
                          THE WRATH OF SONA ENGINE
                              STATISTICS CHART

Just as important (almost) as the event scheduler is the statistics routine.
The 'stats' as they are called are what define the characters. It's somewhat
of a pain for most beginning RPG programmers, and this is one field of the
design in which they usually give it up and quit the game...becoming one of
the many who join the RPG Quitters Anonymous Support Group...heheh =)

Anyways, the WOS engine uses arrays to store statistics. Because we use an
array and not a series of variables, a chart must be made up because Nstat(4,1)
doesn't mean anything to a casual observer. So, every statistic of the WOS
engine can be found in this document. Any entry in the arrays N and N$ can be
altered in the Variables section of the engine during play.

These arrays are two-dimensional. The first dimension is the number of the
character. The second dimension is the attribute. These attributes are listed
below. A quick example is Nstat(1,5) equals Character One's AttackStrength.

ARRAY Nstat
 #  Variable Represents
01  CurrentHP
02  MaximumHP
03  CurrentMP
04  MaximumMP
05  AttackStrength
06  NaturalDefence
07  NaturalMagicResistance
08  NaturalAgility
09  NaturalMagicPower
10  CharacterID
11  WeaponPower
12  WeaponAttackVariable
13  WeaponDefenceBonus
14  WeaponAgilityBonus
15  WeaponMagicBonus
16  ArmorPower
17  ArmorAttackBonus
18  ArmorAgilityBonus
19  ArmorMagicBonus
20  ShieldPower
21  ShieldAttackBonus
22  ShieldAgilityBonus
23  ShieldMagicBonus
24  HeadgearPower
25  HeadgearAgilityBonus
26  HeadgearResistBonus
27  HeadgearMagicBonus
28  ExperienceLevel
29  AccumulatedAttackPower
30  AccumulatedDefencePower
31  AccumulatedAgility
32  AccumulatedResistance
33  AccumulatedMagicPower

NOTE
Entries 29-33 are active only during a battle. They are never recorded data.

ARRAY Nbig
01  ExperiencePoints
02  NextUpValue

ARRAY N$
 #  Variable Represents
01  CharacterName
02  CharacterClass
03  CharacterAlignment
04  CharacterEquippedWeapon
05  CharacterWornArmor
06  CharacterCarriedShield
07  CharacterWornHeadgear

There is actually another two-dimensional array called SPL$, but it has no
predefined order. It is 4,20 and represents the spell list for each character.

MONSTER STATISTICS

As the characters all have stats, so do the bad guys. Their charts are quite a
bit smaller, but this is because ya kill em and that's it. However, they are
also two-dimensional, using four primaries and 15 secondaries.

ARRAY MONSTERSTATS
 #  Variable Represents
01  EnemyHP
02  EnemyNaturalAttackStrength
03  EnemyAttackVariable
04  EnemyNaturalDefence
05  EnemyNaturalAgility
06  EnemyNaturalResistance
07  EnemyPowersID
08  EnemyWeaknessID
09  EnemyXPValue
10  EnemyMoolah
11  EnemyAccumulatedStrength
12  EnemyAccumulatedDefence
13  EnemyAccumulatedAgility
14  EnemyAccumulatedResistance
15  EnemyMagicStrength

Two more string arrays are used to determine a monster's name as it appears
and the filename. They are singular arrays because they contain one element.

EQUIPMENT STATISTICS

Okay, now for some more interesting statistics. Equipment in the game has
these arrays as well. Once again, these are divided into two dimensional
arrays. However, they come into play when used in the engine. They are divided
by type-Weapons, Armors, Shields and Headgear. Nine pieces may be held at
once.

WEAPONS-
The weaponry is the most complex of the four types of equipment.
ARRAY WEAPONS
 #  Variable Represents
01  Power
02  Variable
03  DefenceBonus
04  AgilityBonus
05  MagicBonus

ARMORS AND SHIELDS-
The armors and shields share similar arrays.
ARRAYS ARMORS AND SHIELDS
 #  Variable Represents
01  Power
02  AttackBonus
03  AgilityBonus
04  MagicBonus

HEADGEAR-
The headgear is different from the Armors and Shields in the sense that it
has no attack factor, but it is the only piece of equipment with a Resistance
bonus.
ARRAY HEADGEAR
 #  Variable Represents
01  Power
02  AgilityBonus
03  ResistanceBonus
04  MagicBonus
