attack power from
action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from
action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a \w+ of this type
action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a \w+ of this type
action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a \w+ of this type
action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a \w+ of this type
action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a \w+ of this type
action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a \w+ of this type
action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a \w+ of this type
action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a \w+ of this type
action setvariable adjdraw no when ^The \S+ does not appear to have an adjustable draw strength\.$
action setvariable adjdraw yes when ^The \S+ has an adjustable draw strength\.$

action setvariable atype 4-plate when (is|are) plate armor\.$
action setvariable atype 3-brigandine when (is|are) brigandine armor\.$
action setvariable atype 2-chain when (is|are) chain armor\.$
action setvariable atype 1-light when (is|are) light armor\.$
action setvariable covershead yes when ^\s+head$
action setvariable coverseyes yes when ^\s+(right|left) eye$
action setvariable coversneck yes when ^\s+neck$
action setvariable coverschest yes when ^\s+chest$
action setvariable coversabdomen yes when ^\s+abdomen$
action setvariable coversback yes when ^\s+back$
action setvariable coversarms yes when ^\s+(right|left) arm$
action setvariable covershands yes when ^\s+(right|left) hand$
action setvariable coverslegs yes when ^\s+(right|left) leg$

action setvariable stype 1-small when is small in size\.$
action setvariable stype 2-medium when is medium in size\.$
action setvariable stype 3-large when is large in size\.$
action setvariable shdhindrance 0 when ^You are certain that it imposes no maneuvering hindrance\.$
action setvariable shdhindrance 1 when ^You are certain that it imposes insignificant maneuvering hindrance\.$
action setvariable shdhindrance 2 when ^You are certain that it imposes trivial maneuvering hindrance\.$
action setvariable shdhindrance 3 when ^You are certain that it imposes light maneuvering hindrance\.$
action setvariable shdhindrance 4 when ^You are certain that it imposes minor maneuvering hindrance\.$
action setvariable shdhindrance 5 when ^You are certain that it imposes fair maneuvering hindrance\.$
action setvariable shdhindrance 6 when ^You are certain that it imposes mild maneuvering hindrance\.$
action setvariable shdhindrance 7 when ^You are certain that it imposes moderate maneuvering hindrance\.$
action setvariable shdhindrance 8 when ^You are certain that it imposes noticeable maneuvering hindrance\.$
action setvariable shdhindrance 9 when ^You are certain that it imposes high maneuvering hindrance\.$
action setvariable shdhindrance 10 when ^You are certain that it imposes significant maneuvering hindrance\.$
action setvariable shdhindrance 11 when ^You are certain that it imposes great maneuvering hindrance\.$
action setvariable shdhindrance 12 when ^You are certain that it imposes extreme maneuvering hindrance\.$
action setvariable shdhindrance 13 when ^You are certain that it imposes debilitating maneuvering hindrance\.$
action setvariable shdhindrance 14 when ^You are certain that it imposes overwhelming maneuvering hindrance\.$
action setvariable shdhindrance 15 when ^You are certain that it imposes insane maneuvering hindrance\.$
action setvariable smin 0 when ^You are certain that .+ offers no to
action setvariable smin 1 when ^You are certain that .+ offers extremely terrible to
action setvariable smin 2 when ^You are certain that .+ offers terrible to
action setvariable smin 3 when ^You are certain that .+ offers dismal to
action setvariable smin 4 when ^You are certain that .+ offers very poor to
action setvariable smin 5 when ^You are certain that .+ offers poor to
action setvariable smin 6 when ^You are certain that .+ offers rather low to
action setvariable smin 7 when ^You are certain that .+ offers low to
action setvariable smin 8 when ^You are certain that .+ offers fair to
action setvariable smin 9 when ^You are certain that .+ offers better than fair to
action setvariable smin 10 when ^You are certain that .+ offers moderate to
action setvariable smin 11 when ^You are certain that .+ offers moderately good to
action setvariable smin 12 when ^You are certain that .+ offers good to
action setvariable smin 13 when ^You are certain that .+ offers very good to
action setvariable smin 14 when ^You are certain that .+ offers high to
action setvariable smin 15 when ^You are certain that .+ offers very high to
action setvariable smin 16 when ^You are certain that .+ offers great to
action setvariable smin 17 when ^You are certain that .+ offers very great to
action setvariable smin 18 when ^You are certain that .+ offers exceptional to
action setvariable smin 19 when ^You are certain that .+ offers very exceptional to
action setvariable smin 20 when ^You are certain that .+ offers impressive to
action setvariable smin 21 when ^You are certain that .+ offers very impressive to
action setvariable smin 22 when ^You are certain that .+ offers amazing to
action setvariable smin 23 when ^You are certain that .+ offers incredible to
action setvariable smin 24 when ^You are certain that .+ offers tremendous to
action setvariable smin 25 when ^You are certain that .+ offers unbelievable to
action setvariable smin 26 when ^You are certain that .+ offers god-like to
action setvariable smax 0 when ^You are certain that.+offers.+ to no protection\.$
action setvariable smax 1 when ^You are certain that.+offers.+ to extremely terrible protection\.$
action setvariable smax 2 when ^You are certain that.+offers.+ to terrible protection\.$
action setvariable smax 3 when ^You are certain that.+offers.+ to dismal protection\.$
action setvariable smax 4 when ^You are certain that.+offers.+ to very poor protection\.$
action setvariable smax 5 when ^You are certain that.+offers.+ to poor protection\.$
action setvariable smax 6 when ^You are certain that.+offers.+ to rather low protection\.$
action setvariable smax 7 when ^You are certain that.+offers.+ to low protection\.$
action setvariable smax 8 when ^You are certain that.+offers.+ to fair protection\.$
action setvariable smax 9 when ^You are certain that.+offers.+ to better than fair protection\.$
action setvariable smax 10 when ^You are certain that.+offers.+ to moderate protection\.$
action setvariable smax 11 when ^You are certain that.+offers.+ to moderately good protection\.$
action setvariable smax 12 when ^You are certain that.+offers.+ to good protection\.$
action setvariable smax 13 when ^You are certain that.+offers.+ to very good protection\.$
action setvariable smax 14 when ^You are certain that.+offers.+ to high protection\.$
action setvariable smax 15 when ^You are certain that.+offers.+ to very high protection\.$
action setvariable smax 16 when ^You are certain that.+offers.+ to great protection\.$
action setvariable smax 17 when ^You are certain that.+offers.+ to very great protection\.$
action setvariable smax 18 when ^You are certain that.+offers.+ to exceptional protection\.$
action setvariable smax 19 when ^You are certain that.+offers.+ to very exceptional protection\.$
action setvariable smax 20 when ^You are certain that.+offers.+ to impressive protection\.$
action setvariable smax 21 when ^You are certain that.+offers.+ to very impressive protection\.$
action setvariable smax 22 when ^You are certain that.+offers.+ to amazing protection\.$
action setvariable smax 23 when ^You are certain that.+offers.+ to incredible protection\.$
action setvariable smax 24 when ^You are certain that.+offers.+ to tremendous protection\.$
action setvariable smax 25 when ^You are certain that.+offers.+ to unbelievable protection\.$
action setvariable smax 26 when ^You are certain that.+offers.+ to god-like protection\.$

