Equipment Quality Analyzer (script)
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
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/Worn Items
######################################################## ##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-pike when (is a|are a|and) pike .+ weapon action setvariable wtype1 02-halberd when (is a|are a|and) halberd .+ weapon action setvariable wtype1 03-2HE when (is a|are a|and) two-handed edged .+ weapon action setvariable wtype1 04-HE when (is a|are a|and) heavy edged .+ weapon action setvariable wtype1 05-ME when (is a|are a|and) medium edged .+ weapon action setvariable wtype1 06-LtE when (is a|are a|and) light edged .+ weapon action setvariable wtype1 07-2HB when (is a|are a|and) two-handed blunt .+ weapon action setvariable wtype1 08-HB when (is a|are a|and) heavy blunt .+ weapon action setvariable wtype1 09-MB when (is a|are a|and) medium blunt .+ weapon action setvariable wtype1 10-LtBl when (is a|are a|and) light blunt .+ weapon action setvariable wtype1 13-QS when (is a|are a|and) quarter staff .+ weapon action setvariable wtype1 14-SS when (is a|are a|and) short staff .+ weapon action setvariable wtype1 15-HX when (is|are) a heavy crossbow .+ weapon action setvariable wtype1 16-LX when (is|are) a light crossbow .+ weapon action setvariable wtype1 17-comp bow when (is|are) a composite bow .+ weapon action setvariable wtype1 18-long bow when (is|are) a long bow .+ weapon action setvariable wtype1 19-short bow when (is|are) a short bow .+ weapon action setvariable wtype1 20-staff sling when (is|are) a staff sling .+ weapon action setvariable wtype1 21-sling when (is|are) a sling .+ weapon action setvariable wtype2 11-HT when (is|are) a heavy thrown and .+ weapon action setvariable wtype2 12-LT when (is|are) a light 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+dev[ae]stating puncture damage action setvariable puncture 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating slice damage action setvariable slice 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating impact damage action setvariable impact 22 when ^\s+very dev[ae]stating 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 puncture 0 when ^\s+no puncture damage$ 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 0 when ^\s+no slice 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 0 when ^\s+no impact 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 action setvariable fire 2 when ^\s+poor fire damage action setvariable fire 3 when ^\s+low fire damage action setvariable fire 4 when ^\s+somewhat fair fire damage action setvariable fire 5 when ^\s+fair fire damage action setvariable fire 6 when ^\s+somewhat moderate fire damage action setvariable fire 7 when ^\s+moderate fire damage action setvariable fire 8 when ^\s+somewhat heavy fire damage action setvariable fire 9 when ^\s+heavy fire damage action setvariable fire 10 when ^\s+very heavy fire damage action setvariable fire 11 when ^\s+great fire damage action setvariable fire 12 when ^\s+very great fire damage action setvariable fire 13 when ^\s+severe fire damage action setvariable fire 14 when ^\s+very severe fire damage action setvariable fire 15 when ^\s+extreme fire damage action setvariable fire 16 when ^\s+very extreme fire damage action setvariable fire 17 when ^\s+mighty fire damage action setvariable fire 18 when ^\s+very mighty fire damage action setvariable fire 19 when ^\s+bone-crushing fire damage action setvariable fire 20 when ^\s+very bone-crushing fire damage action setvariable fire 21 when ^\s+dev[ae]stating fire damage action setvariable fire 22 when ^\s+very dev[ae]stating fire damage action setvariable fire 23 when ^\s+overwhelming fire damage action setvariable fire 24 when ^\s+annihilating fire damage action setvariable fire 25 when ^\s+obliterating fire damage action setvariable fire 26 when ^\s+demolishing fire damage action setvariable fire 27 when ^\s+catastrophic fire damage action setvariable cold 0 when ^\s+no cold damage action setvariable cold 1 when ^\s+dismal cold damage action setvariable cold 2 when ^\s+poor cold damage action setvariable cold 3 when ^\s+low cold damage action setvariable cold 4 when ^\s+somewhat fair cold damage action setvariable cold 5 when ^\s+fair cold damage action setvariable cold 6 when ^\s+somewhat moderate cold damage action setvariable cold 7 when ^\s+moderate cold damage action setvariable cold 8 when ^\s+somewhat heavy cold damage action setvariable cold 9 when ^\s+heavy cold damage action setvariable cold 10 when ^\s+very heavy cold damage action setvariable cold 11 when ^\s+great cold damage action setvariable cold 12 when ^\s+very great cold damage action setvariable cold 13 when ^\s+severe cold damage action setvariable cold 14 when ^\s+very severe cold damage action setvariable cold 15 when ^\s+extreme cold damage action setvariable cold 16 when ^\s+very extreme cold damage action setvariable cold 17 when ^\s+mighty cold damage action setvariable cold 18 when ^\s+very mighty cold damage action setvariable cold 19 when ^\s+bone-crushing cold damage action setvariable cold 20 when ^\s+very bone-crushing cold damage action setvariable cold 21 when ^\s+dev[ae]stating cold damage action setvariable cold 22 when ^\s+very dev[ae]stating cold damage action setvariable cold 23 when ^\s+overwhelming cold damage action setvariable cold 24 when ^\s+annihilating cold damage action setvariable cold 25 when ^\s+obliterating cold damage action setvariable cold 26 when ^\s+demolishing cold damage action setvariable cold 27 when ^\s+catastrophic cold damage action setvariable electric 0 when ^\s+no electric damage action setvariable electric 1 when ^\s+dismal electric damage action setvariable electric 2 when ^\s+poor electric damage action setvariable electric 3 when ^\s+low electric damage action setvariable electric 4 when ^\s+somewhat fair electric damage action setvariable electric 5 when ^\s+fair electric damage action setvariable electric 6 when ^\s+somewhat moderate electric damage action setvariable electric 7 when ^\s+moderate electric damage action setvariable electric 8 when ^\s+somewhat heavy electric damage action setvariable electric 9 when ^\s+heavy electric damage action setvariable electric 10 when ^\s+very heavy electric damage action setvariable electric 11 when ^\s+great electric damage action setvariable electric 12 when ^\s+very great electric damage action setvariable electric 13 when ^\s+severe electric damage action setvariable electric 14 when ^\s+very severe electric damage action setvariable electric 15 when ^\s+extreme electric damage action setvariable electric 16 when ^\s+very extreme electric damage action setvariable electric 17 when ^\s+mighty electric damage action setvariable electric 18 when ^\s+very mighty electric damage action setvariable electric 19 when ^\s+bone-crushing electric damage action setvariable electric 20 when ^\s+very bone-crushing electric damage action setvariable electric 21 when ^\s+dev[ae]stating electric damage action setvariable electric 22 when ^\s+very dev[ae]stating electric damage action setvariable electric 23 when ^\s+overwhelming electric damage action setvariable electric 24 when ^\s+annihilating electric damage action setvariable electric 25 when ^\s+obliterating electric damage action setvariable electric 26 when ^\s+demolishing electric damage action setvariable electric 27 when ^\s+catastrophic electric damage action setvariable fire 0 when ^\s+no fire damage$ action setvariable fire 1 when ^\s+a little fire damage$ action setvariable fire 2 when ^\s+some fire damage$ action setvariable fire 3 when ^\s+quite a bit of fire damage$ action setvariable fire 4 when ^\s+a lot of fire damage$ action setvariable cold 0 when ^\s+no cold damage$ action setvariable cold 1 when ^\s+a little cold damage$ action setvariable cold 2 when ^\s+some cold damage$ action setvariable cold 3 when ^\s+quite a bit of cold damage$ action setvariable cold 4 when ^\s+a lot of cold damage$ action setvariable electric 0 when ^\s+no electric damage$ action setvariable electric 1 when ^\s+a little electric damage$ action setvariable electric 2 when ^\s+some electric damage$ action setvariable electric 3 when ^\s+quite a bit of electric damage$ action setvariable electric 4 when ^\s+a lot of electric damage$ 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) unbelieve?ably 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) unbelieve?ably 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 (your|its draw) strength.$ action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelieve?ably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a bow of this type\.$ action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a bow of this type\.$ action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a bow of this type\.$ action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a bow of this type\.$ action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a bow of this type\.$ action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a bow of this type\.$ action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a bow of this type\.$ action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a bow of this type\.$ action setvariable adjdraw no when ^The.+does not appear to have an adjustable draw strength\.$ action setvariable adjdraw yes when ^The.+appears to have 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 $1 when is (\w+) in size\.$ 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 trivial maneuvering hindrance action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose light maneuvering hindrance action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose minor maneuvering hindrance action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose mild maneuvering hindrance action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose noticeable maneuvering hindrance action setvariable mhindrance 9 when ^You feel certain that .+ appears? to impose high maneuvering hindrance action setvariable mhindrance 10 when ^You feel certain that .+ appears? to impose significant maneuvering hindrance action setvariable mhindrance 11 when ^You feel certain that .+ appears? to impose great maneuvering hindrance action setvariable mhindrance 12 when ^You feel certain that .+ appears? to impose extreme maneuvering hindrance action setvariable mhindrance 13 when ^You feel certain that .+ appears? to impose debilitating maneuvering hindrance action setvariable mhindrance 14 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance action setvariable mhindrance 15 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 trivial stealth hindrance, offering: action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering: action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and minor stealth hindrance, offering: action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering: action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and mild stealth hindrance, offering: action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering: action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and noticeable stealth hindrance, offering: action setvariable shindrance 9 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering: action setvariable shindrance 10 when ^You feel certain that.+maneuvering hindrance and significant stealth hindrance, offering: action setvariable shindrance 11 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering: action setvariable shindrance 12 when ^You feel certain that.+maneuvering hindrance and extreme stealth hindrance, offering: action setvariable shindrance 13 when ^You feel certain that.+maneuvering hindrance and debilitating stealth hindrance, offering: action setvariable shindrance 14 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering: action setvariable shindrance 15 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+unbelieve?able protection and.+absorption for puncture 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 outstanding damage absorption for puncture attacks action setvariable puncturea 17 when ^\s.+protection and amazing damage absorption for puncture attacks action setvariable puncturea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for slice 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 outstanding damage absorption for slice attacks action setvariable slicea 17 when ^\s.+protection and amazing damage absorption for slice attacks action setvariable slicea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for impact 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 outstanding damage absorption for impact attacks action setvariable impacta 17 when ^\s.+protection and amazing damage absorption for impact attacks action setvariable impacta 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for fire 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 outstanding damage absorption for fire attacks action setvariable firea 17 when ^\s.+protection and amazing damage absorption for fire attacks action setvariable firea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for cold 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 outstanding damage absorption for cold attacks action setvariable colda 17 when ^\s.+protection and amazing damage absorption for cold attacks action setvariable colda 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for electrical 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 outstanding damage absorption for electrical attacks action setvariable electrica 17 when ^\s.+protection and amazing damage absorption for electrical attacks action setvariable electrica 18 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, and action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged, and action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged, and action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged, and action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage, and action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage, and action setvariable construction 7 when ^You are certain that.+(is|are) appreciably sus?ceptible to damage, and action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage, and action setvariable construction 9 when ^You are certain that.+(is|are) of average construction, and action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage, and action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage, and action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage, and action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage, and action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage, and action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage, and action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage, and action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage, and action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage, and action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$ action setvariable wearloc 02-shield when ^This shield is \S+ in size\.