;-------------------
; character levels
;
; You can define various character 'classes' which control the
; basic limits of a character (what weapon they can hold in their
; right hand, whether they get magic points, the rate at which
; their levels increase, and some other things)
;
; But a character also has a LEVEL which starts at '1' and goes up along
; with experience points.
;
; This section lets you specify the experience points needed to attain each
; level, and lets you associate a name with each level, so your character
; can appear to evolve through various stages (mage, wizard, warlock, sorceror, etc.)
; even though REALLY only the actual level number is important.
;
; The first argument is a number which indicates the class and the level.  
;
;    arg0:		Class+Level (103 = warrior level 3, 203 = wizard level 3)
;    arg1:		[NO LONGER USED] Additional Experience points to attain level from previous level
;	 arg2:		Additional max HP earned when level is attained
;	 arg3:		Additional max MP earned when level is attained
;    arg4:      Level Name (use the same name for several levels in a row)
;
; These arguments are only valid for level 0 in each character class.  They control
; common aspects of the class
;
;	 arg5		(level 0 only)  magic-ratio
;	 arg6		(level 0 only)  right-hand weapon (1 - 8, or 0 if none (will use start_hand_training instead))
;
; Levels run from 1 to 99 maximum.  A bonus level "100" is supplied by the game, but it uses the same
; table entry as level 99.  That is to say, you cannot provide a custom level name for level 100.
;
; You only need to have entries for levels where you want the hp, mp, new spell, or
; level name to change.  Minimum experience levels are now computed automatically
; for you.  If you give an 'empty' level name (except for level 1 where it is
; mandatory) the previous name will be used for that level
;
; Note that LEVEL ZERO (100,200, etc) is a SPECIAL ENTRY which names the actual
; character class, and is not a level in of itself.  I know this is horribly
; confusing, but it is just so dang CONVENIENT to do it this way!
; So, for LEVEL 0 ONLY:  maxHP and maxMP are the starting levels of a new character
; in that class, level_name is the 'character class name' which appears in the
; new soul dialog box.  
;
; LEVEL ZERO is where you define a characters magic-ration and right-hand weapon.
; Their 'magic ratio' determines what percentage of their attack points are used for magic versus sword attack;
;
; Hence a MAGIC-USER would have a high magic ratio (80-90) while a SWORD-USER
; would have lower one (10-20), and some other characters might be more 50-50
; A character needs to be more than 50% in the respective sense in order to 
; equip swords or staffs.  For example a magic ratio > 50 would allow staff,
; < 50 would allow sword, and == 50 would allow both.
;
; The right-hand weapon controls which class of EQUIP item they can hold in their
; right hand (each class is hard-wired to a single right-hand item, but the
; world designer can define what those actual items are).  Between the combination
; of magic-ratio and right-hand you can create some interesting classes.  For example
; an ARCHER and a MAGIC-ARCHER might both have right-hand set to 'BOW' but different
; magic-ratios.  The magic-archer (with the higher magic-ratio) would be better at
; casting spells, but his actual bow-use would be weaker.
;
; The default (used in Evergreen) right-hand weapons are:
;
;	1	Sword
;	2	Staff
;	3	Bow
;	4	Musical Instrument
;   5   Fist
;   6   Dart
;   7   Book
;   8   Spirit
; 
; if you set arg6 to a value between 1 and 8, then characters of that class will always
; be born with level 5 training in that hand, no matter what the start_hand_pp option
; is for that hand. 
;
; But if you set this field to 0 (Version A57 and later, only), then no hand will be
; pre-trained unless you specifically use the start_hand_pp option.
;
; Setting this field to zero in versions of WoS before A57 will lead to a bug which can
; render the character unusable.  If you publish your world later than July 2001, you can
; probably ignore this comment :)
;
; OPTIONAL CHARACTER LIMITATIONS
;
; If you (as the world designer) like, you can apply certain special commands to each
; character class, generally to limit its access to element and hand training,  You
; place these commands (one per line) just after the introductory line of the class
; For example:
;
; The class name
;	100,	0,			20,		0,		"Dingle-User",   10,				1
;    DESCRIPTION	"Dingle Users are known for their mad dingling skillz...."
;    MAGIC_RATIO	10
;    HAND_RATIO		90
;    MAX_ABILITY 100,100,50,255,0
;    START_ELEMENT_PP 556,1251,2143,3334,5001,7501,11667,20001		<-- no particular sense to these example values, just levels in order
;    MAX_ELEMENT_PP 1251,2143,3334,5001,7501,11667,20001,45001
;    START_HAND_PP 557,1251,2143,3334,5001,7501,11667,20001
;    MAX_HAND_PP 1251,2143,3334,5001,7501,11667,20001,45001
; now the class level names
;	101,	0,			1,		0,		"Dinglet"