action setvariable mhindrance 0 when ^You feel certain that .+ appears? to impose no maneuvering hindrance
action setvariable mhindrance 1 when ^You feel certain that .+ appears? to impose insignificant maneuvering hindrance
action setvariable mhindrance 2 when ^You feel certain that .+ appears? to impose light maneuvering hindrance
action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance
action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance
action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose high maneuvering hindrance
action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose great maneuvering hindrance
action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance
action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose insane maneuvering hindrance
action setvariable shindrance 0 when ^You feel certain that.+maneuvering hindrance and no stealth hindrance, offering:
action setvariable shindrance 1 when ^You feel certain that.+maneuvering hindrance and insignificant stealth hindrance, offering:
action setvariable shindrance 2 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering:
action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering:
action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering:
action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering:
action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering:
action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering:
action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and insane stealth hindrance, offering:
action setvariable puncturep 1 when ^\s+poor protection and.+absorption for puncture attacks
action setvariable puncturep 2 when ^\s+low protection and.+absorption for puncture attacks
action setvariable puncturep 3 when ^\s+fair protection and.+absorption for puncture attacks
action setvariable puncturep 4 when ^\s+moderate protection and.+absorption for puncture attacks
action setvariable puncturep 5 when ^\s+good protection and.+absorption for puncture attacks
action setvariable puncturep 6 when ^\s+very good protection and.+absorption for puncture attacks
action setvariable puncturep 7 when ^\s+high protection and.+absorption for puncture attacks
action setvariable puncturep 8 when ^\s+very high protection and.+absorption for puncture attacks
action setvariable puncturep 9 when ^\s+great protection and.+absorption for puncture attacks
action setvariable puncturep 10 when ^\s+very great protection and.+absorption for puncture attacks
action setvariable puncturep 11 when ^\s+extreme protection and.+absorption for puncture attacks
action setvariable puncturep 12 when ^\s+exceptional protection and.+absorption for puncture attacks
action setvariable puncturep 13 when ^\s+incredible protection and.+absorption for puncture attacks
action setvariable puncturep 14 when ^\s+amazing protection and.+absorption for puncture attacks
action setvariable puncturep 15 when ^\s+unbelievable protection and.+absorption for puncture attacks
action setvariable slicep 1 when ^\s+poor protection and.+absorption for slice attacks
action setvariable slicep 2 when ^\s+low protection and.+absorption for slice attacks
action setvariable slicep 3 when ^\s+fair protection and.+absorption for slice attacks
action setvariable slicep 4 when ^\s+moderate protection and.+absorption for slice attacks
action setvariable slicep 5 when ^\s+good protection and.+absorption for slice attacks
action setvariable slicep 6 when ^\s+very good protection and.+absorption for slice attacks
action setvariable slicep 7 when ^\s+high protection and.+absorption for slice attacks
action setvariable slicep 8 when ^\s+very high protection and.+absorption for slice attacks
action setvariable slicep 9 when ^\s+great protection and.+absorption for slice attacks
action setvariable slicep 10 when ^\s+very great protection and.+absorption for slice attacks
action setvariable slicep 11 when ^\s+extreme protection and.+absorption for slice attacks
action setvariable slicep 12 when ^\s+exceptional protection and.+absorption for slice attacks
action setvariable slicep 13 when ^\s+incredible protection and.+absorption for slice attacks
action setvariable slicep 14 when ^\s+amazing protection and.+absorption for slice attacks
action setvariable slicep 15 when ^\s+unbelievable protection and.+absorption for slice attacks
action setvariable impactp 1 when ^\s+poor protection and.+absorption for impact attacks
action setvariable impactp 2 when ^\s+low protection and.+absorption for impact attacks
action setvariable impactp 3 when ^\s+fair protection and.+absorption for impact attacks
action setvariable impactp 4 when ^\s+moderate protection and.+absorption for impact attacks
action setvariable impactp 5 when ^\s+good protection and.+absorption for impact attacks
action setvariable impactp 6 when ^\s+very good protection and.+absorption for impact attacks
action setvariable impactp 7 when ^\s+high protection and.+absorption for impact attacks
action setvariable impactp 8 when ^\s+very high protection and.+absorption for impact attacks
action setvariable impactp 9 when ^\s+great protection and.+absorption for impact attacks
action setvariable impactp 10 when ^\s+very great protection and.+absorption for impact attacks
action setvariable impactp 11 when ^\s+extreme protection and.+absorption for impact attacks
action setvariable impactp 12 when ^\s+exceptional protection and.+absorption for impact attacks
action setvariable impactp 13 when ^\s+incredible protection and.+absorption for impact attacks
action setvariable impactp 14 when ^\s+amazing protection and.+absorption for impact attacks
action setvariable impactp 15 when ^\s+unbelievable protection and.+absorption for impact attacks
action setvariable firep 1 when ^\s+poor protection and.+absorption for fire attacks
action setvariable firep 2 when ^\s+low protection and.+absorption for fire attacks
action setvariable firep 3 when ^\s+fair protection and.+absorption for fire attacks
action setvariable firep 4 when ^\s+moderate protection and.+absorption for fire attacks
action setvariable firep 5 when ^\s+good protection and.+absorption for fire attacks
action setvariable firep 6 when ^\s+very good protection and.+absorption for fire attacks
action setvariable firep 7 when ^\s+high protection and.+absorption for fire attacks
action setvariable firep 8 when ^\s+very high protection and.+absorption for fire attacks
action setvariable firep 9 when ^\s+great protection and.+absorption for fire attacks
action setvariable firep 10 when ^\s+very great protection and.+absorption for fire attacks
action setvariable firep 11 when ^\s+extreme protection and.+absorption for fire attacks