$ action setvariable wearloc armor when ^The .+ looks? like (it|they) offers? protection for the following areas:$ action setvariable wearloc brawl when brawling type weapon\.$ action setvariable wearloc 03-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-body when ^It appears that .+ can be worn\.$ action setvariable wearloc 13-shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$ action setvariable wearloc 14-shirt- when ^It appears that .+ can be worn like a shirt or robe\.$ action setvariable wearloc 15-shoulders when ^It appears that .+ can be draped over the shoulders\.$ action setvariable wearloc 16-shoulder when ^It appears that .+ can be slung over one shoulder\.$ 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 19-wrist when ^It appears that .+ can be worn on the wrist\.$ action setvariable wearloc 20-hands when ^It appears that .+ can be worn on the hands\.$ action setvariable wearloc 21-finger when ^It appears that .+ can be worn around the finger\.$ action setvariable wearloc 22-waist when ^It appears that .+ can be worn around the waist\.$ action setvariable wearloc 23-belt when ^It appears that .+ can be worn attached to a belt\.$ action setvariable wearloc 23-belt when ^The gem pouch is made for easy storage of gems action setvariable wearloc 24-tail when ^It appears that .+ can be worn around the tail\.$ action setvariable wearloc 25-pants when ^It appears that .+ can be worn like pants or a skirt\.$ action setvariable wearloc 26-thigh when ^It appears that .+ can be worn on the thigh\.$ action setvariable wearloc 27-ankle when ^It appears that .+ can be worn around the ankle\.$ action setvariable wearloc 28-feet when ^It appears that .+ can be worn on the feet\.$ action setvariable wearloc 1-parry when ^You are certain that the .+ is a purely defensive item\.$ 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 0 when ^There doesn't appear to be anything in the gem pouch\.$ 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 $4 when ^You compare your .+ with the .+ yardstick several times and are certain the interior length measures (\S+) spans?, the interior width measures (\S+) spans?, the interior height measures (\S+) spans? and the .+ appears capable of holding about (\d+) stones of weight\.$ echo echo ITEM TYPE: echo echo 1: Weapon: Melee/Thrown echo echo 2: Weapon: Ranged echo echo 3: Weapon: Ammunition echo echo 4: Weapon: Brawling echo echo 5: Weapon: Parry Stick echo echo 6: Shield echo echo 7: Armor echo echo 8: Container (requires yardstick) echo echo 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 ContainerApp ^8 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 ContainerApp: var formtype container var logtype Container goto appraise appraise: gosub VarBlank send inventory held waitforre ^In your (right|left) hand 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) gosub %formtype VarBlank: var sourcetype 10-unknown var wtype1 ERROR var wtype2 ERROR var wtrains ERROR var wtrains2 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 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 (matchre ("%wtype1", "(pike|halberd)")) then var wtrains 01-pole if (matchre ("%wtype1", "(HE)")) then var wtrains 03-LrE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LtE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LrBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LtBl)")) then var wtrains 07-SBl if (matchre ("%wtype1", "(QS|SS)")) then var wtrains 10-staff if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype2", "(HT)")) then var wtrains2 08-HT if (matchre ("%wtype2", "(LT)")) then var wtrains2 09-LT 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 { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo goto end } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype2/%wtype1 %wtrains2/%wtrains %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 %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 @ echo goto end } weapon2: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(HX|LX)")) then var drawstrength N/A if (matchre ("%wtype1", "(HX|LX)")) then var adjdraw N/A if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype1", "(sling)")) then var drawstrength N/A if (matchre ("%wtype1", "(sling)")) then var adjdraw N/A evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction)) echo echo Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo goto end weapon3: var foi N/A var balance N/A var power N/A var drawstrength N/A var adjdraw N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 16-Xbow if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammoskill 11-Xbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 19-bow if (matchre ("%tapnoun", "(arrows?)")) then var ammoskill 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammotype 21-sling if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammoskill 13-sling 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) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %appcostk %sourcetype %source %ammotype ammo %ammoskill ammo %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 %ammotype ammo %ammoskill ammo %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 @ echo goto end weapon4: var fire N/A var cold N/A var electric N/A var sumed N/A var meaned N/A var balance N/A var power N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } if %impact = ERROR then { var impact N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo echo Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-%brawltype 14-brawl-%brawltype %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 22-brawl-%brawltype 14-brawl-%brawltype %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 @ echo goto end weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-1parry 14-brawl-1parry %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 22-brawl-1parry 14-brawl-1parry %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 @ 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) echo echo Stats for %tap echo echo Total Shield Protection: %sumshield echo echo Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor)) echo echo Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction echo echo %appcostk %sourcetype %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power $date put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %stype %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 @ 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 echo echo Stats for %tap echo echo Total Armor Protection + Absorption: %sumdef echo Total Armor Protection: %sumpro (mean: %meanpro) echo Total Armor Absorption: %sumabs (mean: %meanabs) echo Total Physical Defense: %sumpdef (mean: %meanpdef) echo Total Elemental Defense: %sumedef (mean: %meanedef) echo Total Armor Hindrance: %sumhin (mean: %meanhin) echo echo 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)) echo echo Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight))) echo echo 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 echo echo %appcostk %sourcetype %source %atype %area %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 %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 @ echo 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 gosub Dimensionset evalmath volume %ilsize * %iwsize * %ihsize echo echo Stats for %tap echo echo interior length: %ilsize echo interior width: %iwsize echo interior height: %ihsize echo carrying capacity: %csize stones echo volume: %volume (%ilsize * %iwsize * %ihsize) echo echo echo %appcostk %sourcetype %source %tap %ilsize %iwsize %ihsize %csize %volume %wearloc %weight put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %tap %ilsize %iwsize %ihsize %csize %volume %wearloc %weight put #log >ItemStatsReader-%logtype-$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 @ echo 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
######################################################## ##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 $roomname action goto end when ^I could not find what (you|you were) referring to\.$ 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 $2 when ^You glance at (a|an|some|the) (.+)\.$ action setvariable tap $2 when ^You quietly examine (a|an|some|the) (.+) and notice a price tag indicating 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-pike when (is a|are a|and) pike .+ weapon action setvariable wtype1 02-halberd when (is a|are a|and) halberd .+ weapon action setvariable wtype1 03-2HE when (is a|are a|and) two-handed edged .+ weapon action setvariable wtype1 04-HE when (is a|are a|and) heavy edged .+ weapon action setvariable wtype1 05-ME when (is a|are a|and) medium edged .+ weapon action setvariable wtype1 06-LtE when (is a|are a|and) light edged .+ weapon action setvariable wtype1 07-2HB when (is a|are a|and) two-handed blunt .+ weapon action setvariable wtype1 08-HB when (is a|are a|and) heavy blunt .+ weapon action setvariable wtype1 09-MB when (is a|are a|and) medium blunt .+ weapon action setvariable wtype1 10-LtBl when (is a|are a|and) light blunt .+ weapon action setvariable wtype1 13-QS when (is a|are a|and) quarter staff .+ weapon action setvariable wtype1 14-SS when (is a|are a|and) short staff .+ weapon action setvariable wtype1 15-HX when (is|are) a heavy crossbow .+ weapon action setvariable wtype1 16-LX when (is|are) a light crossbow .+ weapon action setvariable wtype1 17-comp bow when (is|are) a composite bow .+ weapon action setvariable wtype1 18-long bow when (is|are) a long bow .+ weapon action setvariable wtype1 19-short bow when (is|are) a short bow .+ weapon action setvariable wtype1 20-staff sling when (is|are) a staff sling .+ weapon action setvariable wtype1 21-sling when (is|are) a sling .+ weapon action setvariable wtype2 11-HT when (is|are) a heavy thrown and .+ weapon action setvariable wtype2 12-LT when (is|are) a light 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+dev[ae]stating puncture damage action setvariable puncture 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating slice damage action setvariable slice 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating impact damage action setvariable impact 22 when ^\s+very dev[ae]stating 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 puncture 0 when ^\s+no puncture damage$ 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 0 when ^\s+no slice 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 0 when ^\s+no impact 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 action setvariable fire 2 when ^\s+poor fire damage action setvariable fire 3 when ^\s+low fire damage action setvariable fire 4 when ^\s+somewhat fair fire damage action setvariable fire 5 when ^\s+fair fire damage action setvariable fire 6 when ^\s+somewhat moderate fire damage action setvariable fire 7 when ^\s+moderate fire damage action setvariable fire 8 when ^\s+somewhat heavy fire damage action setvariable fire 9 when ^\s+heavy fire damage action setvariable fire 10 when ^\s+very heavy fire damage action setvariable fire 11 when ^\s+great fire damage action setvariable fire 12 when ^\s+very great fire damage action setvariable fire 13 when ^\s+severe fire damage action setvariable fire 14 when ^\s+very severe fire damage action setvariable fire 15 when ^\s+extreme fire damage action setvariable fire 16 when ^\s+very extreme fire damage action setvariable fire 17 when ^\s+mighty fire damage action setvariable fire 18 when ^\s+very mighty fire damage action setvariable fire 19 when ^\s+bone-crushing fire damage action setvariable fire 20 when ^\s+very bone-crushing fire damage action setvariable fire 21 when ^\s+dev[ae]stating fire damage action setvariable fire 22 when ^\s+very dev[ae]stating fire damage action setvariable fire 23 when ^\s+overwhelming fire damage action setvariable fire 24 when ^\s+annihilating fire damage action setvariable fire 25 when ^\s+obliterating fire damage action setvariable fire 26 when ^\s+demolishing fire damage action setvariable fire 27 when ^\s+catastrophic fire damage action setvariable cold 0 when ^\s+no cold damage action setvariable cold 1 when ^\s+dismal cold damage action setvariable cold 2 when ^\s+poor cold damage action setvariable cold 3 when ^\s+low cold damage action setvariable cold 4 when ^\s+somewhat fair cold damage action setvariable cold 5 when ^\s+fair cold damage action setvariable cold 6 when ^\s+somewhat moderate cold damage action setvariable cold 7 when ^\s+moderate cold damage action setvariable cold 8 when ^\s+somewhat heavy cold damage action setvariable cold 9 when ^\s+heavy cold damage action setvariable cold 10 when ^\s+very heavy cold damage action setvariable cold 11 when ^\s+great cold damage action setvariable cold 12 when ^\s+very great cold damage action setvariable cold 13 when ^\s+severe cold damage action setvariable cold 14 when ^\s+very severe cold damage action setvariable cold 15 when ^\s+extreme cold damage action setvariable cold 16 when ^\s+very extreme cold damage action setvariable cold 17 when ^\s+mighty cold damage action setvariable cold 18 when ^\s+very mighty cold damage action setvariable cold 19 when ^\s+bone-crushing cold damage action setvariable cold 20 when ^\s+very bone-crushing cold damage action setvariable cold 21 when ^\s+dev[ae]stating cold damage action setvariable cold 22 when ^\s+very dev[ae]stating cold damage action setvariable cold 23 when ^\s+overwhelming cold damage action setvariable cold 24 when ^\s+annihilating cold damage action setvariable cold 25 when ^\s+obliterating cold damage action setvariable cold 26 when ^\s+demolishing cold damage action setvariable cold 27 when ^\s+catastrophic cold damage action setvariable electric 0 when ^\s+no electric damage action setvariable electric 1 when ^\s+dismal electric damage action setvariable electric 2 when ^\s+poor electric damage action setvariable electric 3 when ^\s+low electric damage action setvariable electric 4 when ^\s+somewhat fair electric damage action setvariable electric 5 when ^\s+fair electric damage action setvariable electric 6 when ^\s+somewhat moderate electric damage action setvariable electric 7 when ^\s+moderate electric damage action setvariable electric 8 when ^\s+somewhat heavy electric damage action setvariable electric 9 when ^\s+heavy electric damage action setvariable electric 10 when ^\s+very heavy electric damage action setvariable electric 11 when ^\s+great electric damage action setvariable electric 12 when ^\s+very great electric damage action setvariable electric 13 when ^\s+severe electric damage action setvariable electric 14 when ^\s+very severe electric damage action setvariable electric 15 when ^\s+extreme electric damage action setvariable electric 16 when ^\s+very extreme electric damage action setvariable electric 17 when ^\s+mighty electric damage action setvariable electric 18 when ^\s+very mighty electric damage action setvariable electric 19 when ^\s+bone-crushing electric damage action setvariable electric 20 when ^\s+very bone-crushing electric damage action setvariable electric 21 when ^\s+dev[ae]stating electric damage action setvariable electric 22 when ^\s+very dev[ae]stating electric damage action setvariable electric 23 when ^\s+overwhelming electric damage action setvariable electric 24 when ^\s+annihilating electric damage action setvariable electric 25 when ^\s+obliterating electric damage action setvariable electric 26 when ^\s+demolishing electric damage action setvariable electric 27 when ^\s+catastrophic electric damage action setvariable fire 0 when ^\s+no fire damage$ action setvariable fire 1 when ^\s+a little fire damage$ action setvariable fire 2 when ^\s+some fire damage$ action setvariable fire 3 when ^\s+quite a bit of fire damage$ action setvariable fire 4 when ^\s+a lot of fire damage$ action setvariable cold 0 when ^\s+no cold damage$ action setvariable cold 1 when ^\s+a little cold damage$ action setvariable cold 2 when ^\s+some cold damage$ action setvariable cold 3 when ^\s+quite a bit of cold damage$ action setvariable cold 4 when ^\s+a lot of cold damage$ action setvariable electric 0 when ^\s+no electric damage$ action setvariable electric 1 when ^\s+a little electric damage$ action setvariable electric 2 when ^\s+some electric damage$ action setvariable electric 3 when ^\s+quite a bit of electric damage$ action setvariable electric 4 when ^\s+a lot of electric damage$ 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) unbelieve?ably 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) unbelieve?ably 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 (your|its draw) strength.