;   etc.
;	198,	0,			1,		0,		"El Dinglo"
;	199,	0,			1,		0,		"Dingle King"
;
; Each command is optional and applies only to the class within which is is embedded.  See how
; all the commands appear between line 100 and line 101? 
; You must provide the information in a fixed syntax, as shown.
;
; Here are the available commands:
;
;   DESCRIPTION	 "This class sucks.  People who pick it are losers"		
;	A short text which appears on character creation dialog.  Put text in double quotes
;
;	MAGIC_RATIO	n		
;	Where n is a number from 0 to 100, specifies effectiveness with magical attacks
;
;   HAND_RATIO	n
;	Where n is a number from 1-100, specifies effectiveness of non-magical attacks.  
;   If you set to '0' it will use "100 - magic ratio" for "balanced" classes.
;
;   MAX_ABILITY str, wis, sta, agi, dex  
;	Provide all 5 ability values in order, giving the maximum level allowed for each.
;   Valid max levels are 0 to 255.
;
;   START_ELEMENT_PP  0,1,2,3,4,5,6,7
;	Must have 8 values, in order of +ELEMENTS table.  Sets initial elemental training.
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   MAX_ELEMENT_PP 0,1,2,3,4,5,6,7 
;	Must have 8 values, in order of +ELEMENTS table.  Sets max possible elemental training
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   START_HAND_PP 0,1,2,3,4,5,6,7  
;	Must have 8 values, in order of +HANDS table. Sets initial right-hand training
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   MAX_HAND_PP 0,1,2,3,4,5,6,7   
;	Must have 8 values, in order of +HANDS table. Sets maximum right-hand training.
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   AUTO_MAX minHP, maxHP, minMP, maxMP, startMPLevel 
;	Must have all five values.  Sets the max HP and MP levels for each level of the character.
;   That is to say, you are setting the maxHP and maxMP for level 1 and level 100, and the intermediate levels are
;   then computed automatically to span those maximums "appropriately" (semi-logarithmic algorithm)
;	The initial level 1 HP will be minHP, final level 100 HP will be maxHP
;	The fifth arg (startMPLevel) lets you postpone first MP (maxMP will stay 0 until that level).
;	NOTE: Actual maximums will be a little lower than you specify because of curve-shaping
;	If you use this command, the HP and MP entries in your level table for that class will be ignored.
;
;	START_LOCATION  <map>, <link>  
;	Lets you set where a newly created character will appear on their first
;	incarnation, based on class.  (so all elves can be born in Elf Town, for example).  Otherwise, they
;	will appear above link 0 on map 0.  It is your responsibility to make sure the map and link specified
;	actually exist and 'make sense' (it would be cruel to incarnate a newbie in a tough spot)
;
;   MAX_WALLET n 
; 	Further limits wallet size to n (0 to 1000000). (cannot make wallets BIGGER than
;	normal game restrictions.)  Normally characters start off with a wallet holding 20K GP at level 1, with
;   an additional 10K added for each level, until they reach one million at level 99.
;
;   NO_GIFTS
;	(No arguments). Indicates that class cannot receive money or items from other players.  (but from scripts is OK)
;
;   START_ITEMS 1, 2, 3, ...
;	Lets you give character up to 8 items right at start of game.  
;	Use valid Item numbers only
;
;	START_SPELLS 1, 2, 3, .. 
;	Lets you give characters up to 8 spells right at start of game
;	 Use valid Spell IDs only.
;
;   START_TOKENS 1, 2, 3...  
;	Lets you give character up to 8 tokens right at start of game.  
;	Use valid token numbers only
;
;	HIDDEN_CLASS
;   (no Arguments). Class doesn't show up on New Character dialog as an available choice.
;   You have to be morphed into such a class via "SET num.hostClass, <class#>" script
;   command
;
; Note that the 'preferred right hand training' of each class will always be level 5 at start, no 
; matter what START_HAND_PP says.  This is for compatibility with existing worlds.  Sorry.
;
; PP Levels
;
; The PP required for each level grows according to a nasty equation, but here are the PP
; limits as of the time of this writing.
;
; level 0		PP 0 - 554
; level 1		PP 555 - 1249
; level 2		PP 1250 - 2141
; level 3		PP 2142 - 3332
; level 4		PP 3333 - 4999
; level 5		PP 5000 - 7499
; level 6		PP 7500 - 11665
; level 7		PP 11666 - 19999
; level 8		PP 20000 - 44999
; level 9		PP 45000 - 1000000 (one million)(you approach level 9.9999999 asymptotically)
;
; Note that is the total PP which affects your skill and the level numbers are somewhat arbitrary
; so a training level 3 with 3333 PP will hit harder than a training level 3 with 2143 PP
;
; To protect yourself against floating point round off issues from one version of windows to
; another, I recommend not using these exact values, but include a safety buffer.  So, for example
; if you wanted a STARTING level of 4, use 3350 instead of 3333.  And if you want a MAXIMUM level
; of 4, use 4970, not 4999.  A 20 unit buffer should not be noticeable by the user and might make
; your world more reliable.
;