action setvariable firep 12 when ^\s+exceptional protection and.+absorption for fire attacks
action setvariable firep 13 when ^\s+incredible protection and.+absorption for fire attacks
action setvariable firep 14 when ^\s+amazing protection and.+absorption for fire attacks
action setvariable firep 15 when ^\s+unbelievable protection and.+absorption for fire attacks
action setvariable coldp 1 when ^\s+poor protection and.+absorption for cold attacks
action setvariable coldp 2 when ^\s+low protection and.+absorption for cold attacks
action setvariable coldp 3 when ^\s+fair protection and.+absorption for cold attacks
action setvariable coldp 4 when ^\s+moderate protection and.+absorption for cold attacks
action setvariable coldp 5 when ^\s+good protection and.+absorption for cold attacks
action setvariable coldp 6 when ^\s+very good protection and.+absorption for cold attacks
action setvariable coldp 7 when ^\s+high protection and.+absorption for cold attacks
action setvariable coldp 8 when ^\s+very high protection and.+absorption for cold attacks
action setvariable coldp 9 when ^\s+great protection and.+absorption for cold attacks
action setvariable coldp 10 when ^\s+very great protection and.+absorption for cold attacks
action setvariable coldp 11 when ^\s+extreme protection and.+absorption for cold attacks
action setvariable coldp 12 when ^\s+exceptional protection and.+absorption for cold attacks
action setvariable coldp 13 when ^\s+incredible protection and.+absorption for cold attacks
action setvariable coldp 14 when ^\s+amazing protection and.+absorption for cold attacks
action setvariable coldp 15 when ^\s+unbelievable protection and.+absorption for cold attacks
action setvariable electricp 1 when ^\s+poor protection and.+absorption for electrical attacks
action setvariable electricp 2 when ^\s+low protection and.+absorption for electrical attacks
action setvariable electricp 3 when ^\s+fair protection and.+absorption for electrical attacks
action setvariable electricp 4 when ^\s+moderate protection and.+absorption for electrical attacks
action setvariable electricp 5 when ^\s+good protection and.+absorption for electrical attacks
action setvariable electricp 6 when ^\s+very good protection and.+absorption for electrical attacks
action setvariable electricp 7 when ^\s+high protection and.+absorption for electrical attacks
action setvariable electricp 8 when ^\s+very high protection and.+absorption for electrical attacks
action setvariable electricp 9 when ^\s+great protection and.+absorption for electrical attacks
action setvariable electricp 10 when ^\s+very great protection and.+absorption for electrical attacks
action setvariable electricp 11 when ^\s+extreme protection and.+absorption for electrical attacks
action setvariable electricp 12 when ^\s+exceptional protection and.+absorption for electrical attacks
action setvariable electricp 13 when ^\s+incredible protection and.+absorption for electrical attacks
action setvariable electricp 14 when ^\s+amazing protection and.+absorption for electrical attacks
action setvariable electricp 15 when ^\s+unbelievable protection and.+absorption for electrical attacks
action setvariable puncturea 1 when ^\s.+protection and very poor damage absorption for puncture attacks
action setvariable puncturea 2 when ^\s.+protection and poor damage absorption for puncture attacks
action setvariable puncturea 3 when ^\s.+protection and low damage absorption for puncture attacks
action setvariable puncturea 4 when ^\s.+protection and somewhat fair damage absorption for puncture attacks
action setvariable puncturea 5 when ^\s.+protection and fair damage absorption for puncture attacks
action setvariable puncturea 6 when ^\s.+protection and moderate damage absorption for puncture attacks
action setvariable puncturea 7 when ^\s.+protection and good damage absorption for puncture attacks
action setvariable puncturea 8 when ^\s.+protection and very good damage absorption for puncture attacks
action setvariable puncturea 9 when ^\s.+protection and high damage absorption for puncture attacks
action setvariable puncturea 10 when ^\s.+protection and very high damage absorption for puncture attacks
action setvariable puncturea 11 when ^\s.+protection and great damage absorption for puncture attacks
action setvariable puncturea 12 when ^\s.+protection and very great damage absorption for puncture attacks
action setvariable puncturea 13 when ^\s.+protection and extreme damage absorption for puncture attacks
action setvariable puncturea 14 when ^\s.+protection and exceptional damage absorption for puncture attacks
action setvariable puncturea 15 when ^\s.+protection and incredible damage absorption for puncture attacks
action setvariable puncturea 16 when ^\s.+protection and amazing damage absorption for puncture attacks
action setvariable puncturea 17 when ^\s.+protection and unbelievable damage absorption for puncture attacks
action setvariable slicea 1 when ^\s.+protection and very poor damage absorption for slice attacks
action setvariable slicea 2 when ^\s.+protection and poor damage absorption for slice attacks
action setvariable slicea 3 when ^\s.+protection and low damage absorption for slice attacks
action setvariable slicea 4 when ^\s.+protection and somewhat fair damage absorption for slice attacks
action setvariable slicea 5 when ^\s.+protection and fair damage absorption for slice attacks
action setvariable slicea 6 when ^\s.+protection and moderate damage absorption for slice attacks
action setvariable slicea 7 when ^\s.+protection and good damage absorption for slice attacks
action setvariable slicea 8 when ^\s.+protection and very good damage absorption for slice attacks
action setvariable slicea 9 when ^\s.+protection and high damage absorption for slice attacks
action setvariable slicea 10 when ^\s.+protection and very high damage absorption for slice attacks
action setvariable slicea 11 when ^\s.+protection and great damage absorption for slice attacks
action setvariable slicea 12 when ^\s.+protection and very great damage absorption for slice attacks
action setvariable slicea 13 when ^\s.+protection and extreme damage absorption for slice attacks
action setvariable slicea 14 when ^\s.+protection and exceptional damage absorption for slice attacks
action setvariable slicea 15 when ^\s.+protection and incredible damage absorption for slice attacks
action setvariable slicea 16 when ^\s.+protection and amazing damage absorption for slice attacks
action setvariable slicea 17 when ^\s.+protection and unbelievable damage absorption for slice attacks
action setvariable impacta 1 when ^\s.+protection and very poor damage absorption for impact attacks