$ action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelieve?ably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a bow of this type\.$ action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a bow of this type\.$ action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a bow of this type\.$ action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a bow of this type\.$ action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a bow of this type\.$ action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a bow of this type\.$ action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a bow of this type\.$ action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a bow of this type\.$ action setvariable adjdraw no when ^The.+does not appear to have an adjustable draw strength\.$ action setvariable adjdraw yes when ^The.+appears to have 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 $1 when is (\w+) in size\.$ 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 trivial maneuvering hindrance action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose light maneuvering hindrance action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose minor maneuvering hindrance action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose mild maneuvering hindrance action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose noticeable maneuvering hindrance action setvariable mhindrance 9 when ^You feel certain that .+ appears? to impose high maneuvering hindrance action setvariable mhindrance 10 when ^You feel certain that .+ appears? to impose significant maneuvering hindrance action setvariable mhindrance 11 when ^You feel certain that .+ appears? to impose great maneuvering hindrance action setvariable mhindrance 12 when ^You feel certain that .+ appears? to impose extreme maneuvering hindrance action setvariable mhindrance 13 when ^You feel certain that .+ appears? to impose debilitating maneuvering hindrance action setvariable mhindrance 14 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance action setvariable mhindrance 15 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 trivial stealth hindrance, offering: action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering: action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and minor stealth hindrance, offering: action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering: action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and mild stealth hindrance, offering: action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering: action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and noticeable stealth hindrance, offering: action setvariable shindrance 9 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering: action setvariable shindrance 10 when ^You feel certain that.+maneuvering hindrance and significant stealth hindrance, offering: action setvariable shindrance 11 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering: action setvariable shindrance 12 when ^You feel certain that.+maneuvering hindrance and extreme stealth hindrance, offering: action setvariable shindrance 13 when ^You feel certain that.+maneuvering hindrance and debilitating stealth hindrance, offering: action setvariable shindrance 14 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering: action setvariable shindrance 15 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+unbelieve?able protection and.+absorption for puncture 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 outstanding damage absorption for puncture attacks action setvariable puncturea 17 when ^\s.+protection and amazing damage absorption for puncture attacks action setvariable puncturea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for slice 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 outstanding damage absorption for slice attacks action setvariable slicea 17 when ^\s.+protection and amazing damage absorption for slice attacks action setvariable slicea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for impact 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 outstanding damage absorption for impact attacks action setvariable impacta 17 when ^\s.+protection and amazing damage absorption for impact attacks action setvariable impacta 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for fire 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 outstanding damage absorption for fire attacks action setvariable firea 17 when ^\s.+protection and amazing damage absorption for fire attacks action setvariable firea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for cold 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 outstanding damage absorption for cold attacks action setvariable colda 17 when ^\s.+protection and amazing damage absorption for cold attacks action setvariable colda 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for electrical 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 outstanding damage absorption for electrical attacks action setvariable electrica 17 when ^\s.+protection and amazing damage absorption for electrical attacks action setvariable electrica 18 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, and action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged, and action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged, and action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged, and action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage, and action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage, and action setvariable construction 7 when ^You are certain that.+(is|are) appreciably sus?ceptible to damage, and action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage, and action setvariable construction 9 when ^You are certain that.+(is|are) of average construction, and action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage, and action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage, and action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage, and action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage, and action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage, and action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage, and action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage, and action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage, and action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage, and action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$ 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 0 when ^There doesn't appear to be anything in the gem pouch\.$ 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)\.$ echo echo ITEM TYPE: echo echo 1: Weapon: Melee/Thrown echo echo 2: Weapon: Ranged echo echo 3: Weapon: Ammunition echo echo 4: Weapon: Brawling echo echo 5: Weapon: Parry Stick echo echo 6: Shield echo echo 7: Armor echo echo 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: 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 appraise: send glance %number %1 $preposition $shop waitforre ^You glance|^You quietly send shop %number %1 $preposition $shop waitforre ^Short: send appraise %number %1 $preposition $shop careful wait pause 1 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 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 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 (matchre ("%wtype1", "(pike|halberd)")) then var wtrains 01-pole if (matchre ("%wtype1", "(HE)")) then var wtrains 03-LrE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LtE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LrBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LtBl)")) then var wtrains 07-SBl if (matchre ("%wtype1", "(QS|SS)")) then var wtrains 10-staff if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype2", "(HT)")) then var wtrains2 08-HT if (matchre ("%wtype2", "(LT)")) then var wtrains2 09-LT 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 { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo return } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype2/%wtype1 %wtrains2/%wtrains %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 %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 @ echo return } weapon2: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(HX|LX)")) then var drawstrength N/A if (matchre ("%wtype1", "(HX|LX)")) then var adjdraw N/A if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype1", "(sling)")) then var drawstrength N/A if (matchre ("%wtype1", "(sling)")) then var adjdraw N/A evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction)) echo echo Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo return weapon3: var foi N/A var balance N/A var power N/A var drawstrength N/A var adjdraw N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 16-Xbow if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammoskill 11-Xbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 19-bow if (matchre ("%tapnoun", "(arrows?)")) then var ammoskill 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammotype 21-sling if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammoskill 13-sling 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) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %appcostk %sourcetype %source %ammotype ammo %ammoskill ammo %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 %ammotype ammo %ammoskill ammo %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 @ echo return weapon4: var fire N/A var cold N/A var electric N/A var sumed N/A var meaned N/A var balance N/A var power N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } if %impact = ERROR then { var impact N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo echo Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-%brawltype 14-brawl-%brawltype %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 22-brawl-%brawltype 14-brawl-%brawltype %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 @ echo return weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-1parry 14-brawl-1parry %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 22-brawl-1parry 14-brawl-1parry %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 @ 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) echo echo Stats for %tap echo echo Total Shield Protection: %sumshield echo echo Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor)) echo echo Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction echo echo %appcostk %sourcetype %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power $date put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %stype %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 @ 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 echo echo Stats for %tap echo echo Total Armor Protection + Absorption: %sumdef echo Total Armor Protection: %sumpro (mean: %meanpro) echo Total Armor Absorption: %sumabs (mean: %meanabs) echo Total Physical Defense: %sumpdef (mean: %meanpdef) echo Total Elemental Defense: %sumedef (mean: %meanedef) echo Total Armor Hindrance: %sumhin (mean: %meanhin) echo echo 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)) echo echo Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight))) echo echo 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 echo echo %appcostk %sourcetype %source %atype %area %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 %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 @ echo return end: send shop waitfor [Type SHOP [ITEM] to see what's on it.] send shop $shop waitfor [Type SHOP [GOOD] to see some details about it.] echo Last noun: %1 %2 ($preposition $shop) put #class racial on put #play ScriptEnd put #flash put #parse SCRIPT DONE exit
Shown Items