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; First the Warrior levels (100 + level #)
;  CCLL	    ???????.	MaxHP	maxMP	Level_name		Magic Ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; The class name (sword user, magic ratio of 10.. ergo hand ratio of 90.. preferred right-hand weapon is #1 (sword))
	100,	0,			48,		2,		"Warrior",   5,				1

; Next the special commands for the sword-user class.  These come between line nn00 and line nn01
	DESCRIPTION	"Warriors are world-renowned for their feirce fighting abilities and vast knowledge of battle tactics."
	AUTO_MAX	48, 9500,  2, 500,  1
	MAX_ELEMENT_PP 4000,4000,4000,4000,4000,4000,4000,4000
	HAND_RATIO	100
	MAGIC_RATIO 50
	MAX_HAND_PP	1000000,6000,6000,6000,6000,6000,6000,6000
	MAX_ABILITY 242, 53, 115, 128, 128
	START_LOCATION	1,	0

; now the class level names.. note that since I used the AUTO_MAX command, the maxHP and maxMP values shown in this
; table are actually ignored.  If I weren't so lazy, I would change them all to 0.

	101,	0,			0,		0,		"Peasant"
	125,	0,			0,		0,		"Lord"
	150,	0,			0,		0,		"Baron"
	198,	0,			0,		0,		"Knight"
;
;---
; Now the Wizard levels (200 + level #)
;  CCLL	    ???			MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	200,	0,			15,		5,		"Magician",		70,				2

; now the special commands for the magic user class.  These also come between line nn00 and nn01 (200 and 201 for this
; class)

	DESCRIPTION	"Magicians are amazing folks who have discovered how to control the powers held within the Earth, and use them against their foes."
	AUTO_MAX	35, 7000,  15, 3000,  1
	MAX_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	MAX_HAND_PP	4000,1000000,4000,4000,4000,4000,4000,4000
	HAND_RATIO	50
	MAGIC_RATIO 100
	MAX_ABILITY 77, 178, 115, 128, 128
	START_LOCATION	1,	0


; the class level names for the magic-user class
	201,	0,			0,		0,		"Witch"
	225,	0,			0,		0,		"Alchemist"
	250,	0,			0,		0,		"Summoner"
	298,	0,			0,		0,		"Wizard"
;			
;---
; Now the Archer levels (300 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	300,	0,			18,		2,		"Hunter",			40,				3

	DESCRIPTION	"Hunters, the masters of the bow, are known throughout the world for their incredible hunting and archery skills."
	AUTO_MAX	30, 6000,  20, 4000,  1
	MAX_ELEMENT_PP 10000,10000,10000,10000,10000,10000,10000,10000
	MAX_HAND_PP	4000,4000,1000000,4000,4000,4000,4000,4000
	HAND_RATIO	75
	MAGIC_RATIO 75
	MAX_ABILITY 153, 102, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	301,	0,			0,		0,		"Trainee"			
	325,	0,			0,		0,		"Arrow Man"
	350,	0,			0,		0,		"Bow Man"
	398,	0,			0,		0,		"Archer"
;
;	
;---
; Now the MUSE levels (400 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	400,	0,			18,		2,		"Bard",		50,				4