action setvariable impacta 2 when ^\s.+protection and poor damage absorption for impact attacks
action setvariable impacta 3 when ^\s.+protection and low damage absorption for impact attacks
action setvariable impacta 4 when ^\s.+protection and somewhat fair damage absorption for impact attacks
action setvariable impacta 5 when ^\s.+protection and fair damage absorption for impact attacks
action setvariable impacta 6 when ^\s.+protection and moderate damage absorption for impact attacks
action setvariable impacta 7 when ^\s.+protection and good damage absorption for impact attacks
action setvariable impacta 8 when ^\s.+protection and very good damage absorption for impact attacks
action setvariable impacta 9 when ^\s.+protection and high damage absorption for impact attacks
action setvariable impacta 10 when ^\s.+protection and very high damage absorption for impact attacks
action setvariable impacta 11 when ^\s.+protection and great damage absorption for impact attacks
action setvariable impacta 12 when ^\s.+protection and very great damage absorption for impact attacks
action setvariable impacta 13 when ^\s.+protection and extreme damage absorption for impact attacks
action setvariable impacta 14 when ^\s.+protection and exceptional damage absorption for impact attacks
action setvariable impacta 15 when ^\s.+protection and incredible damage absorption for impact attacks
action setvariable impacta 16 when ^\s.+protection and amazing damage absorption for impact attacks
action setvariable impacta 17 when ^\s.+protection and unbelievable damage absorption for impact attacks
action setvariable firea 1 when ^\s.+protection and very poor damage absorption for fire attacks
action setvariable firea 2 when ^\s.+protection and poor damage absorption for fire attacks
action setvariable firea 3 when ^\s.+protection and low damage absorption for fire attacks
action setvariable firea 4 when ^\s.+protection and somewhat fair damage absorption for fire attacks
action setvariable firea 5 when ^\s.+protection and fair damage absorption for fire attacks
action setvariable firea 6 when ^\s.+protection and moderate damage absorption for fire attacks
action setvariable firea 7 when ^\s.+protection and good damage absorption for fire attacks
action setvariable firea 8 when ^\s.+protection and very good damage absorption for fire attacks
action setvariable firea 9 when ^\s.+protection and high damage absorption for fire attacks
action setvariable firea 10 when ^\s.+protection and very high damage absorption for fire attacks
action setvariable firea 11 when ^\s.+protection and great damage absorption for fire attacks
action setvariable firea 12 when ^\s.+protection and very great damage absorption for fire attacks
action setvariable firea 13 when ^\s.+protection and extreme damage absorption for fire attacks
action setvariable firea 14 when ^\s.+protection and exceptional damage absorption for fire attacks
action setvariable firea 15 when ^\s.+protection and incredible damage absorption for fire attacks
action setvariable firea 16 when ^\s.+protection and amazing damage absorption for fire attacks
action setvariable firea 17 when ^\s.+protection and unbelievable damage absorption for fire attacks
action setvariable colda 1 when ^\s.+protection and very poor damage absorption for cold attacks
action setvariable colda 2 when ^\s.+protection and poor damage absorption for cold attacks
action setvariable colda 3 when ^\s.+protection and low damage absorption for cold attacks
action setvariable colda 4 when ^\s.+protection and somewhat fair damage absorption for cold attacks
action setvariable colda 5 when ^\s.+protection and fair damage absorption for cold attacks
action setvariable colda 6 when ^\s.+protection and moderate damage absorption for cold attacks
action setvariable colda 7 when ^\s.+protection and good damage absorption for cold attacks
action setvariable colda 8 when ^\s.+protection and very good damage absorption for cold attacks
action setvariable colda 9 when ^\s.+protection and high damage absorption for cold attacks
action setvariable colda 10 when ^\s.+protection and very high damage absorption for cold attacks
action setvariable colda 11 when ^\s.+protection and great damage absorption for cold attacks
action setvariable colda 12 when ^\s.+protection and very great damage absorption for cold attacks
action setvariable colda 13 when ^\s.+protection and extreme damage absorption for cold attacks
action setvariable colda 14 when ^\s.+protection and exceptional damage absorption for cold attacks
action setvariable colda 15 when ^\s.+protection and incredible damage absorption for cold attacks
action setvariable colda 16 when ^\s.+protection and amazing damage absorption for cold attacks
action setvariable colda 17 when ^\s.+protection and unbelievable damage absorption for cold attacks
action setvariable electrica 1 when ^\s.+protection and very poor damage absorption for electrical attacks
action setvariable electrica 2 when ^\s.+protection and poor damage absorption for electrical attacks
action setvariable electrica 3 when ^\s.+protection and low damage absorption for electrical attacks
action setvariable electrica 4 when ^\s.+protection and somewhat fair damage absorption for electrical attacks
action setvariable electrica 5 when ^\s.+protection and fair damage absorption for electrical attacks
action setvariable electrica 6 when ^\s.+protection and moderate damage absorption for electrical attacks
action setvariable electrica 7 when ^\s.+protection and good damage absorption for electrical attacks
action setvariable electrica 8 when ^\s.+protection and very good damage absorption for electrical attacks
action setvariable electrica 9 when ^\s.+protection and high damage absorption for electrical attacks
action setvariable electrica 10 when ^\s.+protection and very high damage absorption for electrical attacks
action setvariable electrica 11 when ^\s.+protection and great damage absorption for electrical attacks
action setvariable electrica 12 when ^\s.+protection and very great damage absorption for electrical attacks
action setvariable electrica 13 when ^\s.+protection and extreme damage absorption for electrical attacks
action setvariable electrica 14 when ^\s.+protection and exceptional damage absorption for electrical attacks
action setvariable electrica 15 when ^\s.+protection and incredible damage absorption for electrical attacks
action setvariable electrica 16 when ^\s.+protection and amazing damage absorption for electrical attacks
action setvariable electrica 17 when ^\s.+protection and unbelievable damage absorption for electrical attacks