######################################################## ##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-pike when (is a|are a|and) pike .+ weapon action setvariable wtype1 02-halberd when (is a|are a|and) halberd .+ weapon action setvariable wtype1 03-2HE when (is a|are a|and) two-handed edged .+ weapon action setvariable wtype1 04-HE when (is a|are a|and) heavy edged .+ weapon action setvariable wtype1 05-ME when (is a|are a|and) medium edged .+ weapon action setvariable wtype1 06-LtE when (is a|are a|and) light edged .+ weapon action setvariable wtype1 07-2HB when (is a|are a|and) two-handed blunt .+ weapon action setvariable wtype1 08-HB when (is a|are a|and) heavy blunt .+ weapon action setvariable wtype1 09-MB when (is a|are a|and) medium blunt .+ weapon action setvariable wtype1 10-LtBl when (is a|are a|and) light blunt .+ weapon action setvariable wtype1 13-QS when (is a|are a|and) quarter staff .+ weapon action setvariable wtype1 14-SS when (is a|are a|and) short staff .+ weapon action setvariable wtype1 15-HX when (is|are) a heavy crossbow .+ weapon action setvariable wtype1 16-LX when (is|are) a light crossbow .+ weapon action setvariable wtype1 17-comp bow when (is|are) a composite bow .+ weapon action setvariable wtype1 18-long bow when (is|are) a long bow .+ weapon action setvariable wtype1 19-short bow when (is|are) a short bow .+ weapon action setvariable wtype1 20-staff sling when (is|are) a staff sling .+ weapon action setvariable wtype1 21-sling when (is|are) a sling .+ weapon action setvariable wtype2 11-HT when (is|are) a heavy thrown and .+ weapon action setvariable wtype2 12-LT when (is|are) a light 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+dev[ae]stating puncture damage action setvariable puncture 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating slice damage action setvariable slice 22 when ^\s+very dev[ae]stating 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 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+dev[ae]stating impact damage action setvariable impact 22 when ^\s+very dev[ae]stating 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 puncture 0 when ^\s+no puncture damage$ 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 0 when ^\s+no slice 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 0 when ^\s+no impact 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 action setvariable fire 2 when ^\s+poor fire damage action setvariable fire 3 when ^\s+low fire damage action setvariable fire 4 when ^\s+somewhat fair fire damage action setvariable fire 5 when ^\s+fair fire damage action setvariable fire 6 when ^\s+somewhat moderate fire damage action setvariable fire 7 when ^\s+moderate fire damage action setvariable fire 8 when ^\s+somewhat heavy fire damage action setvariable fire 9 when ^\s+heavy fire damage action setvariable fire 10 when ^\s+very heavy fire damage action setvariable fire 11 when ^\s+great fire damage action setvariable fire 12 when ^\s+very great fire damage action setvariable fire 13 when ^\s+severe fire damage action setvariable fire 14 when ^\s+very severe fire damage action setvariable fire 15 when ^\s+extreme fire damage action setvariable fire 16 when ^\s+very extreme fire damage action setvariable fire 17 when ^\s+mighty fire damage action setvariable fire 18 when ^\s+very mighty fire damage action setvariable fire 19 when ^\s+bone-crushing fire damage action setvariable fire 20 when ^\s+very bone-crushing fire damage action setvariable fire 21 when ^\s+dev[ae]stating fire damage action setvariable fire 22 when ^\s+very dev[ae]stating fire damage action setvariable fire 23 when ^\s+overwhelming fire damage action setvariable fire 24 when ^\s+annihilating fire damage action setvariable fire 25 when ^\s+obliterating fire damage action setvariable fire 26 when ^\s+demolishing fire damage action setvariable fire 27 when ^\s+catastrophic fire damage action setvariable cold 0 when ^\s+no cold damage action setvariable cold 1 when ^\s+dismal cold damage action setvariable cold 2 when ^\s+poor cold damage action setvariable cold 3 when ^\s+low cold damage action setvariable cold 4 when ^\s+somewhat fair cold damage action setvariable cold 5 when ^\s+fair cold damage action setvariable cold 6 when ^\s+somewhat moderate cold damage action setvariable cold 7 when ^\s+moderate cold damage action setvariable cold 8 when ^\s+somewhat heavy cold damage action setvariable cold 9 when ^\s+heavy cold damage action setvariable cold 10 when ^\s+very heavy cold damage action setvariable cold 11 when ^\s+great cold damage action setvariable cold 12 when ^\s+very great cold damage action setvariable cold 13 when ^\s+severe cold damage action setvariable cold 14 when ^\s+very severe cold damage action setvariable cold 15 when ^\s+extreme cold damage action setvariable cold 16 when ^\s+very extreme cold damage action setvariable cold 17 when ^\s+mighty cold damage action setvariable cold 18 when ^\s+very mighty cold damage action setvariable cold 19 when ^\s+bone-crushing cold damage action setvariable cold 20 when ^\s+very bone-crushing cold damage action setvariable cold 21 when ^\s+dev[ae]stating cold damage action setvariable cold 22 when ^\s+very dev[ae]stating cold damage action setvariable cold 23 when ^\s+overwhelming cold damage action setvariable cold 24 when ^\s+annihilating cold damage action setvariable cold 25 when ^\s+obliterating cold damage action setvariable cold 26 when ^\s+demolishing cold damage action setvariable cold 27 when ^\s+catastrophic cold damage action setvariable electric 0 when ^\s+no electric damage action setvariable electric 1 when ^\s+dismal electric damage action setvariable electric 2 when ^\s+poor electric damage action setvariable electric 3 when ^\s+low electric damage action setvariable electric 4 when ^\s+somewhat fair electric damage action setvariable electric 5 when ^\s+fair electric damage action setvariable electric 6 when ^\s+somewhat moderate electric damage action setvariable electric 7 when ^\s+moderate electric damage action setvariable electric 8 when ^\s+somewhat heavy electric damage action setvariable electric 9 when ^\s+heavy electric damage action setvariable electric 10 when ^\s+very heavy electric damage action setvariable electric 11 when ^\s+great electric damage action setvariable electric 12 when ^\s+very great electric damage action setvariable electric 13 when ^\s+severe electric damage action setvariable electric 14 when ^\s+very severe electric damage action setvariable electric 15 when ^\s+extreme electric damage action setvariable electric 16 when ^\s+very extreme electric damage action setvariable electric 17 when ^\s+mighty electric damage action setvariable electric 18 when ^\s+very mighty electric damage action setvariable electric 19 when ^\s+bone-crushing electric damage action setvariable electric 20 when ^\s+very bone-crushing electric damage action setvariable electric 21 when ^\s+dev[ae]stating electric damage action setvariable electric 22 when ^\s+very dev[ae]stating electric damage action setvariable electric 23 when ^\s+overwhelming electric damage action setvariable electric 24 when ^\s+annihilating electric damage action setvariable electric 25 when ^\s+obliterating electric damage action setvariable electric 26 when ^\s+demolishing electric damage action setvariable electric 27 when ^\s+catastrophic electric damage action setvariable fire 0 when ^\s+no fire damage$ action setvariable fire 1 when ^\s+a little fire damage$ action setvariable fire 2 when ^\s+some fire damage$ action setvariable fire 3 when ^\s+quite a bit of fire damage$ action setvariable fire 4 when ^\s+a lot of fire damage$ action setvariable cold 0 when ^\s+no cold damage$ action setvariable cold 1 when ^\s+a little cold damage$ action setvariable cold 2 when ^\s+some cold damage$ action setvariable cold 3 when ^\s+quite a bit of cold damage$ action setvariable cold 4 when ^\s+a lot of cold damage$ action setvariable electric 0 when ^\s+no electric damage$ action setvariable electric 1 when ^\s+a little electric damage$ action setvariable electric 2 when ^\s+some electric damage$ action setvariable electric 3 when ^\s+quite a bit of electric damage$ action setvariable electric 4 when ^\s+a lot of electric damage$ 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) unbelieve?ably 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) unbelieve?ably 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 (your|its draw) strength.$ action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelieve?ably suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited (to gaining extra|for adding) attack power from (your|its draw) strength.$ action setvariable drawstrength 1 when ^The.+appears set for a draw strength that is extremely low for a bow of this type\.$ action setvariable drawstrength 2 when ^The.+appears set for a draw strength that is very low for a bow of this type\.$ action setvariable drawstrength 3 when ^The.+appears set for a draw strength that is somewhat low for a bow of this type\.$ action setvariable drawstrength 4 when ^The.+appears set for a draw strength that is average for a bow of this type\.$ action setvariable drawstrength 5 when ^The.+appears set for a draw strength that is somewhat high for a bow of this type\.$ action setvariable drawstrength 6 when ^The.+appears set for a draw strength that is very high for a bow of this type\.$ action setvariable drawstrength 7 when ^The.+appears set for a draw strength that is exceptionally high for a bow of this type\.$ action setvariable drawstrength 8 when ^The.+appears set for a draw strength that is extremely high for a bow of this type\.$ action setvariable adjdraw no when ^The.+does not appear to have an adjustable draw strength\.$ action setvariable adjdraw yes when ^The.+appears to have 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 $1 when is (\w+) in size\.$ 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 trivial maneuvering hindrance action setvariable mhindrance 3 when ^You feel certain that .+ appears? to impose light maneuvering hindrance action setvariable mhindrance 4 when ^You feel certain that .+ appears? to impose minor maneuvering hindrance action setvariable mhindrance 5 when ^You feel certain that .+ appears? to impose fair maneuvering hindrance action setvariable mhindrance 6 when ^You feel certain that .+ appears? to impose mild maneuvering hindrance action setvariable mhindrance 7 when ^You feel certain that .+ appears? to impose moderate maneuvering hindrance action setvariable mhindrance 8 when ^You feel certain that .+ appears? to impose noticeable maneuvering hindrance action setvariable mhindrance 9 when ^You feel certain that .+ appears? to impose high maneuvering hindrance action setvariable mhindrance 10 when ^You feel certain that .+ appears? to impose significant maneuvering hindrance action setvariable mhindrance 11 when ^You feel certain that .+ appears? to impose great maneuvering hindrance action setvariable mhindrance 12 when ^You feel certain that .+ appears? to impose extreme maneuvering hindrance action setvariable mhindrance 13 when ^You feel certain that .+ appears? to impose debilitating maneuvering hindrance action setvariable mhindrance 14 when ^You feel certain that .+ appears? to impose overwhelming maneuvering hindrance action setvariable mhindrance 15 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 trivial stealth hindrance, offering: action setvariable shindrance 3 when ^You feel certain that.+maneuvering hindrance and light stealth hindrance, offering: action setvariable shindrance 4 when ^You feel certain that.+maneuvering hindrance and minor stealth hindrance, offering: action setvariable shindrance 5 when ^You feel certain that.+maneuvering hindrance and fair stealth hindrance, offering: action setvariable shindrance 6 when ^You feel certain that.+maneuvering hindrance and mild stealth hindrance, offering: action setvariable shindrance 7 when ^You feel certain that.+maneuvering hindrance and moderate stealth hindrance, offering: action setvariable shindrance 8 when ^You feel certain that.+maneuvering hindrance and noticeable stealth hindrance, offering: action setvariable shindrance 9 when ^You feel certain that.+maneuvering hindrance and high stealth hindrance, offering: action setvariable shindrance 10 when ^You feel certain that.+maneuvering hindrance and significant stealth hindrance, offering: action setvariable shindrance 11 when ^You feel certain that.+maneuvering hindrance and great stealth hindrance, offering: action setvariable shindrance 12 when ^You feel certain that.+maneuvering hindrance and extreme stealth hindrance, offering: action setvariable shindrance 13 when ^You feel certain that.+maneuvering hindrance and debilitating stealth hindrance, offering: action setvariable shindrance 14 when ^You feel certain that.+maneuvering hindrance and overwhelming stealth hindrance, offering: action setvariable shindrance 15 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+unbelieve?able protection and.+absorption for puncture 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 outstanding damage absorption for puncture attacks action setvariable puncturea 17 when ^\s.+protection and amazing damage absorption for puncture attacks action setvariable puncturea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for slice 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 outstanding damage absorption for slice attacks action setvariable slicea 17 when ^\s.+protection and amazing damage absorption for slice attacks action setvariable slicea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for impact 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 outstanding damage absorption for impact attacks action setvariable impacta 17 when ^\s.+protection and amazing damage absorption for impact attacks action setvariable impacta 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for fire 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 outstanding damage absorption for fire attacks action setvariable firea 17 when ^\s.+protection and amazing damage absorption for fire attacks action setvariable firea 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for cold 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 outstanding damage absorption for cold attacks action setvariable colda 17 when ^\s.+protection and amazing damage absorption for cold attacks action setvariable colda 18 when ^\s.+protection and unbelievable damage 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+unbelieve?able protection and.+absorption for electrical 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 outstanding damage absorption for electrical attacks action setvariable electrica 17 when ^\s.+protection and amazing damage absorption for electrical attacks action setvariable electrica 18 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, and action setvariable construction 2 when ^You are certain that.+(is|are) very delicate and easily damaged, and action setvariable construction 3 when ^You are certain that.+(is|are) quite fragile and easily damaged, and action setvariable construction 4 when ^You are certain that.+(is|are) rather flimsy and easily damaged, and action setvariable construction 5 when ^You are certain that.+(is|are) particularly weak against damage, and action setvariable construction 6 when ^You are certain that.+(is|are) somewhat unsound against damage, and action setvariable construction 7 when ^You are certain that.+(is|are) appreciably sus?ceptible to damage, and action setvariable construction 8 when ^You are certain that.+(is|are) marginally vulnerable to damage, and action setvariable construction 9 when ^You are certain that.+(is|are) of average construction, and action setvariable construction 10 when ^You are certain that.+(is|are) a bit safeguarded against damage, and action setvariable construction 11 when ^You are certain that.+(is|are) rather reinforced against damage, and action setvariable construction 12 when ^You are certain that.