TILEMASTER2004 DATA V1

# Notes:
# - A unique tile has been implemented for each of the classes.  A unique PC fighter tile was added quite a while ago because it was sometimes confusing when the PC was standing near a lot of NPC's using the same tile.  The others follow that same approach in all being more or less variations on the existing NPC versions.  If a party system is ever implemented, it should probably match the lead/active PC (rather than how authentically it always has a figher-type look).
# - Spells are grouped into categories reflecting SP costs (delimited by an extra space).  These categories do not necessarily reflect the versions of the spells, since those are relative to the standard version of each (for example, a lesser version of one spell may be more powerful than even the standard version of another).  These categories and costs are: Minor (1-3), Lesser (4-7), Moderate (8-15), Greater (16-31), and Major (32+).  Note that the arcane spell merchant(s) use the same categories, so try to keep them synch'd when new spells are added, there are changes to existing spells, etc..

# TODO:
# - Continue integrating the other classes.  Refer to the notes with each for specific issues.
# - When a class is commented out, the char creation screen still lists the ID number for selection purposes and skips the disabled class, creating a gap in the numbering.  Instead of using the ID number directly, the listing and corresponding selection should use separate, continual numbering without any skips.

# Optional TODO:
# - Consider other races.  They would have to be integrated into the scenario as NPC's, although they don't necessarily have to be in the human cities, at least not in large numbers.  Remember to consider how tiles would work (dwarven fighter and such), the simpliest approach being not to make them look any different for races.
# - Consider more classes beyond the primary 4.  A ranger could have fairly good fighting skills and some special powers.  A druid could have some different spells and some additional powers.  Etc..
# - Consider more spells.  There are notes in the the spell definitions, engine code, and external docs with many ideas.

# LIST: Buffers
# C: ID Name Tile LevelCost
# LevelType: Type
# ATTRIB: STR DEX CON INT WIS CHA
# BCSTATS: HP AC AB DDA DDT DDB
# LCSTATS: HP AC AB DDA DDT DDB
# PLAC: Value
# PLAB: Value
# PLDDB: Value
# BSAVES: R F W
# LSAVES: R F W
# PLSAVES: R F W
# ITEMTYPES: ListSize Item1 [... ItemN]
# SPATTRIB: Type
# SPMOD: Mod LMod
# SPELLS: ListSize Spell1 [... SpellN]
# STSPELLS: ListSize Spell1 [... SpellN]
# CASTERTYPE: Type
# CASTERSAVEMOD: Mod
# CASTERDURMOD: Mod PL
# CPCMMAX: Max LMax
# TRAPS: Value

CLASSES
LIST: 4

# Standard classes

# Fighter
# - Baseline, best HP, best AB, some AB increases
# - Moderate reflex save, good fort save, poor will save
C: 1 Fighter 69 500
LEVELTYPE: 1
ATTRIB: 0 0 0 0 0 0
BCSTATS: 10 0 0 0 0 0
#BCSTATS: 20 0 0 0 0 0
#BCSTATS: 12 0 0 0 0 0
LCSTATS: 10 0 1 0 0 1
PLDDB: 2
#LCSTATS: 10 0 1 0 0 0
#LCSTATS: 4 0 1 0 0 0
BSAVES: 0 0 0
LSAVES: 1 1 1
PLSAVES: 2 1 3

#/*
# Rogue
# - Moderate HP, moderate AB, some AC increases due to dodging
# - Good reflex save, poor fort save, poor will save
# - Moderate weapon, shield, and armor restrictions
# TODO: Requires some powers, a minimum of being better at opening trapped chests, but probably also better at a variety of checks, as well as at least one more additional power.  There are external docs with more details.
C: 2 Rogue 156 500
LEVELTYPE: 1
ATTRIB: 0 0 0 0 0 0
BCSTATS: 8 0 0 0 0 0
LCSTATS: 8 1 1 0 0 0
PLAC: 2
PLAB: 2
BSAVES: 0 0 0
LSAVES: 1 1 1
PLSAVES: 1 3 3
ITEMTYPES: 5  1 2 10 12 20
TRAPS: 8
*/

# Cleric
# - Moderate HP, somewhat good AB
# - Poor reflex save, moderate fort save, good will save
# - Some weapon restrictions
# - Spells like light, bless, heal, cure, and many others
C: 3 Cleric 157 500
LEVELTYPE: 1
ATTRIB: 0 0 0 0 0 0
BCSTATS: 8 0 0 0 0 0
LCSTATS: 8 0 2 0 0 0
PLAB: 3
BSAVES: 0 0 0
LSAVES: 1 1 1
PLSAVES: 3 2 1
ITEMTYPES: 7  1 3 10 11 12 20 21
SPATTRIB: 2
SPMOD: 50 25
SPELLS: 35  9 66 25 52  8 5 67 71 17  10 6 2 82 65 72 83 84 85 86 18 16 54  7 11 68 70 69 19 55  21 73 74 20 36  56
CASTERSAVEMOD: 2
CASTERDURMOD: 1 2
CPCMMAX: 50 25

# Wizard
# - Poor HP, poor AB
# - Poor reflex save, poor fort save, good will save
# - Severe weapon, shield, and armor restrictions
# - Spells like light, view, blast, summon, and many others
C: 4 Wizard 158 500
LEVELTYPE: 1
ATTRIB: 0 0 0 0 0 0
BCSTATS: 6 0 0 0 0 0
LCSTATS: 6 0 1 0 0 0
PLAB: 3
BSAVES: 0 0 0
LSAVES: 1 1 1
PLSAVES: 3 3 1
ITEMTYPES: 2  1 12
SPATTRIB: 1
SPMOD: 50 25
SPELLS: 59  9 76 77 22 25 52 26 64  8 35 33 75 3 37 38 39 23 24 30 28 14 46  10 32 34 61 59 57 78 80 81 83 84 85 86 4 1 31 40 49 45 51 27 29 12 15 47  62 58 79 42 44 48 50 53  63 60 41 43
CASTERTYPE: 1
STSPELLS: 3  9 3 22
CASTERSAVEMOD: 3
CASTERDURMOD: 1
CPCMMAX: 50 25


RACES
LIST: 1

# Notes:
# - AC of 15 assumes CON 10 is normal, so 25 is normal average AC

C: 1 Human
ATTRIB: 0 0 0 0 0 0
BCSTATS: 0 15 0 1 2 0


GENDER
LIST: 2

C: 1 Male
ATTRIB: 1 0 0 0 0 0

C: 2 Female
ATTRIB: 0 0 0 0 0 2