action setvariable construction 1 when ^You are certain that.+(is|are) extremely weak and easily damaged,
action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged,
action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged,
action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged,
action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage,
action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage,
action setvariable construction 7 when ^You are certain that.+(is|are) appreciably susceptible to damage,
action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage,
action setvariable construction 9 when ^You are certain that.+(is|are) of average construction,
action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage,
action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage,
action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage,
action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage,
action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage,
action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage,
action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage,
action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage,
action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage,

action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$
action setvariable weight 1 when ^You are.+that the .+ (is|are) immovable.
action setvariable wearloc 01-head+ when ^It appears that the .+ can be worn on the head\.$
action setvariable wearloc 04-hair-placed when ^It appears that .+ can be worn in the hair\.$
action setvariable wearloc 06-right eye when ^It appears that .+ can be worn on the right eye\.$
action setvariable wearloc 07-left eye when ^It appears that .+ can be worn on the left eye\.$
action setvariable wearloc 08-ear when ^It appears that .+ can be worn in one ear
action setvariable wearloc 09-ears when ^It appears that .+ can be worn in both ears
action setvariable wearloc 10-nose when ^It appears that .+ can be worn on the nose\.$
action setvariable wearloc 11-neck when ^It appears that .+ can be worn around the neck\.$
action setvariable wearloc 12-shoulders when ^It appears that .+ can be draped over the shoulders\.$
action setvariable wearloc 13-body when ^It appears that .+ can be worn\.$
action setvariable wearloc 14-shoulder when ^It appears that .+ can be slung over one shoulder\.$
action setvariable wearloc 15-shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$
action setvariable wearloc 16-shirt- when ^It appears that .+ can be worn like a shirt or robe\.$
action setvariable wearloc 17-back when ^It appears that .+ can be worn on the back\.$
action setvariable wearloc 18-upper arm when ^It appears that .+ can be worn on the upper ?arm\.$
action setvariable wearloc 21-left arm-s when ^This shield is \S+ in size\.$
action setvariable wearloc 22-wrist when ^It appears that .+ can be worn on the wrist\.$
action setvariable wearloc 25-hands when ^It appears that .+ can be worn on the hands\.$
action setvariable wearloc 26-finger when ^It appears that .+ can be worn around the finger\.$
action setvariable wearloc 27-waist when ^It appears that .+ can be worn around the waist\.$
action setvariable wearloc 28-belt when ^It appears that .+ can be worn attached to a belt\.$
action setvariable wearloc 28-belt when ^The gem pouch is made for easy storage of gems
action setvariable wearloc 29-tail when ^It appears that .+ can be worn around the tail\.$
action setvariable wearloc 30-pants+ when ^It appears that .+ can be worn like pants or a skirt\.$
action setvariable wearloc 32-thigh when ^It appears that .+ can be worn on the thigh\.$
action setvariable wearloc 34-ankle when ^It appears that .+ can be worn around the ankle\.$
action setvariable wearloc 36-feet when ^It appears that .+ can be worn on the feet\.$
action setvariable wearloc armor when ^The .+ looks? like (it|they) offers? protection for the following areas:$
action setvariable appcostk $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:kronars)\.$
action setvariable appcostk 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:kronar)\.$
action setvariable appcostk 0 when ^You are certain that .+ (is|are) worth exactly nothing\.$
action setvariable appcostk - when ^There doesn't appear to be anything in the gem pouch\.$
action setvariable appcostk - when is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions\.$
action setvariable appcostl $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:lirums)\.$
action setvariable appcostl 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:lirum)\.$
action setvariable appcostd $2 when ^You are certain that .+ (is|are) worth exactly (\d+) (?i:dokoras)\.$
action setvariable appcostd 1 when ^You are certain that .+ (is|are) worth exactly 1 (?i:dokora)\.$