+(is|are) quite guarded against damage, and action setvariable construction 13 when ^You are certain that.+(is|are) highly protected against damage, and action setvariable construction 14 when ^You are certain that.+(is|are) very strong against damage, and action setvariable construction 15 when ^You are certain that.+(is|are) extremely resistant to damage, and action setvariable construction 16 when ^You are certain that.+(is|are) unusually resilient to damage, and action setvariable construction 17 when ^You are certain that.+(is|are) nearly impervious to damage, and action setvariable construction 18 when ^You are certain that.+(is|are) practically invulnerable to damage, and action setvariable weight $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$ 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 0 when ^There doesn't appear to be anything in the gem pouch\.$ 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 $4 when ^You compare your .+ with the .+ yardstick several times and are certain the interior length measures (\w+) spans?, the interior width measures (\w+) spans?, the interior height measures (\w+) spans? and the .+ appears capable of holding about (\d+) stones of weight\.$ echo echo ITEM TYPE: echo echo 1: Weapon: Melee/Thrown echo echo 2: Weapon: Ranged echo echo 3: Weapon: Ammunition echo echo 4: Weapon: Brawling echo echo 5: Weapon: Parry Stick echo echo 6: Shield echo echo 7: Armor echo echo 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 var wtype1 ERROR var wtype2 ERROR var wtrains ERROR var wtrains2 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 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 (matchre ("%wtype1", "(pike|halberd)")) then var wtrains 01-pole if (matchre ("%wtype1", "(HE)")) then var wtrains 03-LrE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LtE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LrBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LtBl)")) then var wtrains 07-SBl if (matchre ("%wtype1", "(QS|SS)")) then var wtrains 10-staff if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype2", "(HT)")) then var wtrains2 08-HT if (matchre ("%wtype2", "(LT)")) then var wtrains2 09-LT 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 { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo goto end } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype2/%wtype1 %wtrains2/%wtrains %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 %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 @ echo goto end } weapon2: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(HX|LX)")) then var drawstrength N/A if (matchre ("%wtype1", "(HX|LX)")) then var adjdraw N/A if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype1", "(sling)")) then var drawstrength N/A if (matchre ("%wtype1", "(sling)")) then var adjdraw N/A evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction)) echo echo Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %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 %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 @ echo goto end weapon3: var foi N/A var balance N/A var power N/A var drawstrength N/A var adjdraw N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 16-Xbow if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammoskill 11-Xbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 19-bow if (matchre ("%tapnoun", "(arrows?)")) then var ammoskill 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammotype 21-sling if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammoskill 13-sling 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) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %appcostk %sourcetype %source %ammotype ammo %ammoskill ammo %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 %ammotype ammo %ammoskill ammo %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 @ echo goto end weapon4: var fire N/A var cold N/A var electric N/A var sumed N/A var meaned N/A var balance N/A var power N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } if %impact = ERROR then { var impact N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo echo Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-%brawltype 14-brawl-%brawltype %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 22-brawl-%brawltype 14-brawl-%brawltype %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 @ echo goto end weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-1parry 14-brawl-1parry %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 22-brawl-1parry 14-brawl-1parry %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 @ 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) echo echo Stats for %tap echo echo Total Shield Protection: %sumshield echo echo Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor)) echo echo Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction echo echo %appcostk %sourcetype %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power $date put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %stype %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 @ 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 echo echo Stats for %tap echo echo Total Armor Protection + Absorption: %sumdef echo Total Armor Protection: %sumpro (mean: %meanpro) echo Total Armor Absorption: %sumabs (mean: %meanabs) echo Total Physical Defense: %sumpdef (mean: %meanpdef) echo Total Elemental Defense: %sumedef (mean: %meanedef) echo Total Armor Hindrance: %sumhin (mean: %meanhin) echo echo 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)) echo echo Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight))) echo echo 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 echo echo %appcostk %sourcetype %source %atype %area %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 %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 @ echo goto end return: return end: put #class racial on put #play ScriptEnd put #flash put #parse SCRIPT DONE exit
Manual Data Entry
######################################################## ##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 gosub VarBlank Tap: action setvariable tap $1 when ^tap\s+(.+)$ echo echo Enter tap [text]: waitforre ^I could not find what you were referring to echo echo ITEM TYPE: echo echo 1: Weapon: Melee/Thrown echo echo 2: Weapon: Ranged echo echo 3: Weapon: Ammunition echo echo 4: Weapon: Brawling echo echo 5: Weapon: Parry Stick echo echo 6: Shield echo echo 7: Armor echo echo 8: Container echo echo Enter Item Type Number: matchre WeaponApp1 ^1 matchre WeaponApp2 ^2 matchre WeaponApp3 ^3 matchre WeaponApp4 ^4 matchre WeaponApp5 ^5 matchre ShieldApp ^6 matchre ArmorApp ^7 matchre ContainerApp ^8 matchwait WeaponApp1: var formtype weapon1 var logtype WeaponMelee gosub Weapon1Type gosub Weapon1TypeThrown gosub Range gosub PunctureDamage gosub SliceDamage gosub ImpactDamage var fire 0 var cold 0 var electric 0 gosub FOI gosub Balance gosub Power gosub Construction gosub Weight gosub Appraisal goto %formtype WeaponApp2: var formtype weapon2 var logtype WeaponRanged gosub Weapon2Type gosub FOI gosub Balance gosub Power gosub Construction gosub Weight gosub Appraisal goto %formtype WeaponApp3: var formtype weapon3 var logtype WeaponRanged gosub Weapon3Type gosub PunctureDamage gosub SliceDamage gosub ImpactDamage var fire 0 var cold 0 var electric 0 gosub FOI gosub Construction gosub Weight gosub Appraisal goto %formtype WeaponApp4: var formtype weapon4 var logtype WeaponMelee var wtype 22-brawl gosub Weapon4Type gosub PunctureDamage gosub SliceDamage gosub ImpactDamage var fire 0 var cold 0 var electric 0 gosub FOI gosub Construction gosub Weight gosub Appraisal goto %formtype WeaponApp5: var formtype weapon5 var logtype WeaponMelee var wtype 22-brawl var wearloc 1-parry gosub Balance gosub Power gosub Construction gosub Weight gosub Appraisal goto %formtype ShieldApp: var formtype shield var logtype Shield gosub ShieldSize gosub MinDefense gosub MaxDefense gosub ShieldHindrance gosub ImpactDamage gosub Balance gosub Power gosub Construction gosub Weight gosub Appraisal goto %formtype ArmorApp: var formtype armor var logtype Armor gosub ArmorType gosub ArmorCoverage gosub ArmorMHindrance gosub ArmorSHindrance gosub PunctureProtection gosub SliceProtection gosub ImpactProtection gosub FireProtection gosub ColdProtection gosub ElectricProtection gosub PunctureAbsorption gosub SliceAbsorption gosub ImpactAbsorption gosub FireAbsorption gosub ColdAbsorption gosub ElectricAbsorption gosub Construction gosub Weight gosub Appraisal goto %formtype ContainerApp: var formtype container var logtype Container VarBlank: var sourcetype 10-unknown var wtype1 ERROR var wtype2 ERROR var wtrains ERROR var wtrains2 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 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 Weapon1Type: echo echo MELEE/THROWN WEAPON TYPE: echo echo 1. pike echo 2. halberd echo 3. two-handed edged (2HE) echo 4. heavy edged (HE) echo 5. medium edged (ME) echo 6. light edged (LtE) echo 7. two-handed blunt (2HB) echo 8. heavy blunt (HB) echo 9. medium blunt (MB) echo 10. light blunt (LtBl) echo 11. quarter staff (QS) echo 12. short staff (SS) echo echo Enter Weapon Type Number: matchre WeaponPike ^1$ matchre WeaponHalberd ^2$ matchre Weapon2HE ^3$ matchre WeaponHE ^4$ matchre WeaponME ^5$ matchre WeaponLtE ^6$ matchre Weapon2HB ^7$ matchre WeaponHB ^8$ matchre WeaponMB ^9$ matchre WeaponLtBl ^10$ matchre WeaponQS ^11$ matchre WeaponSS ^12$ matchwait WeaponPike: var wtype1 01-pike var wtrains 01-pole return WeaponHalberd: var wtype1 02-halberd var wtrains 01-pole return Weapon2HE: var wtype1 03-2HE var wtrains 02-2HE return WeaponHE: var wtype1 04-HE var wtrains 03-LrE return WeaponME: var wtype1 05-ME var wtrains 04-SE return WeaponLtE: var wtype1 06-LtE var wtrains 04-SE return Weapon2HB: var wtype1 07-2HB var wtrains 05-2HB return WeaponHB: var wtype1 08-HB var wtrains 06-LrBl return WeaponMB: var wtype1 09-MB var wtrains 07-SBl return WeaponLtBl: var wtype1 10-LtBl var wtrains 07-SBl return WeaponQS: var wtype1 13-QS var wtrains 10-staff return WeaponSS: var wtype1 14-SS var wtrains 10-staff return Weapon1TypeThrown: echo echo Does the weapon appraise as a thrown weapon? echo echo 1. heavy thrown (HT) echo 2. light thrown (LT) echo 3. no echo echo Enter Weapon Type Number: matchre WeaponHT ^1$ matchre WeaponLT ^2$ matchre return ^3$ matchwait WeaponHT: var wtype2 11-HT var wtrains2 08-HT return WeaponLT: var wtype2 12-LT var wtrains2 09-LT return Weapon2Type: echo echo RANGED WEAPON TYPE: echo echo 1. heavy crossbow (HX) echo 2. light crossbow (LX) echo 3. composite bow echo 4. long bow echo 5. short bow echo 6. staff sling echo 7. sling echo echo Enter Weapon Type Number: matchre WeaponHX ^1$ matchre WeaponLX ^2$ matchre WeaponCompBow ^3$ matchre WeaponLongBow ^4$ matchre WeaponShortBow ^5$ matchre WeaponStaffSling ^6$ matchre WeaponSling ^7$ matchwait WeaponHX: var wtype1 15-HX when var wtrains 11-Xbow return WeaponLX: var wtype1 16-LX var wtrains 11-Xbow return WeaponCompBow: var wtype1 17-comp bow var wtrains 12-bow return WeaponLongBow: var wtype1 18-long bow var wtrains 12-bow return WeaponShortBow: var wtype1 19-short bow var wtrains 12-bow return WeaponStaffSling: var wtype1 20-staff sling var wtrains 13-sling return WeaponSling: var wtype1 21-sling var wtrains 13-sling return Weapon3Type: echo echo AMMO TYPE: echo echo 1. crossbow (bolts, quadrellos, quarrels, pulzones) echo 2. bow (arrows) echo 3. sling (bullets, clumps, lumps, rocks, shards) echo echo Enter Ammo Type Number: matchre AmmoXbow ^1$ matchre AmmoBow ^2$ matchre AmmoSling ^3$ matchwait AmmoXbow: var ammoskill 11-crossbow return AmmoBow: var ammoskill 12-bow return AmmoSling: var ammoskill 13-sling return Weapon4Type: echo echo BRAWLING WEAPON TYPE: echo echo 1. elbows echo 2. hands echo 3. knees echo 4. feet echo echo Enter Brawling Type Number: matchre BrawlElbows ^1$ matchre BrawlHands ^2$ matchre BrawlKnees ^3$ matchre BrawlFeet ^4$ matchwait BrawlElbows: var brawltype 2elbow return BrawlHands: var brawltype 3hand return BrawlKnees: var brawltype 4knee return BrawlFeet: var brawltype 5foot return Range: echo echo MELEE WEAPON RANGE: echo echo 1. melee echo 2. pole echo echo Enter Range Number: matchre MeleeRange ^1$ matchre PoleRange ^2$ matchwait MeleeRange: var range melee var rangefactor 0 return PoleRange: var range pole var rangefactor 1 return PunctureDamage: echo echo PUNCTURE DAMAGE: echo echo 0. no 14. very severe echo 1. dismal 15. extreme echo 2. poor 16. very extreme echo 3. low 17. mighty echo 4. somewhat fair 18. very mighty echo 5. fair 19. bone-crushing echo 6. somewhat moderate 20. very bone-crushing echo 7. moderate 21. devastating echo 8. somewhat heavy 22. very devastating echo 9. heavy 23. overwhelming echo 10. very heavy 24. annihilating echo 11. great 25. obliterating echo 12. very great 26. demolishing echo 13. severe 27. catastrophic echo echo Enter Damage Number: matchre PunctureDamage0 ^0$ matchre PunctureDamage1 ^1$ matchre PunctureDamage2 ^2$ matchre PunctureDamage3 ^3$ matchre PunctureDamage4 ^4$ matchre PunctureDamage5 ^5$ matchre PunctureDamage6 ^6$ matchre PunctureDamage7 ^7$ matchre PunctureDamage8 ^8$ matchre PunctureDamage9 ^9$ matchre PunctureDamage10 ^10$ matchre PunctureDamage11 ^11$ matchre PunctureDamage12 ^12$ matchre PunctureDamage13 ^13$ matchre PunctureDamage14 ^14$ matchre PunctureDamage15 ^15$ matchre PunctureDamage16 ^16$ matchre PunctureDamage17 ^17$ matchre PunctureDamage18 ^18$ matchre PunctureDamage19 ^19$ matchre PunctureDamage20 ^20$ matchre PunctureDamage21 ^21$ matchre PunctureDamage22 ^22$ matchre PunctureDamage23 ^23$ matchre PunctureDamage24 ^24$ matchre PunctureDamage25 ^25$ matchre PunctureDamage26 ^26$ matchre PunctureDamage27 ^27$ matchwait PunctureDamage0: var puncture 0 return PunctureDamage1: var puncture 1 return PunctureDamage2: var puncture 2 return PunctureDamage3: var puncture 3 return PunctureDamage4: var puncture 4 return PunctureDamage5: var puncture 5 return PunctureDamage6: var puncture 6 return PunctureDamage7: var puncture 7 return PunctureDamage8: var puncture 8 return PunctureDamage9: var puncture 9 return PunctureDamage10: var puncture 10 return PunctureDamage11: var puncture 11 return PunctureDamage12: var puncture 12 return PunctureDamage13: var puncture 13 return PunctureDamage14: var puncture 14 return PunctureDamage15: var puncture 15 return PunctureDamage16: var puncture 16 return PunctureDamage17: var puncture 17 return PunctureDamage18: var puncture 18 return PunctureDamage19: var puncture 19 return PunctureDamage20: var puncture 20 return PunctureDamage21: var puncture 21 return PunctureDamage22: var puncture 22 return PunctureDamage23: var puncture 23 return PunctureDamage24: var puncture 24 return PunctureDamage25: var puncture 25 return PunctureDamage26: var puncture 26 return PunctureDamage27: var puncture 27 return