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
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.
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 |
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 racial off var short $lefthand var noun $lefthandnoun var short $righthand var noun $righthandnoun var source $charactername var cost owned 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-LE 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-LB 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+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+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+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+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+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+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 attack power from your strength.$ action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited to gaining extra attack power from your strength.$ action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited to gaining extra attack power from your strength.$ action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited to gaining extra attack power from your strength.$ action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited to gaining extra attack power from your strength.$ action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited to gaining extra attack power from your strength.$ action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited to gaining extra attack power from your strength.$ action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited to gaining extra attack power from your strength.$ action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited to gaining extra attack power from your strength.$ action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited to gaining extra attack power from your strength.$ action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited to gaining extra attack power from your strength.$ action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited to gaining extra attack power from your strength.$ action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited to gaining extra attack power from your strength.$ action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited to gaining extra attack power from your strength.$ action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited to gaining extra attack power from your strength.$ action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited to gaining extra attack power from your strength.$ action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelieve?ably suited to gaining extra attack power from your strength.$ action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited to gaining extra attack power from your strength.$ action setvariable atype 1-plate when (is|are) plate armor\.$ action setvariable atype 2-brigandine when (is|are) brigandine armor\.$ action setvariable atype 3-chain when (is|are) chain armor\.$ action setvariable atype 4-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 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 $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$ 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 Weapon goto appraise WeaponApp2: var formtype weapon2 var logtype Weapon goto appraise WeaponApp3: var formtype weapon3 var logtype Weapon goto appraise WeaponApp4: var formtype weapon4 var logtype Weapon goto appraise WeaponApp5: var formtype weapon5 var logtype Weapon goto appraise ShieldApp: var formtype shield var logtype Shield goto appraise ArmorApp: var formtype armor var logtype Armor goto appraise appraise: gosub VarBlank send inventory held waitforre ^In your (right|left) hand send appraise my %1 careful waitforre ^You.+worth.+(Kronars|Lirums|Dokoras)\.$ wait pause 1 goto %formtype VarBlank: 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-LE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LB)")) 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 %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %cost %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling 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, construction: %construction echo echo %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end weapon3: var balance N/A var power N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 11-crossbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?)")) then var ammotype 13-sling evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric evalmath sumpd %puncture + %slice + %impact evalmath sumed %fire + %cold + %electric evalmath meand round((%sumd/6),1) evalmath meanpd round((%sumpd/3),1) evalmath meaned round((%sumed/3),1) evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammotype ammo(%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %cost %source %ammotype ammo %ammotype ammo %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %ammotype ammo %ammotype ammo %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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 %cost %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick(%weight stones): balance: %balance, construction: %construction echo echo %cost %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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 %cost %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power