action setvariable ilsize $1;setvariable iwsize $2;setvariable ihsize $3;setvariable csize $4 when ^You compare your .+ with the .+ yardstick several times and are certain the interior length measures (\w+) spans?, the interior width measures (\w+) spans?, the interior height measures (\w+) spans? and the .+ appears capable of holding about (\d+) stones of weight\.$

put #echo
put #echo mono ITEM TYPE:
put #echo
put #echo mono 1:	Weapon: Melee/Thrown
put #echo
put #echo mono 2:	Weapon: Ranged
put #echo
put #echo mono 3:	Weapon: Ammunition
put #echo
put #echo mono 4:	Weapon: Brawling
put #echo
put #echo mono 5:	Weapon: Parry Stick
put #echo
put #echo mono 6:	Shield
put #echo
put #echo mono 7:	Armor
put #echo
put #echo mono Enter Type Number:

matchre WeaponApp1 ^1
matchre WeaponApp2 ^2
matchre WeaponApp3 ^3
matchre WeaponApp4 ^4
matchre WeaponApp5 ^5
matchre ShieldApp ^6
matchre ArmorApp ^7
matchwait

WeaponApp1:
var formtype weapon1
var logtype WeaponMelee
goto appraise

WeaponApp2:
var formtype weapon2
var logtype WeaponRanged
goto appraise

WeaponApp3:
var formtype weapon3
var logtype WeaponRanged
goto appraise

WeaponApp4:
var formtype weapon4
var logtype WeaponMelee
goto appraise

WeaponApp5:
var formtype weapon5
var logtype WeaponMelee
goto appraise

ShieldApp:
var formtype shield
var logtype Shield
goto appraise

ArmorApp:
var formtype armor
var logtype Armor
goto appraise

appraise:
gosub VarBlank
send appraise %1 %2 %3 careful
wait
pause .5
if %appcostl > 0 then evalmath appcostk round(%appcostl/0.8)
if %appcostd > 0 then evalmath appcostk round(%appcostd/0.7216)
goto %formtype