SliceDamage: echo echo SLICE DAMAGE: echo echo 0. no 14. very severe echo 1. dismal 15. extreme echo 2. poor 16. very extreme echo 3. low 17. mighty echo 4. somewhat fair 18. very mighty echo 5. fair 19. bone-crushing echo 6. somewhat moderate 20. very bone-crushing echo 7. moderate 21. devastating echo 8. somewhat heavy 22. very devastating echo 9. heavy 23. overwhelming echo 10. very heavy 24. annihilating echo 11. great 25. obliterating echo 12. very great 26. demolishing echo 13. severe 27. catastrophic echo echo Enter Damage Number: matchre SliceDamage0 ^0$ matchre SliceDamage1 ^1$ matchre SliceDamage2 ^2$ matchre SliceDamage3 ^3$ matchre SliceDamage4 ^4$ matchre SliceDamage5 ^5$ matchre SliceDamage6 ^6$ matchre SliceDamage7 ^7$ matchre SliceDamage8 ^8$ matchre SliceDamage9 ^9$ matchre SliceDamage10 ^10$ matchre SliceDamage11 ^11$ matchre SliceDamage12 ^12$ matchre SliceDamage13 ^13$ matchre SliceDamage14 ^14$ matchre SliceDamage15 ^15$ matchre SliceDamage16 ^16$ matchre SliceDamage17 ^17$ matchre SliceDamage18 ^18$ matchre SliceDamage19 ^19$ matchre SliceDamage20 ^20$ matchre SliceDamage21 ^21$ matchre SliceDamage22 ^22$ matchre SliceDamage23 ^23$ matchre SliceDamage24 ^24$ matchre SliceDamage25 ^25$ matchre SliceDamage26 ^26$ matchre SliceDamage27 ^27$ matchwait SliceDamage0: var slice 0 return SliceDamage1: var slice 1 return SliceDamage2: var slice 2 return SliceDamage3: var slice 3 return SliceDamage4: var slice 4 return SliceDamage5: var slice 5 return SliceDamage6: var slice 6 return SliceDamage7: var slice 7 return SliceDamage8: var slice 8 return SliceDamage9: var slice 9 return SliceDamage10: var slice 10 return SliceDamage11: var slice 11 return SliceDamage12: var slice 12 return SliceDamage13: var slice 13 return SliceDamage14: var slice 14 return SliceDamage15: var slice 15 return SliceDamage16: var slice 16 return SliceDamage17: var slice 17 return SliceDamage18: var slice 18 return SliceDamage19: var slice 19 return SliceDamage20: var slice 20 return SliceDamage21: var slice 21 return SliceDamage22: var slice 22 return SliceDamage23: var slice 23 return SliceDamage24: var slice 24 return SliceDamage25: var slice 25 return SliceDamage26: var slice 26 return SliceDamage27: var slice 27 return ImpactDamage: echo echo IMPACT DAMAGE: echo echo 0. no 14. very severe echo 1. dismal 15. extreme echo 2. poor 16. very extreme echo 3. low 17. mighty echo 4. somewhat fair 18. very mighty echo 5. fair 19. bone-crushing echo 6. somewhat moderate 20. very bone-crushing echo 7. moderate 21. devastating echo 8. somewhat heavy 22. very devastating echo 9. heavy 23. overwhelming echo 10. very heavy 24. annihilating echo 11. great 25. obliterating echo 12. very great 26. demolishing echo 13. severe 27. catastrophic echo echo Enter Damage Number: matchre ImpactDamage0 ^0$ matchre ImpactDamage1 ^1$ matchre ImpactDamage2 ^2$ matchre ImpactDamage3 ^3$ matchre ImpactDamage4 ^4$ matchre ImpactDamage5 ^5$ matchre ImpactDamage6 ^6$ matchre ImpactDamage7 ^7$ matchre ImpactDamage8 ^8$ matchre ImpactDamage9 ^9$ matchre ImpactDamage10 ^10$ matchre ImpactDamage11 ^11$ matchre ImpactDamage12 ^12$ matchre ImpactDamage13 ^13$ matchre ImpactDamage14 ^14$ matchre ImpactDamage15 ^15$ matchre ImpactDamage16 ^16$ matchre ImpactDamage17 ^17$ matchre ImpactDamage18 ^18$ matchre ImpactDamage19 ^19$ matchre ImpactDamage20 ^20$ matchre ImpactDamage21 ^21$ matchre ImpactDamage22 ^22$ matchre ImpactDamage23 ^23$ matchre ImpactDamage24 ^24$ matchre ImpactDamage25 ^25$ matchre ImpactDamage26 ^26$ matchre ImpactDamage27 ^27$ matchwait ImpactDamage0: var impact 0 return ImpactDamage1: var impact 1 return ImpactDamage2: var impact 2 return ImpactDamage3: var impact 3 return ImpactDamage4: var impact 4 return ImpactDamage5: var impact 5 return ImpactDamage6: var impact 6 return ImpactDamage7: var impact 7 return ImpactDamage8: var impact 8 return ImpactDamage9: var impact 9 return ImpactDamage10: var impact 10 return ImpactDamage11: var impact 11 return ImpactDamage12: var impact 12 return ImpactDamage13: var impact 13 return ImpactDamage14: var impact 14 return ImpactDamage15: var impact 15 return ImpactDamage16: var impact 16 return ImpactDamage17: var impact 17 return ImpactDamage18: var impact 18 return ImpactDamage19: var impact 19 return ImpactDamage20: var impact 20 return ImpactDamage21: var impact 21 return ImpactDamage22: var impact 22 return ImpactDamage23: var impact 23 return ImpactDamage24: var impact 24 return ImpactDamage25: var impact 25 return ImpactDamage26: var impact 26 return ImpactDamage27: var impact 27 return FOI: echo echo FORCE OF IMPACT echo echo 0. not 9. well echo 1. terribly 10. very well echo 2. dismally 11. extremely well echo 3. poorly 12. excellently echo 4. inadequately 13. superbly echo 5. fairly 14. incredibly echo 6. decently 15. amazingly echo 7. reasonably 16. unbelievably echo 8. soundly 17. perfectly echo echo echo Enter FOI Number: matchre FOI0 ^0$ matchre FOI1 ^1$ matchre FOI2 ^2$ matchre FOI3 ^3$ matchre FOI4 ^4$ matchre FOI5 ^5$ matchre FOI6 ^6$ matchre FOI7 ^7$ matchre FOI8 ^8$ matchre FOI9 ^9$ matchre FOI10 ^10$ matchre FOI11 ^11$ matchre FOI12 ^12$ matchre FOI13 ^13$ matchre FOI14 ^14$ matchre FOI15 ^15$ matchre FOI16 ^16$ matchre FOI17 ^17$ matchwait FOI0: var foi 0 return FOI1: var foi 1 return FOI2: var foi 2 return FOI3: var foi 3 return FOI4: var foi 4 return FOI5: var foi 5 return FOI6: var foi 6 return FOI7: var foi 7 return FOI8: var foi 8 return FOI9: var foi 9 return FOI10: var foi 10 return FOI11: var foi 11 return FOI12: var foi 12 return FOI13: var foi 13 return FOI14: var foi 14 return FOI15: var foi 15 return FOI16: var foi 16 return FOI17: var foi 17 return Balance: echo echo BALANCE: echo echo 0. not 9. well echo 1. terribly 10. very well echo 2. dismally 11. extremely well echo 3. poorly 12. excellently echo 4. inadequately 13. superbly echo 5. fairly 14. incredibly echo 6. decently 15. amazingly echo 7. reasonably 16. unbelievably echo 8. soundly 17. perfectly echo echo Enter Balance Number: matchre Balance0 ^0$ matchre Balance1 ^1$ matchre Balance2 ^2$ matchre Balance3 ^3$ matchre Balance4 ^4$ matchre Balance5 ^5$ matchre Balance6 ^6$ matchre Balance7 ^7$ matchre Balance8 ^8$ matchre Balance9 ^9$ matchre Balance10 ^10$ matchre Balance11 ^11$ matchre Balance12 ^12$ matchre Balance13 ^13$ matchre Balance14 ^14$ matchre Balance15 ^15$ matchre Balance16 ^16$ matchre Balance17 ^17$ matchwait Balance0: var balance 0 return Balance1: var balance 1 return Balance2: var balance 2 return Balance3: var balance 3 return Balance4: var balance 4 return Balance5: var balance 5 return Balance6: var balance 6 return Balance7: var balance 7 return Balance8: var balance 8 return Balance9: var balance 9 return Balance10: var balance 10 return Balance11: var balance 11 return Balance12: var balance 12 return Balance13: var balance 13 return Balance14: var balance 14 return Balance15: var balance 15 return Balance16: var balance 16 return Balance17: var balance 17 return Power: echo echo POWER/SUITEDNESS: echo echo 0. not 9. well echo 1. terribly 10. very well echo 2. dismally 11. extremely well echo 3. poorly 12. excellently echo 4. inadequately 13. superbly echo 5. fairly 14. incredibly echo 6. decently 15. amazingly echo 7. reasonably 16. unbelievably echo 8. soundly 17. perfectly echo echo Enter Power Number: matchre Power0 ^0$ matchre Power1 ^1$ matchre Power2 ^2$ matchre Power3 ^3$ matchre Power4 ^4$ matchre Power5 ^5$ matchre Power6 ^6$ matchre Power7 ^7$ matchre Power8 ^8$ matchre Power9 ^9$ matchre Power10 ^10$ matchre Power11 ^11$ matchre Power12 ^12$ matchre Power13 ^13$ matchre Power14 ^14$ matchre Power15 ^15$ matchre Power16 ^16$ matchre Power17 ^17$ matchwait Power0: var power 0 return Power1: var power 1 return Power2: var power 2 return Power3: var power 3 return Power4: var power 4 return Power5: var power 5 return Power6: var power 6 return Power7: var power 7 return Power8: var power 8 return Power9: var power 9 return Power10: var power 10 return Power11: var power 11 return Power12: var power 12 return Power13: var power 13 return Power14: var power 14 return Power15: var power 15 return Power16: var power 16 return Power17: var power 17 return Construction: echo echo CONSTRUCTION: echo echo 1. extremely weak 10. a bit safeguarded echo 2. very delicate 11. rather reinforced echo 3. quite fragile 12. quite guarded echo 4. rather flimsy 13. highly protected echo 5. particularly weak 14. very strong echo 6. somewhat unsound 15. extremely resistant echo 7. appreciably susceptible 16. unusually resilient echo 8. marginally vulnerable 17. nearly impervious echo 9. of average construction 18. practically invulnerable echo echo Enter Construction Number: matchre Construction1 ^1$ matchre Construction2 ^2$ matchre Construction3 ^3$ matchre Construction4 ^4$ matchre Construction5 ^5$ matchre Construction6 ^6$ matchre Construction7 ^7$ matchre Construction8 ^8$ matchre Construction9 ^9$ matchre Construction10 ^10$ matchre Construction11 ^11$ matchre Construction12 ^12$ matchre Construction13 ^13$ matchre Construction14 ^14$ matchre Construction15 ^15$ matchre Construction16 ^16$ matchre Construction17 ^17$ matchre Construction18 ^18$ matchwait Construction1: var construction 1 return Construction2: var construction 2 return Construction3: var construction 3 return Construction4: var construction 4 return Construction5: var construction 5 return Construction6: var construction 6 return Construction7: var construction 7 return Construction8: var construction 8 return Construction9: var construction 9 return Construction10: var construction 10 return Construction11: var construction 11 return Construction12: var construction 12 return Construction13: var construction 13 return Construction14: var construction 14 return Construction15: var construction 15 return Construction16: var construction 16 return Construction17: var construction 17 return Construction18: var construction 18 return Weight: action setvariable weight $1 when ^weight (\d+)$ echo echo Type weight # echo waitforre ^Please rephrase that command return Appraisal: action setvariable appcostk $1 when ^value (\d+)$ echo echo Type value # echo waitforre ^Please rephrase that command return ShieldSize: echo echo SHIELD SIZE echo echo 1. small echo 2. medium echo 3. large echo echo Enter Size Number: matchre ShieldSizeSmall ^1$ matchre ShieldSizeMedium ^2$ matchre ShieldSizeLarge ^3$ matchwait ShieldSizeSmall: var stype small var sizefactor 0 return ShieldSizeMedium: var stype medium var sizefactor 1 return ShieldSizeLarge: var stype large var sizefactor 2 return MinDefense: echo echo BASIC (MINIMUM) PROTECTION: echo echo 0. no 14. high echo 1. extremely terrible 15. very high echo 2. terrible 16. great echo 3. dismal 17. very great echo 4. very poor 18. exceptional echo 5. poor 19. very exceptional echo 6. rather low 20. impressive echo 7. low 21. very impressive echo 8. fair 22. amazing echo 9. better than fair 23. incredible echo 10. moderate 24. tremendous echo 11. moderately good 25. unbelievable echo 12. good 26. god-like echo 13. very good echo echo Enter Shield Protection Number: matchre MinDefense0 ^0$ matchre MinDefense1 ^1$ matchre MinDefense2 ^2$ matchre MinDefense3 ^3$ matchre MinDefense4 ^4$ matchre MinDefense5 ^5$ matchre MinDefense6 ^6$ matchre MinDefense7 ^7$ matchre MinDefense8 ^8$ matchre MinDefense9 ^9$ matchre MinDefense10 ^10$ matchre MinDefense11 ^11$ matchre MinDefense12 ^12$ matchre MinDefense13 ^13$ matchre MinDefense14 ^14$ matchre MinDefense15 ^15$ matchre MinDefense16 ^16$ matchre MinDefense17 ^17$ matchre MinDefense18 ^18$ matchre MinDefense19 ^19$ matchre MinDefense20 ^20$ matchre MinDefense21 ^21$ matchre MinDefense22 ^22$ matchre MinDefense23 ^23$ matchre MinDefense24 ^24$ matchre MinDefense25 ^25$ matchre MinDefense26 ^26$ matchwait MinDefense0: var smin 0 return MinDefense1: var smin 1 return MinDefense2: var smin 2 return MinDefense3: var smin 3 return MinDefense4: var smin 4 return MinDefense5: var smin 5 return MinDefense6: var smin 6 return MinDefense6: var smin 6 return MinDefense7: var smin 7 return MinDefense8: var smin 8 return MinDefense9: var smin 9 return MinDefense10: var smin 10 return MinDefense11: var smin 11 return MinDefense12: var smin 12 return MinDefense13: var smin 13 return MinDefense14: var smin 14 return MinDefense15: var smin 15 return MinDefense16: var smin 16 return MinDefense17: var smin 17 return MinDefense18: var smin 18 return MinDefense19: var smin 19 return MinDefense20: var smin 20 return MinDefense21: var smin 21 return MinDefense22: var smin 22 return MinDefense23: var smin 23 return MinDefense24: var smin 24 return MinDefense25: var smin 25 return MinDefense26: var smin 26 return MaxDefense: echo echo FULL (MAXIMUM) PROTECTION: echo echo 0. no 14. high echo 1. extremely terrible 15. very high echo 2. terrible 16. great echo 3. dismal 17. very great echo 4. very poor 18. exceptional echo 5. poor 19. very exceptional echo 6. rather low 20. impressive echo 7. low 21. very impressive echo 8. fair 22. amazing echo 9. better than fair 23. incredible echo 10. moderate 24. tremendous echo 11. moderately good 25. unbelievable echo 12. good 26. god-like echo 13. very good echo echo Enter Shield Protection Number: matchre MaxDefense0 ^0$ matchre MaxDefense1 ^1$ matchre MaxDefense2 ^2$ matchre MaxDefense3 ^3$ matchre MaxDefense4 ^4$ matchre MaxDefense5 ^5$ matchre MaxDefense6 ^6$ matchre MaxDefense7 ^7$ matchre MaxDefense8 ^8$ matchre MaxDefense9 ^9$ matchre MaxDefense10 ^10$ matchre MaxDefense11 ^11$ matchre MaxDefense12 ^12$ matchre MaxDefense13 ^13$ matchre MaxDefense14 ^14$ matchre MaxDefense15 ^15$ matchre MaxDefense16 ^16$ matchre MaxDefense17 ^17$ matchre MaxDefense18 ^18$ matchre MaxDefense19 ^19$ matchre MaxDefense20 ^20$ matchre MaxDefense21 ^21$ matchre MaxDefense22 ^22$ matchre MaxDefense23 ^23$ matchre MaxDefense24 ^24$ matchre MaxDefense25 ^25$ matchre MaxDefense26 ^26$ matchwait MaxDefense0: var smax 0 return MaxDefense1: var smax 1 return MaxDefense2: var smax 2 return MaxDefense3: var smax 3 return MaxDefense4: var smax 4 return MaxDefense5: var smax 5 return MaxDefense6: var smax 6 return MaxDefense7: var smax 7 return MaxDefense8: var smax 8 return MaxDefense9: var smax 9 return MaxDefense10: var smax 10 return MaxDefense11: var smax 11 return MaxDefense12: var smax 12 return MaxDefense13: var smax 13 return MaxDefense14: var smax 14 return MaxDefense15: var smax 15 return MaxDefense16: var smax 16 return MaxDefense17: var smax 17 return MaxDefense18: var smax 18 return MaxDefense19: var smax 19 return MaxDefense20: var smax 20 return MaxDefense21: var smax 21 return MaxDefense22: var smax 22 return MaxDefense23: var smax 23 return MaxDefense24: var smax 24 return MaxDefense25: var smax 25 return MaxDefense26: var smax 26 return ShieldHindrance: echo echo SHIELD HINDRANCE: echo echo 0. no 8. noticeable echo 1. insignificant 