	DESCRIPTION	"For generations these people have relied upon their musical and storytelling skills to pass along the stories and histories of our people."
	AUTO_MAX	25, 5000,  25, 5000,  1
	MAX_ELEMENT_PP 10000,10000,10000,10000,10000,10000,10000,10000
	MAX_HAND_PP	4000,4000,4000,1000000,4000,4000,4000,4000
	HAND_RATIO	60
	MAGIC_RATIO 80
	MAX_ABILITY 127, 127, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	401,	0,			0,		0,		"Choir Boy"
	425,	0,			0,		0,		"Band Nerd"
	450,	0,			0,		0,		"Singer"
	498,	0,			0,		0,		"Ozzy"			

;
;	
;---
; Now the FIST levels (500 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	500,	0,			20,		0,		"Thief",		10,				5

	DESCRIPTION	"Nobody trusts a thief, and for obvious reasons.  They use fighting methods that are absolutely unheard of, and sometimes downright vulgar."
	AUTO_MAX	45, 9000,  5, 1000,  1
	MAX_ELEMENT_PP 10000,10000,10000,10000,10000,10000,10000,10000
	MAX_HAND_PP	1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	HAND_RATIO	80
	MAGIC_RATIO 50
	MAX_ABILITY 230, 68, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	501,	0,			0,		0,		"Shoplifter"			
	525,	0,			0,		0,		"Felon"
	550,	0,			0,		0,		"Telemarketer"
	598,	0,			0,		0,		"Politician"


;
;	
;---
; Now the DART levels (600 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	600,	0,			18,		0,		"Executioner",		20,				6

	DESCRIPTION	"Executionors are very strong, but also very slow.  Also, they have very low defense, as they are not used to their attacks being retaliated."
	AUTO_MAX	40, 8000,  10, 2000,  1
	MAX_ELEMENT_PP 1500,1500,1500,1500,1500,1500,1500,1500
	MAX_HAND_PP	1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000\
	HAND_RATIO	90
	MAGIC_RATIO 30
	MAX_ABILITY 204, 73, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	601,	0,			0,		0,		"Hitman"
	625,	0,			0,		0,		"Mercenary"
	650,	0,			0,		0,		"Assassin"
	698,	0,			0,		0,		"Beheader"

;
;	
;---
; Now the BOOK levels (700 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	700,	0,			10,		8,		"Ninja",		30,				7

	DESCRIPTION	"They have mastered the energies within their bodies, and have learned to control them in order to destroy their enemies.  They are a mysterious lot."
	AUTO_MAX	35, 7000,  15, 3000,  1
	MAX_ELEMENT_PP 2000,2000,2000,2000,2000,2000,2000,2000
	MAX_HAND_PP	4000,4000,4000,4000,4000,4000,1000000,4000
	HAND_RATIO	95
	MAGIC_RATIO 30
	MAX_ABILITY 178, 77, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	701,	0,			0,		0,		"White Belt"
	725,	0,			0,		0,		"Blue Belt"
	750,	0,			0,		0,		"Brown Belt"
	798,	0,			0,		0,		"Black Belt"	


;
;	
;---
; Now the SPIRIT levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	800,	0,			8,		20,		"Psycho",		40,				8

	DESCRIPTION	"These psychos are absolutely insane!  They have no real battle tactics, and no sense whatsoever.  However, they still seem to have an innate ability toward killing..."
	AUTO_MAX	30, 6000,  20, 4000,  1
	MAX_ELEMENT_PP 5000,5000,5000,5000,5000,5000,5000,5000
	MAX_HAND_PP	4000,4000,4000,4000,4000,4000,4000,1000000
	MAX_ABILITY 178, 86, 115, 128, 128
	START_LOCATION	1,	0

; the class levels
	801,	0,			0,		0,		"Weirdo"
	825,	0,			0,		0,		"Nut"
	850,	0,			0,		0,		"Crazy"
	898,	0,			0,		0,		"Insane"



;---
; Now the HIDDEN level (900 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	900,	0,			1,		1,		"DaemonSlayer",				50,				1

	DESCRIPTION	"These psychos are absolutely insane!  They have no real battle tactics, and no sense whatsoever.  However, they still seem to have an innate ability toward killing..."
	AUTO_MAX	9999, 9999,  99999, 99999,  1
	MAX_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	MAX_HAND_PP	1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	MAX_ABILITY 255, 255, 255, 255, 255
	START_HAND_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	HIDDEN_CLASS 1

; Be sure to leave this comment or a blank line at the very end