put #log >ItemStats-%logtype-$charactername.txt %cost %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power 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 && if %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 Defense + 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 %cost %source %atype %area %tap %qpointsa %qpointsaw %weight %sumdef %sumpro %sumabs %sumpdef %sumedef %mhindrance %shindrance %construction %sumhin %meanpro %meanabs %meanpdef %meanedef %meanhin %puncturep %puncturea %slicep %slicea %impactp %impacta %firep %firea %coldp %colda %electricp %electrica put #log >ItemStats-%logtype-$charactername.txt %cost %source %atype %area %tap %qpointsa %qpointsaw %weight %sumdef %sumpro %sumabs %sumpdef %sumedef %mhindrance %shindrance %construction %sumhin %meanpro %meanabs %meanpdef %meanedef %meanhin %puncturep %puncturea %slicep %slicea %impactp %impacta %firep %firea %coldp %colda %electricp %electrica echo goto end end: put #class racial on put #play ScriptEnd put #flash 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 racial off put #class shop off var source $roomname action setvariable tap $2 when ^You tap (a|an|some|the) (.+) (atop|behind|inside|under) (an?|several|\bsome\b|\bthe\b|\btwo\b) 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-LE 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-LB 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+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+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+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+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+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+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 attack power from your strength.$ action setvariable power 1 when ^You are certain that.+balanced and (is|are) terribly suited to gaining extra attack power from your strength.$ action setvariable power 2 when ^You are certain that.+balanced and (is|are) dismally suited to gaining extra attack power from your strength.$ action setvariable power 3 when ^You are certain that.+balanced and (is|are) poorly suited to gaining extra attack power from your strength.$ action setvariable power 4 when ^You are certain that.+balanced and (is|are) inadequately suited to gaining extra attack power from your strength.$ action setvariable power 5 when ^You are certain that.+balanced and (is|are) fairly suited to gaining extra attack power from your strength.$ action setvariable power 6 when ^You are certain that.+balanced and (is|are) decently suited to gaining extra attack power from your strength.$ action setvariable power 7 when ^You are certain that.+balanced and (is|are) reasonably suited to gaining extra attack power from your strength.$ action setvariable power 8 when ^You are certain that.+balanced and (is|are) soundly suited to gaining extra attack power from your strength.$ action setvariable power 9 when ^You are certain that.+balanced and (is|are) well suited to gaining extra attack power from your strength.$ action setvariable power 10 when ^You are certain that.+balanced and (is|are) very well suited to gaining extra attack power from your strength.$ action setvariable power 11 when ^You are certain that.+balanced and (is|are) extremely well suited to gaining extra attack power from your strength.$ action setvariable power 12 when ^You are certain that.+balanced and (is|are) excellently suited to gaining extra attack power from your strength.$ action setvariable power 13 when ^You are certain that.+balanced and (is|are) superbly suited to gaining extra attack power from your strength.$ action setvariable power 14 when ^You are certain that.+balanced and (is|are) incredibly suited to gaining extra attack power from your strength.$ action setvariable power 15 when ^You are certain that.+balanced and (is|are) amazingly suited to gaining extra attack power from your strength.$ action setvariable power 16 when ^You are certain that.+balanced and (is|are) unbelieve?ably suited to gaining extra attack power from your strength.$ action setvariable power 17 when ^You are certain that.+balanced and (is|are) perfectly suited to gaining extra attack power from your strength.$ action setvariable atype 1-plate when (is|are) plate armor\.$ action setvariable atype 2-brigandine when (is|are) brigandine armor\.$ action setvariable atype 3-chain when (is|are) chain armor\.$ action setvariable atype 4-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 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 $1 when ^You are certain that .+ weighs exactly (\d+) (stones?)\.$ 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 Weapon goto appraise WeaponApp2: var formtype weapon2 var logtype Weapon goto appraise WeaponApp3: var formtype weapon3 var logtype Weapon goto appraise WeaponApp4: var formtype weapon4 var logtype Weapon goto appraise WeaponApp5: var formtype weapon5 var logtype Weapon goto appraise ShieldApp: var formtype shield var logtype Shield goto appraise ArmorApp: var formtype armor var logtype Armor goto appraise appraise: gosub VarBlank send tap %1 %2 $preposition $shop waitforre ^You send shop %1 %2 $preposition $shop waitforre ^Short: send appraise %1 %2 $preposition $shop careful waitforre ^You.+worth.+(Kronars|Lirums|Dokoras)\.