9. high echo 2. trivial 10. significant echo 3. light 11. great echo 4. minor 12. extreme echo 5. fair 13. debilitating echo 6. mild 14. overwhelming echo 7. moderate 15. insane echo echo Enter Hindrance Number: matchre ShieldHindrance0 ^0$ matchre ShieldHindrance1 ^1$ matchre ShieldHindrance2 ^2$ matchre ShieldHindrance3 ^3$ matchre ShieldHindrance4 ^4$ matchre ShieldHindrance5 ^5$ matchre ShieldHindrance6 ^6$ matchre ShieldHindrance7 ^7$ matchre ShieldHindrance8 ^8$ matchre ShieldHindrance9 ^9$ matchre ShieldHindrance10 ^10$ matchre ShieldHindrance11 ^11$ matchre ShieldHindrance12 ^12$ matchre ShieldHindrance13 ^13$ matchre ShieldHindrance14 ^14$ matchre ShieldHindrance15 ^15$ matchwait ShieldHindrance0: var shdhindrance 0 return ShieldHindrance1: var shdhindrance 1 return ShieldHindrance2: var shdhindrance 2 return ShieldHindrance3: var shdhindrance 3 return ShieldHindrance4: var shdhindrance 4 return ShieldHindrance5: var shdhindrance 5 return ShieldHindrance6: var shdhindrance 6 return ShieldHindrance7: var shdhindrance 7 return ShieldHindrance8: var shdhindrance 8 return ShieldHindrance9: var shdhindrance 9 return ShieldHindrance10: var shdhindrance 10 return ShieldHindrance11: var shdhindrance 11 return ShieldHindrance12: var shdhindrance 12 return ShieldHindrance13: var shdhindrance 13 return ShieldHindrance14: var shdhindrance 14 return ShieldHindrance15: var shdhindrance 15 return ArmorType: echo echo ARMOR TYPE: echo echo 1. light (cloth, leather, bone) echo 2. chain echo 3. brigandine echo 4. plate echo echo Enter Armor Type Number: matchre ArmorTypeLight ^1$ matchre ArmorTypeChain ^2$ matchre ArmorTypeBrigandine ^3$ matchre ArmorTypePlate ^4$ matchwait ArmorTypeLight: var atype 1-light return ArmorTypeChain: var atype 2-chain return ArmorTypeBrigandine: var atype 3-brigandine return ArmorTypePlate: var atype 4-plate return ArmorCoverage: echo echo ARMOR COVERAGE: echo echo 1. head/eyes/neck 11. torso echo 2. head/eyes 12. chest/back echo 3. head/neck 13. chest echo 4. head 14. abdomen echo 5. eyes 15. back echo 6. neck/chest/back 16. arms/hands echo 7. neck 17. arms echo 8. torso/arms/legs 18. hands echo 9. torso/arms 19. legs echo 10. torso/legs echo echo Enter Armor Coverage Number: matchre ArmorCoverage1 ^1$ matchre ArmorCoverage2 ^2$ matchre ArmorCoverage3 ^3$ matchre ArmorCoverage4 ^4$ matchre ArmorCoverage5 ^5$ matchre ArmorCoverage6 ^6$ matchre ArmorCoverage7 ^7$ matchre ArmorCoverage8 ^8$ matchre ArmorCoverage9 ^9$ matchre ArmorCoverage10 ^10$ matchre ArmorCoverage11 ^11$ matchre ArmorCoverage12 ^12$ matchre ArmorCoverage13 ^13$ matchre ArmorCoverage14 ^14$ matchre ArmorCoverage15 ^15$ matchre ArmorCoverage16 ^16$ matchre ArmorCoverage17 ^17$ matchre ArmorCoverage18 ^18$ matchre ArmorCoverage19 ^19$ matchwait ArmorCoverage1: var area 01-head/eyes/neck return ArmorCoverage2: var area 02-head/eyes return ArmorCoverage3: var area 03-head/neck return ArmorCoverage4: var area 04-head return ArmorCoverage5: var area 05-eyes return ArmorCoverage6: var area 06-neck/chest/back return ArmorCoverage7: var area 07-neck return ArmorCoverage8: var area 08-torso/arms/legs return ArmorCoverage9: var area 09-torso/arms return ArmorCoverage10: var area 10-torso/legs return ArmorCoverage11: var area 11-torso return ArmorCoverage12: var area 12-chest/back return ArmorCoverage13: var area 13-chest return ArmorCoverage14: var area 14-abdomen return ArmorCoverage15: var area 15-back return ArmorCoverage16: var area 16-arms/hands return ArmorCoverage17: var area 17-arms return ArmorCoverage18: var area 18-hands return ArmorCoverage19: var area 19-legs return ArmorMHindrance: echo ECHO ARMOR MANEUVERING HINDRANCE: echo echo 0. no 8. noticeable echo 1. insignificant 9. high echo 2. trivial 10. significant echo 3. light 11. great echo 4. minor 12. extreme echo 5. fair 13. debilitating echo 6. mild 14. overwhelming echo 7. moderate 15. insane echo echo Enter Armor Hindrance Number: matchre ArmorMHindrance0 ^0$ matchre ArmorMHindrance1 ^1$ matchre ArmorMHindrance2 ^2$ matchre ArmorMHindrance3 ^3$ matchre ArmorMHindrance4 ^4$ matchre ArmorMHindrance5 ^5$ matchre ArmorMHindrance6 ^6$ matchre ArmorMHindrance7 ^7$ matchre ArmorMHindrance8 ^8$ matchre ArmorMHindrance9 ^9$ matchre ArmorMHindrance10 ^10$ matchre ArmorMHindrance11 ^11$ matchre ArmorMHindrance12 ^12$ matchre ArmorMHindrance13 ^13$ matchre ArmorMHindrance14 ^14$ matchre ArmorMHindrance15 ^15$ matchwait ArmorMHindrance0: var mhindrance 0 return ArmorMHindrance1: var mhindrance 1 return ArmorMHindrance2: var mhindrance 2 return ArmorMHindrance3: var mhindrance 3 return ArmorMHindrance4: var mhindrance 4 return ArmorMHindrance5: var mhindrance 5 return ArmorMHindrance6: var mhindrance 6 return ArmorMHindrance7: var mhindrance 7 return ArmorMHindrance8: var mhindrance 8 return ArmorMHindrance9: var mhindrance 9 return ArmorMHindrance10: var mhindrance 10 return ArmorMHindrance11: var mhindrance 11 return ArmorMHindrance12: var mhindrance 12 return ArmorMHindrance13: var mhindrance 13 return ArmorMHindrance14: var mhindrance 14 return ArmorMHindrance15: var mhindrance 15 return ArmorSHindrance: echo ECHO ARMOR STEALTH HINDRANCE: echo echo 0. no 8. noticeable echo 1. insignificant 9. high echo 2. trivial 10. significant echo 3. light 11. great echo 4. minor 12. extreme echo 5. fair 13. debilitating echo 6. mild 14. overwhelming echo 7. moderate 15. insane echo echo Enter Armor Hindrance Number: matchre ArmorSHindrance0 ^0$ matchre ArmorSHindrance1 ^1$ matchre ArmorSHindrance2 ^2$ matchre ArmorSHindrance3 ^3$ matchre ArmorSHindrance4 ^4$ matchre ArmorSHindrance5 ^5$ matchre ArmorSHindrance6 ^6$ matchre ArmorSHindrance7 ^7$ matchre ArmorSHindrance8 ^8$ matchre ArmorSHindrance9 ^9$ matchre ArmorSHindrance10 ^10$ matchre ArmorSHindrance11 ^11$ matchre ArmorSHindrance12 ^12$ matchre ArmorSHindrance13 ^13$ matchre ArmorSHindrance14 ^14$ matchre ArmorSHindrance15 ^15$ matchwait ArmorSHindrance0: var shindrance 0 return ArmorSHindrance1: var shindrance 1 return ArmorSHindrance2: var shindrance 2 return ArmorSHindrance3: var shindrance 3 return ArmorSHindrance4: var shindrance 4 return ArmorSHindrance5: var shindrance 5 return ArmorSHindrance6: var shindrance 6 return ArmorSHindrance7: var shindrance 7 return ArmorSHindrance8: var shindrance 8 return ArmorSHindrance9: var shindrance 9 return ArmorSHindrance10: var shindrance 10 return ArmorSHindrance11: var shindrance 11 return ArmorSHindrance12: var shindrance 12 return ArmorSHindrance13: var shindrance 13 return ArmorSHindrance14: var shindrance 14 return ArmorSHindrance15: var shindrance 15 return PunctureProtection: echo echo ARMOR PUNCTURE PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre PunctureProtection1 ^1$ matchre PunctureProtection2 ^2$ matchre PunctureProtection3 ^3$ matchre PunctureProtection4 ^4$ matchre PunctureProtection5 ^5$ matchre PunctureProtection6 ^6$ matchre PunctureProtection7 ^7$ matchre PunctureProtection8 ^8$ matchre PunctureProtection9 ^9$ matchre PunctureProtection10 ^10$ matchre PunctureProtection11 ^11$ matchre PunctureProtection12 ^12$ matchre PunctureProtection13 ^13$ matchre PunctureProtection14 ^14$ matchre PunctureProtection15 ^15$ matchwait PunctureProtection1: var puncturep 1 return PunctureProtection2: var puncturep 2 return PunctureProtection3: var puncturep 3 return PunctureProtection4: var puncturep 4 return PunctureProtection5: var puncturep 5 return PunctureProtection6: var puncturep 6 return PunctureProtection7: var puncturep 7 return PunctureProtection8: var puncturep 8 return PunctureProtection9: var puncturep 9 return PunctureProtection10: var puncturep 10 return PunctureProtection11: var puncturep 11 return PunctureProtection12: var puncturep 12 return PunctureProtection13: var puncturep 13 return PunctureProtection14: var puncturep 14 return PunctureProtection15: var puncturep 15 return SliceProtection: echo echo ARMOR SLICE PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre SliceProtection1 ^1$ matchre SliceProtection2 ^2$ matchre SliceProtection3 ^3$ matchre SliceProtection4 ^4$ matchre SliceProtection5 ^5$ matchre SliceProtection6 ^6$ matchre SliceProtection7 ^7$ matchre SliceProtection8 ^8$ matchre SliceProtection9 ^9$ matchre SliceProtection10 ^10$ matchre SliceProtection11 ^11$ matchre SliceProtection12 ^12$ matchre SliceProtection13 ^13$ matchre SliceProtection14 ^14$ matchre SliceProtection15 ^15$ matchwait SliceProtection1: var slicep 1 return SliceProtection2: var slicep 2 return SliceProtection3: var slicep 3 return SliceProtection4: var slicep 4 return SliceProtection5: var slicep 5 return SliceProtection6: var slicep 6 return SliceProtection7: var slicep 7 return SliceProtection8: var slicep 8 return SliceProtection9: var slicep 9 return SliceProtection10: var slicep 10 return SliceProtection11: var slicep 11 return SliceProtection12: var slicep 12 return SliceProtection13: var slicep 13 return SliceProtection14: var slicep 14 return SliceProtection15: var slicep 15 return ImpactProtection: echo echo ARMOR IMPACT PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre ImpactProtection1 ^1$ matchre ImpactProtection2 ^2$ matchre ImpactProtection3 ^3$ matchre ImpactProtection4 ^4$ matchre ImpactProtection5 ^5$ matchre ImpactProtection6 ^6$ matchre ImpactProtection7 ^7$ matchre ImpactProtection8 ^8$ matchre ImpactProtection9 ^9$ matchre ImpactProtection10 ^10$ matchre ImpactProtection11 ^11$ matchre ImpactProtection12 ^12$ matchre ImpactProtection13 ^13$ matchre ImpactProtection14 ^14$ matchre ImpactProtection15 ^15$ matchwait ImpactProtection1: var impactp 1 return ImpactProtection2: var impactp 2 return ImpactProtection3: var impactp 3 return ImpactProtection4: var impactp 4 return ImpactProtection5: var impactp 5 return ImpactProtection6: var impactp 6 return ImpactProtection7: var impactp 7 return ImpactProtection8: var impactp 8 return ImpactProtection9: var impactp 9 return ImpactProtection10: var impactp 10 return ImpactProtection11: var impactp 11 return ImpactProtection12: var impactp 12 return ImpactProtection13: var impactp 13 return ImpactProtection14: var impactp 14 return ImpactProtection15: var impactp 15 return FireProtection: echo echo ARMOR FIRE PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre FireProtection1 ^1$ matchre FireProtection2 ^2$ matchre FireProtection3 ^3$ matchre FireProtection4 ^4$ matchre FireProtection5 ^5$ matchre FireProtection6 ^6$ matchre FireProtection7 ^7$ matchre FireProtection8 ^8$ matchre FireProtection9 ^9$ matchre FireProtection10 ^10$ matchre FireProtection11 ^11$ matchre FireProtection12 ^12$ matchre FireProtection13 ^13$ matchre FireProtection14 ^14$ matchre FireProtection15 ^15$ matchwait FireProtection1: var firep 1 return FireProtection2: var firep 2 return FireProtection3: var firep 3 return FireProtection4: var firep 4 return FireProtection5: var firep 5 return FireProtection6: var firep 6 return FireProtection7: var firep 7 return FireProtection8: var firep 8 return FireProtection9: var firep 9 return FireProtection10: var firep 10 return FireProtection11: var firep 11 return FireProtection12: var firep 12 return FireProtection13: var firep 13 return FireProtection14: var firep 14 return FireProtection15: var firep 15 return ColdProtection: echo echo ARMOR COLD PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre ColdProtection1 ^1$ matchre ColdProtection2 ^2$ matchre ColdProtection3 ^3$ matchre ColdProtection4 ^4$ matchre ColdProtection5 ^5$ matchre ColdProtection6 ^6$ matchre ColdProtection7 ^7$ matchre ColdProtection8 ^8$ matchre ColdProtection9 ^9$ matchre ColdProtection10 ^10$ matchre ColdProtection11 ^11$ matchre ColdProtection12 ^12$ matchre ColdProtection13 ^13$ matchre ColdProtection14 ^14$ matchre ColdProtection15 ^15$ matchwait ColdProtection1: var coldp 1 return ColdProtection2: var coldp 2 return ColdProtection3: var coldp 3 return ColdProtection4: var coldp 4 return ColdProtection5: var coldp 5 return ColdProtection6: var coldp 6 return ColdProtection7: var coldp 7 return ColdProtection8: var coldp 8 return ColdProtection9: var coldp 9 return ColdProtection10: var coldp 10 return ColdProtection11: var coldp 11 return ColdProtection12: var coldp 12 return ColdProtection13: var coldp 13 return ColdProtection14: var coldp 14 return ColdProtection15: var coldp 15 return ElectricProtection: echo echo ARMOR ELECTRICAL PROTECTION: echo echo 1. poor 9. great echo 2. low 10. very great echo 3. fair 11. extreme echo 4. moderate 12. exceptional echo 5. good 13. incredible echo 6. very good 14. amazing echo 7. high 15. unbelievable echo 8. very high echo echo Enter Armor Protection Number: matchre ElectricProtection1 ^1$ matchre ElectricProtection2 ^2$ matchre ElectricProtection3 ^3$ matchre ElectricProtection4 ^4$ matchre ElectricProtection5 ^5$ matchre ElectricProtection6 ^6$ matchre ElectricProtection7 ^7$ matchre ElectricProtection8 ^8$ matchre ElectricProtection9 ^9$ matchre ElectricProtection10 ^10$ matchre ElectricProtection11 ^11$ matchre ElectricProtection12 ^12$ matchre ElectricProtection13 ^13$ matchre ElectricProtection14 ^14$ matchre ElectricProtection15 ^15$ matchwait ElectricProtection1: var electricp 1 return ElectricProtection2: var electricp 2 return ElectricProtection3: var electricp 3 return ElectricProtection4: var electricp 4 return ElectricProtection5: var electricp 5 return ElectricProtection6: var electricp 6 return ElectricProtection7: var electricp 7 return ElectricProtection8: var electricp 8 return ElectricProtection9: var electricp 9 return ElectricProtection10: var electricp 10 return ElectricProtection11: var electricp 11 return ElectricProtection12: var electricp 12 return ElectricProtection13: var electricp 13 return ElectricProtection14: var electricp 14 return ElectricProtection15: var electricp 15 return PunctureAbsorption: echo echo ARMOR PUNCTURE ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre PunctureAbsorption1 ^1$ matchre PunctureAbsorption2 ^2$ matchre PunctureAbsorption3 ^3$ matchre PunctureAbsorption4 ^4$ matchre PunctureAbsorption5 ^5$ matchre PunctureAbsorption6 ^6$ matchre PunctureAbsorption7 ^7$ matchre PunctureAbsorption8 ^8$ matchre PunctureAbsorption9 ^9$ matchre PunctureAbsorption10 ^10$ matchre PunctureAbsorption11 ^11$ matchre PunctureAbsorption12 ^12$ matchre PunctureAbsorption13 ^13$ matchre PunctureAbsorption14 ^14$ matchre PunctureAbsorption15 ^15$ matchre PunctureAbsorption16 ^16$ matchre PunctureAbsorption17 ^17$ matchre PunctureAbsorption18 ^18$ matchwait PunctureAbsorption1: var puncturea 1 return PunctureAbsorption2: var puncturea 2 return PunctureAbsorption3: var puncturea 3 return PunctureAbsorption4: var puncturea 4 return PunctureAbsorption5: var puncturea 5 return PunctureAbsorption6: var puncturea 6 return PunctureAbsorption7: var puncturea 7 return PunctureAbsorption8: var puncturea 8 return PunctureAbsorption9: var puncturea 9 return PunctureAbsorption10: var puncturea 