VarBlank:
var sourcetype 10-unknown (check)
var wtype1 ERROR
var wtype2 ERROR
var wtrains ERROR
var wtrains2 ERROR
var volume ERROR
var composition ERROR
var brawltype ERROR
var range ERROR
var rangefactor ERROR
var puncture ERROR
var slice ERROR
var impact ERROR
var fire ERROR
var cold ERROR
var electric ERROR
var foi ERROR
var balance ERROR
var power ERROR
var drawstrength 0
var adjdraw N/A
var atype ERROR
var covershead no
var coverseyes no
var coversneck no
var coverschest no
var coversabdomen no
var coversback no
var coversarms no
var covershands no
var coverslegs no
var area ERROR
var stype ERROR
var sizefactor ERROR
var smin ERROR
var smax ERROR
var shdhindrance ERROR
var mhindrance ERROR
var shindrance ERROR
var slicep ERROR
var slicea ERROR
var puncturep ERROR
var puncturea ERROR
var impactp ERROR
var impacta ERROR
var firep ERROR
var firea ERROR
var coldp ERROR
var colda ERROR
var electricp ERROR
var electrica ERROR
var construction ERROR
var sumd ERROR
var sumpd ERROR
var sumed ERROR
var meand ERROR
var meanpd ERROR
var meaned ERROR
var sumshield ERROR
var sumpro ERROR
var sumabs ERROR
var sumpdef ERROR
var sumedef ERROR
var sumdef ERROR
var sumhin ERROR
var meanpro ERROR
var meanabs ERROR
var meanpdef ERROR
var meanedef ERROR
var meanhin ERROR
var qpointsw ERROR
var qpointss ERROR
var qpointsa ERROR
var qpointsww ERROR
var qpointssw ERROR
var qpointsaw ERROR
var ilsize ERROR
var iwsize ERROR
var ihsize ERROR
var wearloc -
return

weapon1:
if %range = pole then var rangefactor 1
if %range = melee then var rangefactor 0
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction + %rangefactor),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

if %wtype2 = ERROR then
{
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end
}
if %wtype2 != ERROR then
{
var range ranged
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #echo
put #echo mono Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype2/%wtype1	%wtrains2/%wtrains	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end
}

weapon2:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

weapon3:
var foi 0
var balance 0
var power 0
var drawstrength 0
var adjdraw N/A
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Ammo Damage: %sumd (mean: %meand)
put #echo mono Total Physical Damage: %sumpd (mean: %meanpd)
put #echo mono Total Elemental Damage: %sumed (mean: %meaned)
put #echo
put #echo mono Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%wtype1	%wtrains	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%foi	%balance	%power	%drawstrength	%adjdraw	%sumd	%sumpd	%sumed	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Ammo Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Damage: %sumpd (mean: %meanpd)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Damage: %sumed (mean: %meaned)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

weapon4:
var fire 0
var cold 0
var electric 0
var sumed 0
var meaned 0
var balance 0
var power 0
if %impact != ERROR then
{
evalmath sumd %puncture + %slice + %impact
evalmath sumpd %puncture + %slice + %impact
evalmath meand round((%sumpd/3),1)
evalmath meanpd round((%sumpd/3),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
if %impact = ERROR then
{
var impact 0
evalmath sumd %puncture + %slice
evalmath sumpd %puncture + %slice
evalmath meand round((%sumpd/2),1)
evalmath meanpd round((%sumpd/2),1)
evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)
}
put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Weapon Damage: %sumd (mean: %meand)
put #echo
put #echo mono Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #echo
put #echo mono Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-%brawltype	11-brawl-%brawltype	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Weapon Damage: %sumd (mean: %meand)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

weapon5:
var puncture 0
var slice 0
var impact 0
var fire 0
var cold 0
var electric 0
var sumd 0
var sumpd 0
var sumed 0
var meand 0
var meanpd 0
var meaned 0
var foi 0
evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1)
evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #echo
put #echo mono Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	15-brawl-1parry	11-brawl-1parry	%range	%composition	%noun	%tap	%qpointsw	%qpointsww	%weight	%sumd	%sumpd	%sumed	%foi	%balance	%power	%construction	%puncture	%slice	%impact	%fire	%cold	%electric	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

shield:
if %stype = large then var sizefactor 2
if %stype = medium then var sizefactor 1
if %stype = small then var sizefactor 0
evalmath sumshield %smin + %smax
evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric
evalmath sumpd %puncture + %slice + %impact
evalmath sumed %fire + %cold + %electric
evalmath meand round((%sumd/6),1)
evalmath meanpd round((%sumpd/3),1)
evalmath meaned round((%sumed/3),1)
evalmath qpointss round((%smin_weight*%smin + %smax_weight*%smax + %construction_weight*%construction - %shdhindrance_weight*%shdhindrance - %sizefactor),1)
evalmath qpointssw round((%qpointss/(%weight_weight*%weight)),1)

