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- // Revenant - Copyright 1999 Cinematix Studios, Inc.
- // ********** Revenant RULES.DEF File ************
-
- // Weapon mask defines (Note: make sure these don't match Windows WM_ messages)
- #define WM_HAND 0x0001
- #define WM_KNIFE 0x0002
- #define WM_SWORD 0x0004
- #define WM_BLUDGEON 0x0008
- #define WM_AXE 0x0010
- #define WM_STAFF 0x0020
- #define WM_BOW 0x0040
- #define WM_CROSSBOW 0x0080
-
- // Define for most two handed weapons
- #define WM_TWOHAND 0x001e
- #define WM_ANY 0xFFFF
-
- // ********************************************************************
- // * *
- // * G A M E S T A T S *
- // * *
- // ********************************************************************
-
- DAYLENGTH 80000 // Day length is two REAL minutes
- TWILIGHT 60, 8 // 30 GAME minutes for twilight, 15 light change steps
- STEALTH 100, 50, 10 // 100 max stealth, 50 when sneaking, 10 is minimum
- HEALTHDATA 25, 1, 6000 // 25 per level (before stat/class mods), recov 1% per 1 minutes
- FATIGUEDATA 3, 10, 75 // 25 per level (before stat/class mods), recov 1% per 1 second
- MANADATA 25, 1, 6000 // 25 per level (before stat/class mods), recov 1% per 1 minutes
- //AMMODATA 20, 6, 3, 2, 25 // Base value 20, 6 per level for monsters, 4 per character level, 1 per skill level, 25% min dmg per hit
- POISONDATA 6, 100 // damage 1 per 1/2 second
- TOHITCENTER 50 // The percentage of hitting the enemy
- TOHITRANGECHAR 12 // The increase of to hit per level (tohit = (level * TOHITRANGE) + ....)
- TOHITRANGEPLYR 10 // The increase of to hit per level (tohit = (level * TOHITRANGE) + ....)
- TOHITBLOCK 25 // The modifier for tohit change based on blocking
- TOHITFACE 25 // The modifier for tohit change based on if the isn't facing us
-
- // Damage Calculation (Part 1)
- //
- // CalculatedDamage = ( (weapondamage * (100 + AttackDamageModifier - DamageResistance) ) / 100) - ArmorProtection
- //
- // BaseDamage = (CalculatedDamage * (100 + StrengthModifier + DamageModifier) ) / 100
-
- // ToHit (Player)
- //
- // Off = AttackMod + AgilityModifier + MagicModifier + WeaponSkill + (Level * TohitRangePlyr) + LuckModifier
- //
- // Def = DefenseMod + ReflexesModifier + MagicModifier + (Level * TohitRangePlyr) + LuckModifier
-
- // ToHit (Character)
- //
- // Off = AttackMod + MagicModifier + (Level * TohitRangeChar)
- //
- // Def = DefenseMod + MagicModifier + (Level * TohitRangeChar)
-
- // ToHit (Final)
- //
- // tohit = ( (ToHitCenter - Def) + Off) + FacingBonus) - BlockBonus
-
- // Damage Calculation (Part 2)
- //
- // FinalDamage = (BaseDamage * (100 + ToHitDamage) ) / 100
-
-
-
- TOHITDAMAGE
- BEGIN
- // MinValue DamagePercent
- ENTRY 40 50
- ENTRY 0 0
- ENTRY -15 -50
- ENTRY -40 -75
- ENTRY -50 -90
- END
-
-
- STATLEVEL "Strength"
- BEGIN
- // Level Damage%
- ENTRY 0 -30
- ENTRY 1 -25
- ENTRY 2 -20
- ENTRY 3 -20
- ENTRY 4 -15
- ENTRY 5 -15
- ENTRY 6 -10
- ENTRY 7 -10
- ENTRY 8 -10
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 -5
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 5
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 10
- ENTRY 20 10
- ENTRY 21 10
- ENTRY 22 15
- ENTRY 23 15
- ENTRY 24 15
- ENTRY 25 20
- ENTRY 26 20
- ENTRY 27 20
- ENTRY 28 25
- ENTRY 29 25
- ENTRY 30 30
- END
-
- STATLEVEL "Constitution"
- BEGIN
- // Level Health%
- ENTRY 0 -30
- ENTRY 1 -25
- ENTRY 2 -20
- ENTRY 3 -20
- ENTRY 4 -15
- ENTRY 5 -15
- ENTRY 6 -10
- ENTRY 7 -10
- ENTRY 8 -10
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 -5
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 5
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 10
- ENTRY 20 10
- ENTRY 21 10
- ENTRY 22 15
- ENTRY 23 15
- ENTRY 24 15
- ENTRY 25 20
- ENTRY 26 20
- ENTRY 27 20
- ENTRY 28 25
- ENTRY 29 25
- ENTRY 30 30
- END
-
-
- STATLEVEL "Agility"
- BEGIN
- // Level ToHitOffense
- ENTRY 0 -30
- ENTRY 1 -25
- ENTRY 2 -20
- ENTRY 3 -20
- ENTRY 4 -15
- ENTRY 5 -15
- ENTRY 6 -10
- ENTRY 7 -10
- ENTRY 8 -10
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 -5
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 5
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 10
- ENTRY 20 10
- ENTRY 21 10
- ENTRY 22 15
- ENTRY 23 15
- ENTRY 24 15
- ENTRY 25 20
- ENTRY 26 20
- ENTRY 27 20