$ wait pause 1 goto %formtype VarBlank: 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-LE if (matchre ("%wtype1", "(2HE)")) then var wtrains 02-2HE if (matchre ("%wtype1", "(ME|LE)")) then var wtrains 04-SE if (matchre ("%wtype1", "(HB)")) then var wtrains 06-LBl if (matchre ("%wtype1", "(2HB)")) then var wtrains 05-2HB if (matchre ("%wtype1", "(MB|LB)")) 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 %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end } if %wtype2 != ERROR then { echo echo Stats for %tap echo echo Total Weapon Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Melee Weapon Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %balance_weight*balance(%balance) + %power_weight*power(%power) + %construction_weight*construction(%construction) + range bonus(%rangefactor)) echo echo Melee Weapon Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %range-ranged %wtype2/%wtype1 (%weight stones): damage: %puncture/%slice/%impact, force/balance/power: %foi/%balance/%power, construction: %construction echo echo %cost %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype2/%wtype1 %wtrains2/%wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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", "(bow)")) then var wtrains 12-bow if (matchre ("%wtype1", "(sling)")) then var wtrains 13-sling 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, construction: %construction echo echo %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %wtype1 %wtrains %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end weapon3: var balance N/A var power N/A if (matchre ("%tapnoun", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var ammotype 11-crossbow if (matchre ("%tapnoun", "(arrows?)")) then var ammotype 12-bow if (matchre ("%tapnoun", "(bullets?|clumps?|lumps?|rocks?)")) then var ammotype 13-sling evalmath sumd %puncture + %slice + %impact + %fire + %cold + %electric evalmath sumpd %puncture + %slice + %impact evalmath sumed %fire + %cold + %electric evalmath meand round((%sumd/6),1) evalmath meanpd round((%sumpd/3),1) evalmath meaned round((%sumed/3),1) evalmath qpointsw round((%sumpd_weight*%sumpd + %sumed_weight*%sumed + %foi_weight*%foi + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Total Ammo Damage: %sumd (mean: %meand) echo Total Physical Damage: %sumpd (mean: %meanpd) echo Total Elemental Damage: %sumed (mean: %meaned) echo echo Ammo Quality: %qpointsw (%sumpd_weight*physical damage(%sumpd) + %sumed_weight*elemental damage(%sumed) + %foi_weight*force(%foi) + %construction_weight*construction(%construction)) echo echo Ammo Quality/Weight: %qpointsww (ammo quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: %ammotype ammo(%weight stones): damage: %puncture/%slice/%impact, force: %foi, construction: %construction echo echo %cost %source %ammotype ammo %ammotype ammo %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source %ammotype ammo %ammotype ammo %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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 %cost %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source 22-brawl-%brawltype 14-brawl-%brawltype %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric echo goto end weapon5: var puncture N/A var slice N/A var impact N/A var fire N/A var cold N/A var electric N/A var sumd N/A var sumpd N/A var sumed N/A var meand N/A var meanpd N/A var meaned N/A var foi N/A evalmath qpointsw round((%balance_weight*%balance + %construction_weight*%construction),1) evalmath qpointsww round((%qpointsw/(%weight_weight*%weight)),1) echo echo Stats for %tap echo echo Parry Stick Quality: %qpointsw (%balance_weight*balance(%balance) + %construction_weight*construction(%construction)) echo echo Parry Stick Quality/Weight: %qpointsww (weapon quality(%qpointsw) / (%weight_weight*weight(%weight))) echo echo OOC Numeric Appraisal: parry stick(%weight stones): balance: %balance, construction: %construction echo echo %cost %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric put #log >ItemStats-%logtype-$charactername.txt %cost %source 22-brawl-1parry 14-brawl-1parry %tap %qpointsw %qpointsww %weight %sumd %sumpd %sumed %foi %balance %power %construction %meand %meanpd %meaned %puncture %slice %impact %fire %cold %electric 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 %cost %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power put #log >ItemStats-%logtype-$charactername.txt %cost %source %stype %tap %qpointss %qpointssw %weight %sumshield %smin %smax %shdhindrance %construction %impact %balance %power 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 && if %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 Defense + 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 %cost %source %atype %area %tap %qpointsa %qpointsaw %weight %sumdef %sumpro %sumabs %sumpdef %sumedef %mhindrance %shindrance %construction %sumhin %meanpro %meanabs %meanpdef %meanedef %meanhin %puncturep %puncturea %slicep %slicea %impactp %impacta %firep %firea %coldp %colda %electricp %electrica put #log >ItemStats-%logtype-$charactername.txt %cost %source %atype %area %tap %qpointsa %qpointsaw %weight %sumdef %sumpro %sumabs %sumpdef %sumedef %mhindrance %shindrance %construction %sumhin %meanpro %meanabs %meanpdef %meanedef %meanhin %puncturep %puncturea %slicep %slicea %impactp %impacta %firep %firea %coldp %colda %electricp %electrica echo goto end 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.] put #class racial on put #play ScriptEnd put #flash exit |