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Shield Protection: %sumshield
put #echo
put #echo mono Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #echo
put #echo mono Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%stype	%composition	%noun	%tap	%qpointss	%qpointssw	%weight	%sumshield	%smin	%smax	%shdhindrance	%construction	%impact	%balance	%power	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Shield Protection: %sumshield
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

armor:
evalmath sumpro %puncturep + %slicep + %impactp + %firep + %coldp + %electricp
evalmath sumabs %puncturea + %slicea + %impacta + %firea + %colda + %electrica
evalmath sumpdef %puncturep + %slicep + %impactp + %puncturea + %slicea + %impacta
evalmath sumedef %firep + %coldp + %electricp + %firea + %colda + %electrica
evalmath sumdef %sumpro + %sumabs
evalmath sumhin %mhindrance + %shindrance
evalmath meanpro round((%sumpro/6),1)
evalmath meanabs round((%sumabs/6),1)
evalmath meanpdef round((%sumpdef/6),1)
evalmath meanedef round((%sumedef/6),1)
evalmath meanhin round((%sumhin/2),1)
evalmath qpointsa round((%sumpro_weight*%sumpro + %sumabs_weight*%sumabs + %sumpdef_weight*%sumpdef + %sumedef_weight*%sumedef + %construction_weight*%construction - %mhindrance_weight*%mhindrance - %shindrance_weight*%shindrance),1)
evalmath qpointsaw round((%qpointsa/(%weight_weight*%weight)),1)
if %covershead = yes && %coverseyes = yes && %coversneck = yes then var area 01-head/eyes/neck
if %covershead = yes && %coverseyes = yes && %coversneck = no then var area 02-head/eyes
if %covershead = yes && %coverseyes = no && %coversneck = yes then var area 03-head/neck
if %covershead = yes && %coverseyes = no && %coversneck = no then var area 04-head
if %covershead = no && %coverseyes = yes && %coversneck = no then var area 05-eyes
if %coversneck = yes && %coverschest = yes && %coversback = yes then var area 06-neck/chest/back
if %covershead = no && %coverseyes = no && %coversneck = yes && %coverschest = no && %coversback = no then var area 07-neck
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = yes then var area 08-torso/arms/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = yes && %coverslegs = no then var area 09-torso/arms
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = yes then var area 10-torso/legs
if %coverschest = yes && %coversabdomen = yes && %coversback = yes && %coversarms = no && %coverslegs = no then var area 11-torso
if %coverschest = yes && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 12-chest/back
if %coverschest = yes && %coversabdomen = no && %coversback = no && %coversarms = no && %coverslegs = no then var area 13-chest
if %coverschest = no && %coversabdomen = yes && %coversback = no && %coversarms = no && %coverslegs = no then var area 14-abdomen
if %coverschest = no && %coversabdomen = no && %coversback = yes && %coversarms = no && %coverslegs = no then var area 15-back
if %coversarms = yes && %covershands = yes then var area 16-arms/hands
if %coverschest = no && %coversarms = yes && %covershands = no then var area 17-arms
if %coverschest = no && %coversarms = no && %covershands = yes then var area 18-hands
if %coverschest = no && %coversarms = no && %coverslegs = yes then var area 19-legs

put #echo
put #echo mono Stats for %tap
put #echo
put #echo mono Total Armor Protection + Absorption: %sumdef
put #echo mono Total Armor Protection: %sumpro (mean: %meanpro)
put #echo mono Total Armor Absorption: %sumabs (mean: %meanabs)
put #echo mono Total Physical Defense: %sumpdef (mean: %meanpdef)
put #echo mono Total Elemental Defense: %sumedef (mean: %meanedef)
put #echo mono Total Armor Hindrance: %sumhin (mean: %meanhin)
put #echo
put #echo mono Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #echo
put #echo mono Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #echo
put #echo mono OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #echo
put #echo mono %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date	%source
put #log >ItemStats-%logtype-$charactername.txt %appcostk	%sourcetype	%source	%atype	%area	%composition	%noun	%tap	%qpointsa	%qpointsaw	%weight	%sumdef	%sumpro	%sumabs	%sumpdef	%sumedef	%mhindrance	%shindrance	%construction	%sumhin	%puncturep	%puncturea	%slicep	%slicea	%impactp	%impacta	%firep	%firea	%coldp	%colda	%electricp	%electrica	$date	%source
put #log >ItemStatsReader-%logtype-$charactername.txt Stats for %tap
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection + Absorption: %sumdef
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Protection: %sumpro (mean: %meanpro)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Absorption: %sumabs (mean: %meanabs)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Physical Defense: %sumpdef (mean: %meanpdef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Elemental Defense: %sumedef (mean: %meanedef)
put #log >ItemStatsReader-%logtype-$charactername.txt Total Armor Hindrance: %sumhin (mean: %meanhin)
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality: %qpointsa (%sumpro_weight*total protection(%sumpro) + %sumabs_weight*total absorption(%sumabs) + %sumpdef_weight*total physical defense(%sumpdef) + %sumedef_weight*total elemental defense(%sumedef) + %construction_weight*construction(%construction) - %mhindrance_weight*maneuvering hindrance(%mhindrance) - %shindrance_weight*stealth hindrance(%shindrance))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight)))
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #log >ItemStatsReader-%logtype-$charactername.txt OOC Numeric Appraisal: %atype (%weight stones): puncture: %puncturep/%puncturea, slice: %slicep/%slicea, impact: %impactp/%impacta, fire: %firep/%firea, cold: %coldp/%colda, electric: %electricp/%electrica, hindrance: %mhindrance/%shindrance, construction: %construction
put #log >ItemStatsReader-%logtype-$charactername.txt @
put #echo
goto end

return:
return

end:
put #class racial on
put #play ScriptEnd
put #flash
put #parse SCRIPT DONE
exit