- ENTRY 28 25
- ENTRY 29 25
- ENTRY 30 30
- END
-
-
- STATLEVEL "Reflexes"
- BEGIN
- // Level DefenseToHit
- ENTRY 0 -30
- ENTRY 1 -25
- ENTRY 2 -20
- ENTRY 3 -20
- ENTRY 4 -15
- ENTRY 5 -15
- ENTRY 6 -10
- ENTRY 7 -10
- ENTRY 8 -10
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 -5
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 5
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 10
- ENTRY 20 10
- ENTRY 21 10
- ENTRY 22 15
- ENTRY 23 15
- ENTRY 24 15
- ENTRY 25 20
- ENTRY 26 20
- ENTRY 27 20
- ENTRY 28 25
- ENTRY 29 25
- ENTRY 30 30
- END
-
-
- STATLEVEL "Luck"
- BEGIN
- // Level DieRollModifier
- ENTRY 0 -15
- ENTRY 1 -10
- ENTRY 2 -10
- ENTRY 3 -10
- ENTRY 4 -10
- ENTRY 5 -10
- ENTRY 6 -5
- ENTRY 7 -5
- ENTRY 8 -5
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 0
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 0
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 5
- ENTRY 20 5
- ENTRY 21 5
- ENTRY 22 5
- ENTRY 23 10
- ENTRY 24 10
- ENTRY 25 10
- ENTRY 26 10
- ENTRY 27 10
- ENTRY 28 10
- ENTRY 29 15
- ENTRY 30 15
- END
-
- STATLEVEL "Mind"
- BEGIN
- // Level ManaBonus%
- ENTRY 0 -30
- ENTRY 1 -25
- ENTRY 2 -20
- ENTRY 3 -20
- ENTRY 4 -15
- ENTRY 5 -15
- ENTRY 6 -10
- ENTRY 7 -10
- ENTRY 8 -10
- ENTRY 9 -5
- ENTRY 10 -5
- ENTRY 11 -5
- ENTRY 12 0
- ENTRY 13 0
- ENTRY 14 0
- ENTRY 15 0
- ENTRY 16 5
- ENTRY 17 5
- ENTRY 18 5
- ENTRY 19 10
- ENTRY 20 10
- ENTRY 21 10
- ENTRY 22 15
- ENTRY 23 15
- ENTRY 24 15
- ENTRY 25 20
- ENTRY 26 20
- ENTRY 27 20
- ENTRY 28 25
- ENTRY 29 25
- ENTRY 30 30
- END
-
- // ********************************************************************
- // * *
- // * C H A R A C T E R C L A S S E S *
- // * *
- // ********************************************************************
-
- CLASS "Revenant"
- BEGIN
-
- // Revenants have a small bonus in mana due to their magical nature
- FATIGUEMOD 0 // Revenants have no fatigue modifiers
- HEALTHMOD 0 // Revenants have no health modifiers
- MANAMOD 5 // Revenants have a +5% mana modifier
-
- // Revenants have above average strength and above average mind but below average
- // constitution as they are actually living undead beings.
- // STATREQS str,con,agl,rflx,luck,mind
- STATREQS 18, -12, 0, 0, 14, 0
-
- // Revenants have a small invoke bonus, and a bonus for swords, Need to figure this out eventually
- // SKILLMODS attack,defense,invoke,hands,knife,swords,bludgeons,axes,bows,stealth,lockpick
- SKILLMODS 5,5,5,0,0,5,0,0,0,0,0
-
- END
-
- CLASS "Veteran"
- BEGIN
-
- // Veterans have a moderate fatigue and health bonus, but weak mana
- FATIGUEMOD 10
- HEALTHMOD 10
- MANAMOD -30
-
- // Veterans have above average strength and constitution, due to their direct style
- // of fighting, but they have below average mind
- // STATREQS str,con,agl,rflx,luck,mind
- STATREQS 20, 20, 0, 0, 0, -12
-
- // Veterans have a Need to figure this out eventually
- // SKILLMODS attack,defense,invoke,hands,knife,swords,bludgeons,axes,bows,stealth,lockpick
- SKILLMODS 10,10,0,0,0,0,10,0,0,0,0
-
- END
-
- CLASS "Shaman"
- BEGIN
-
- // Shamans are smaller and less hardy, but they have greater magical abilities
- FATIGUEMOD 0 // Revenants have no fatigue modifiers
- HEALTHMOD -5 // Revenants have no health modifiers
- MANAMOD 20 // Revenants have a +5% mana modifier
-
- // Shamans have above average mind and luck, but below average strength
- // STATREQS str,con,agl,rflx,luck,mind
- STATREQS -12, 0, 0, 0, 16, 20
-
- // Shamans have a dramatic invoke skill bonus, but also a small attack and defense penalty
- // SKILLMODS attack,defense,invoke,hands,knife,sword,bludgeons,axes,bows,stealth,lockpick
- SKILLMODS -5,-5,20,0,0,0,5,0,0,0,0
-
- // Shaman can only wield staffs
- WEAPONS WM_BLUDGEON | WM_BOW | WM_CROSSBOW
-
- END
-
- CLASS "Assassin"
- BEGIN
-
- // Assasins have a moderate fatigue bonus
- FATIGUEMOD 10
- HEALTHMOD 0
- MANAMOD 0
-
- // Assasins have above average agility and reflex, but below average strength
- // STATREQS str,con,agl,rflx,luck,mind
- STATREQS -12, 0, 20, 18, 0, 0
-
- // Assasins have a dramatic stealth bonus, and a bonus for knives, bows, and lockpicks
- // SKILLMODS attack,defense,invoke,hands,knife,swords,bludgeons,axes,bows,stealth,lockpick
- SKILLMODS 0,0,0,0,10,0,0,0,10,10,10
-
- END
-