// 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 40
	MANAMOD -40

// 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 -20		// Revenants have no fatigue modifiers
	HEALTHMOD -20		// Revenants have no health modifiers
	MANAMOD 50			// Revenants have a +50% 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 40
	HEALTHMOD -10
	MANAMOD -20

// 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