10 return PunctureAbsorption11: var puncturea 11 return PunctureAbsorption12: var puncturea 12 return PunctureAbsorption13: var puncturea 13 return PunctureAbsorption14: var puncturea 14 return PunctureAbsorption15: var puncturea 15 return PunctureAbsorption16: var puncturea 16 return PunctureAbsorption17: var puncturea 17 return PunctureAbsorption18: var puncturea 18 return SliceAbsorption: echo echo ARMOR SLICE ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre SliceAbsorption1 ^1$ matchre SliceAbsorption2 ^2$ matchre SliceAbsorption3 ^3$ matchre SliceAbsorption4 ^4$ matchre SliceAbsorption5 ^5$ matchre SliceAbsorption6 ^6$ matchre SliceAbsorption7 ^7$ matchre SliceAbsorption8 ^8$ matchre SliceAbsorption9 ^9$ matchre SliceAbsorption10 ^10$ matchre SliceAbsorption11 ^11$ matchre SliceAbsorption12 ^12$ matchre SliceAbsorption13 ^13$ matchre SliceAbsorption14 ^14$ matchre SliceAbsorption15 ^15$ matchre SliceAbsorption16 ^16$ matchre SliceAbsorption17 ^17$ matchre SliceAbsorption18 ^18$ matchwait SliceAbsorption1: var slicea 1 return SliceAbsorption2: var slicea 2 return SliceAbsorption3: var slicea 3 return SliceAbsorption4: var slicea 4 return SliceAbsorption5: var slicea 5 return SliceAbsorption6: var slicea 6 return SliceAbsorption7: var slicea 7 return SliceAbsorption8: var slicea 8 return SliceAbsorption9: var slicea 9 return SliceAbsorption10: var slicea 10 return SliceAbsorption11: var slicea 11 return SliceAbsorption12: var slicea 12 return SliceAbsorption13: var slicea 13 return SliceAbsorption14: var slicea 14 return SliceAbsorption15: var slicea 15 return SliceAbsorption16: var slicea 16 return SliceAbsorption17: var slicea 17 return SliceAbsorption18: var slicea 18 return ImpactAbsorption: echo echo ARMOR IMPACT ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre ImpactAbsorption1 ^1$ matchre ImpactAbsorption2 ^2$ matchre ImpactAbsorption3 ^3$ matchre ImpactAbsorption4 ^4$ matchre ImpactAbsorption5 ^5$ matchre ImpactAbsorption6 ^6$ matchre ImpactAbsorption7 ^7$ matchre ImpactAbsorption8 ^8$ matchre ImpactAbsorption9 ^9$ matchre ImpactAbsorption10 ^10$ matchre ImpactAbsorption11 ^11$ matchre ImpactAbsorption12 ^12$ matchre ImpactAbsorption13 ^13$ matchre ImpactAbsorption14 ^14$ matchre ImpactAbsorption15 ^15$ matchre ImpactAbsorption16 ^16$ matchre ImpactAbsorption17 ^17$ matchre ImpactAbsorption18 ^18$ matchwait ImpactAbsorption1: var impacta 1 return ImpactAbsorption2: var impacta 2 return ImpactAbsorption3: var impacta 3 return ImpactAbsorption4: var impacta 4 return ImpactAbsorption5: var impacta 5 return ImpactAbsorption6: var impacta 6 return ImpactAbsorption7: var impacta 7 return ImpactAbsorption8: var impacta 8 return ImpactAbsorption9: var impacta 9 return ImpactAbsorption10: var impacta 10 return ImpactAbsorption11: var impacta 11 return ImpactAbsorption12: var impacta 12 return ImpactAbsorption13: var impacta 13 return ImpactAbsorption14: var impacta 14 return ImpactAbsorption15: var impacta 15 return ImpactAbsorption16: var impacta 16 return ImpactAbsorption17: var impacta 17 return ImpactAbsorption18: var impacta 18 return FireAbsorption: echo echo ARMOR FIRE ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre FireAbsorption1 ^1$ matchre FireAbsorption2 ^2$ matchre FireAbsorption3 ^3$ matchre FireAbsorption4 ^4$ matchre FireAbsorption5 ^5$ matchre FireAbsorption6 ^6$ matchre FireAbsorption7 ^7$ matchre FireAbsorption8 ^8$ matchre FireAbsorption9 ^9$ matchre FireAbsorption10 ^10$ matchre FireAbsorption11 ^11$ matchre FireAbsorption12 ^12$ matchre FireAbsorption13 ^13$ matchre FireAbsorption14 ^14$ matchre FireAbsorption15 ^15$ matchre FireAbsorption16 ^16$ matchre FireAbsorption17 ^17$ matchre FireAbsorption18 ^18$ matchwait FireAbsorption1: var firea 1 return FireAbsorption2: var firea 2 return FireAbsorption3: var firea 3 return FireAbsorption4: var firea 4 return FireAbsorption5: var firea 5 return FireAbsorption6: var firea 6 return FireAbsorption7: var firea 7 return FireAbsorption8: var firea 8 return FireAbsorption9: var firea 9 return FireAbsorption10: var firea 10 return FireAbsorption11: var firea 11 return FireAbsorption12: var firea 12 return FireAbsorption13: var firea 13 return FireAbsorption14: var firea 14 return FireAbsorption15: var firea 15 return FireAbsorption16: var firea 16 return FireAbsorption17: var firea 17 return FireAbsorption18: var firea 18 return ColdAbsorption: echo echo ARMOR COLD ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre ColdAbsorption1 ^1$ matchre ColdAbsorption2 ^2$ matchre ColdAbsorption3 ^3$ matchre ColdAbsorption4 ^4$ matchre ColdAbsorption5 ^5$ matchre ColdAbsorption6 ^6$ matchre ColdAbsorption7 ^7$ matchre ColdAbsorption8 ^8$ matchre ColdAbsorption9 ^9$ matchre ColdAbsorption10 ^10$ matchre ColdAbsorption11 ^11$ matchre ColdAbsorption12 ^12$ matchre ColdAbsorption13 ^13$ matchre ColdAbsorption14 ^14$ matchre ColdAbsorption15 ^15$ matchre ColdAbsorption16 ^16$ matchre ColdAbsorption17 ^17$ matchre ColdAbsorption18 ^18$ matchwait ColdAbsorption1: var colda 1 return ColdAbsorption2: var colda 2 return ColdAbsorption3: var colda 3 return ColdAbsorption4: var colda 4 return ColdAbsorption5: var colda 5 return ColdAbsorption6: var colda 6 return ColdAbsorption7: var colda 7 return ColdAbsorption8: var colda 8 return ColdAbsorption9: var colda 9 return ColdAbsorption10: var colda 10 return ColdAbsorption11: var colda 11 return ColdAbsorption12: var colda 12 return ColdAbsorption13: var colda 13 return ColdAbsorption14: var colda 14 return ColdAbsorption15: var colda 15 return ColdAbsorption16: var colda 16 return ColdAbsorption17: var colda 17 return ColdAbsorption18: var colda 18 return ElectricAbsorption: echo echo ARMOR ELECTRICAL ABSORPTION: echo echo 1. very poor 10. very high echo 2. poor 11. great echo 3. low 12. very great echo 4. somewhat fair 13. extreme echo 5. fair 14. exceptional echo 6. moderate 15. incredible echo 7. good 16. outstanding echo 8. very good 17. amazing echo 9. high 18. unbelievable echo echo Enter Armor Absorption Number: matchre ElectricAbsorption1 ^1$ matchre ElectricAbsorption2 ^2$ matchre ElectricAbsorption3 ^3$ matchre ElectricAbsorption4 ^4$ matchre ElectricAbsorption5 ^5$ matchre ElectricAbsorption6 ^6$ matchre ElectricAbsorption7 ^7$ matchre ElectricAbsorption8 ^8$ matchre ElectricAbsorption9 ^9$ matchre ElectricAbsorption10 ^10$ matchre ElectricAbsorption11 ^11$ matchre ElectricAbsorption12 ^12$ matchre ElectricAbsorption13 ^13$ matchre ElectricAbsorption14 ^14$ matchre ElectricAbsorption15 ^15$ matchre ElectricAbsorption16 ^16$ matchre ElectricAbsorption17 ^17$ matchre ElectricAbsorption18 ^18$ matchwait ElectricAbsorption1: var electrica 1 return ElectricAbsorption2: var electrica 2 return ElectricAbsorption3: var electrica 3 return ElectricAbsorption4: var electrica 4 return ElectricAbsorption5: var electrica 5 return ElectricAbsorption6: var electrica 6 return ElectricAbsorption7: var electrica 7 return ElectricAbsorption8: var electrica 8 return ElectricAbsorption9: var electrica 9 return ElectricAbsorption10: var electrica 10 return ElectricAbsorption11: var electrica 11 return ElectricAbsorption12: var electrica 12 return ElectricAbsorption13: var electrica 13 return ElectricAbsorption14: var electrica 14 return ElectricAbsorption15: var electrica 15 return ElectricAbsorption16: var electrica 16 return ElectricAbsorption17: var electrica 17 return ElectricAbsorption18: var electrica 18 return weapon1: if (matchre ("%wtype1", "(pike|halberd)")) then var wtrains 01-pole if (matchre ("%wtype1", "(HE)")) then var wtrains 03-LrE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LtE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LrBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LtBl)")) then var wtrains 07-SBl if (matchre ("%wtype1", "(QS|SS)")) then var wtrains 10-staff if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype2", "(HT)")) then var wtrains2 08-HT if (matchre ("%wtype2", "(LT)")) then var wtrains2 09-LT 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 { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo 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)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStatsReader-%logtype-$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-$charactername.txt @ echo goto end } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %appcostk %sourcetype %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia 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 @ echo goto end } weapon2: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A if (matchre ("%wtype1", "(HX|LX)")) then var wtrains 11-Xbow if (matchre ("%wtype1", "(HX|LX)")) then var drawstrength N/A if (matchre ("%wtype1", "(HX|LX)")) then var adjdraw N/A if (matchre ("%wtype1", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling if (matchre ("%wtype1", "(sling)")) then var drawstrength N/A if (matchre ("%wtype1", "(sling)")) then var adjdraw N/A evalmath qpointsw round((%foi_weight*%foi + %balance_weight*%balance + %power_weight*%power + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Ranged Weapon Quality: %qpointsw (%foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction)) echo echo Ranged Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %wtype1 (%weight stones): force/balance/power: %foi/%balance/%power, draw strength: %drawstrength, construction: %construction echo echo %appcostk %sourcetype %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %foi %balance %power %drawstrength %adjdraw %sumd %sumpd %sumed %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %foi %balance %power %drawstrength %adjdraw %sumd %sumpd %sumed %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStatsReader-%logtype-$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-$charactername.txt @ echo goto end weapon3: var foi N/A var balance N/A var power N/A var drawstrength N/A var adjdraw N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 16-Xbow if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammoskill 11-Xbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 19-bow if (matchre ("%tapnoun", "(arrows?)")) then var ammoskill 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammotype 21-sling if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?|shards?)")) then var ammoskill 13-sling evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric evalmath sumpd %puncture + %slice + %impact evalmath sumed %fire + %cold + %electric evalmath meand round((%sumd/6),1) evalmath meanpd round((%sumpd/3),1) evalmath meaned round((%sumed/3),1) evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammoskill ammo (%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %appcostk %sourcetype %source %ammotype ammo %ammoskill ammo %tap %qpointsw %qpointsww %weight %foi %balance %power %drawstrength %adjdraw %sumd %sumpd %sumed %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %ammotype ammo %ammoskill ammo %tap %qpointsw %qpointsww %weight %foi %balance %power %drawstrength %adjdraw %sumd %sumpd %sumed %construction %puncture %slice %impact %fire %cold %electric Elanthipedia 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 @ echo goto end weapon4: var fire N/A var cold N/A var electric N/A var sumed N/A var meaned N/A var balance N/A var power N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } if %impact = ERROR then { var impact N/A 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 + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) } echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo echo Brawling Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Brawling Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: brawling-%brawltype (%weight stones): damage: %puncture/%slice/%impact, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStatsReader-%logtype-$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-$charactername.txt @ echo goto end weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick (%weight stones): balance: %balance, construction: %construction echo echo %appcostk %sourcetype %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %puncture %slice %impact %fire %cold %electric Elanthipedia 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 @ 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) echo echo Stats for %tap echo echo Total Shield Protection: %sumshield echo echo Shield Quality: %qpointss (%smin_weight*min.protection(%smin) + %smax_weight*max.protection(%smax) + %construction_weight*construction(%construction) - %shdhindrance_weight*hindrance(%shdhindrance) - size factor(%sizefactor)) echo echo Shield Quality/Weight: %qpointssw (shield quality(%qpointss) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %stype shield (%weight stones): protection: %smin/%smax, hindrance: %shdhindrance, construction: %construction echo echo %appcostk %sourcetype %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power Elanthipedia put #log >ItemStatsReader-%logtype-$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 @ 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 echo echo Stats for %tap echo echo Total Armor Protection + Absorption: %sumdef echo Total Armor Protection: %sumpro (mean: %meanpro) echo Total Armor Absorption: %sumabs (mean: %meanabs) echo Total Physical Defense: %sumpdef (mean: %meanpdef) echo Total Elemental Defense: %sumedef (mean: %meanedef) echo Total Armor Hindrance: %sumhin (mean: %meanhin) echo echo 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)) echo echo Armor Quality/Weight: %qpointsaw (armor quality(%qpointsa) / (%weight_weight*weight(%weight))) echo echo 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 echo echo %appcostk %sourcetype %source %atype %area %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 Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %atype %area %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 Elanthipedia 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-$charactername.txt @ echo goto end container: send get my yardstick waitforre ^You glance|^You quietly get|^You are already holding that send open my %1 %2 waitforre ^You glance|^You quietly open your|^That is already open|^You can't do that send measure my %1 %2 with yardstick wait pause .5 gosub Dimensionset evalmath volume %ilsize * %iwsize * %ihsize echo echo Stats for %tap echo echo interior length: %ilsize echo interior width: %iwsize echo interior height: %ihsize echo carrying capacity: %csize stones echo volume: %volume (%ilsize * %iwsize * %ihsize) echo echo echo %appcostk %sourcetype %source %tap %ilsize %iwsize %ihsize %csize %volume %wearloc %weight Elanthipedia put #log >ItemStats-%logtype-$charactername.txt %appcostk %sourcetype %source %tap %ilsize %iwsize %ihsize %csize %volume %wearloc %weight Elanthipedia 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 @ echo 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