<?xml version="1.0"?>
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		<id>http://coimuck.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blobbus</id>
		<title>CoIWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://coimuck.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blobbus"/>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php/Special:Contributions/Blobbus"/>
		<updated>2026-04-29T07:03:27Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.3</generator>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Feature_Wishlist&amp;diff=1540</id>
		<title>Feature Wishlist</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Feature_Wishlist&amp;diff=1540"/>
				<updated>2010-09-11T21:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Lorebook&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
A program that allows players to unlock information about historical events, bestiary info, notable NPCs, etc.&lt;br /&gt;
* Possible Addon; entries that give scaling detail based on the player&amp;#039;s Knowledge skill.  This would require four separate entries per subject, but would also be helpful for academic-oriented characters.&lt;br /&gt;
 &lt;br /&gt;
* (Biiiig Maybe) Link Blue Magic to Lorebook somehow?&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Request&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A program that will allow people to post up notes for staff to look over and respond to.&lt;br /&gt;
* Ideally it&amp;#039;ll be organized in groups (plots, system questions, economy, code to name a few).&lt;br /&gt;
* Perhaps tied into a mail program so that when notes are added those who have assigned themselves to it or put it up (staff and players respectively) will be alerted.&lt;br /&gt;
* The ability for those who are given judge bits to see and respond to Plots requests.. etc.&lt;br /&gt;
&lt;br /&gt;
+glance, or an equivalent program that gives a quick listing of people visible in the room, and a short description of them, no more than one or two lines. -- This variable should be stored in &amp;#039;editplayer&amp;#039;, so that players know and understand that this should be filled in.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Web Client&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A direct-connect web client to connect to Chronicles of Ivalice, through the wiki sidebar. Ideally spawning a tabbed window that would connect directly to the game, and offer the functionality of modern MU* clients.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;RP Roll History Log&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A way of looking up RP command rolls performed by a player or in the room at a later time.&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1429</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1429"/>
				<updated>2010-08-16T03:39:16Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Better Character Listers (FA/WS/WHO/etc)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: NPC Handling&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Improvements to Character Editors&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1422</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1422"/>
				<updated>2010-08-13T02:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: NPC Handling&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Improvements to Character Editors&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1421</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1421"/>
				<updated>2010-08-13T02:00:39Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: NPC Handling&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1104</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1104"/>
				<updated>2010-06-18T00:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1004</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1004"/>
				<updated>2010-06-16T02:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Calculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1003</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1003"/>
				<updated>2010-06-16T01:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* ---Updates---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* ---Release---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* ---Beta---&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1002</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=1002"/>
				<updated>2010-06-16T01:28:48Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Zebracornobo&amp;diff=974</id>
		<title>Zebracornobo</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Zebracornobo&amp;diff=974"/>
				<updated>2010-06-12T21:13:02Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Created page with &amp;#039;right  This mysterious relative of the Chocobo is said to be a fusion of a Chocobo, a Unicorn, and a Zebra, with the strengths of all three …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zebracornobo.png|225px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
This mysterious relative of the Chocobo is said to be a fusion of a Chocobo, a Unicorn, and a Zebra, with the strengths of all three and the weaknesses of none of them. It is unclear how these amazing creatures originated, though numerous theories have been posited. Being Black with White stripes, which is a very important distinction to make, makes the Zebracornobo unique compared to the more common Zebricornobo.&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Zebricornobo&amp;diff=973</id>
		<title>Zebricornobo</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Zebricornobo&amp;diff=973"/>
				<updated>2010-06-12T21:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Created page with &amp;#039;right  This mysterious relative of the Chocobo is said to be a fusion of a Chocobo, a Unicorn, and a Zebra, with the strengths of all three …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zebricornobo.png|225px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
This mysterious relative of the Chocobo is said to be a fusion of a Chocobo, a Unicorn, and a Zebra, with the strengths of all three and the weaknesses of none of them. It is unclear how these amazing creatures originated, though numerous theories have been posited. Being White with Black stripes, which is a very important distinction to make, makes the Zebricornobo unique compared to the more common Zebracornobo.&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=File:Zebracornobo.png&amp;diff=972</id>
		<title>File:Zebracornobo.png</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=File:Zebracornobo.png&amp;diff=972"/>
				<updated>2010-06-12T21:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: A picutre of a Zebracornobo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picutre of a Zebracornobo.&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=File:Zebricornobo.png&amp;diff=971</id>
		<title>File:Zebricornobo.png</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=File:Zebricornobo.png&amp;diff=971"/>
				<updated>2010-06-12T21:07:49Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: A picture of the Zebricornobo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of the Zebricornobo.&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=708</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=708"/>
				<updated>2010-04-29T02:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee], [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged], [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Attunement], [Arcana], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Resilience], [Resistance], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Acuity], [Channeling], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance], [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Attunement], [Resistance], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Absorb (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Acuity], [Arcana], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Counterspell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Resilience], [Abjuration], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Redirect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK]  = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK]  = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MHEAL] = Floor( ([Acuity]+[Anumis]) * 1.0 ) + [Magic Healing MHEAL]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=707</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=707"/>
				<updated>2010-04-27T14:33:52Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=611</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=611"/>
				<updated>2010-04-14T17:55:55Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Chronicles of Ivalice&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to Chronicles of Ivalice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Connecting&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[telnet://coi.ginkosoft.com:1771 Connect to coi.ginkosoft.com port 1771 using Telnet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;RP&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Character Biographies]]&lt;br /&gt;
*[[Cities and Locations]]&lt;br /&gt;
*Faith, [[Religion &amp;amp; Spirits]]&lt;br /&gt;
*[[Spirit World]]&lt;br /&gt;
*[[RP Logs]]&lt;br /&gt;
*[[Theme]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;OOC Information&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Character Abilities]]&lt;br /&gt;
*[[Character Attributes]]&lt;br /&gt;
*[[Character Generation]]&lt;br /&gt;
*[[Character Jobs]]&lt;br /&gt;
*[[Character Skills]]&lt;br /&gt;
*[[Code Updates]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Rules]]&lt;br /&gt;
*[[Summoner Rules]]&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=610</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=610"/>
				<updated>2010-04-14T17:53:23Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Chronicles of Ivalice&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to Chronicles of Ivalice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Connecting&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[telnet://coi.ginkosoft.com:1771 Connect to coi.ginkosoft.com port 1771 using Telnet]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;RP&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Character Biographies]]&lt;br /&gt;
*[[Cities and Locations]]&lt;br /&gt;
*Faith, [[Religion &amp;amp; Spirits]]&lt;br /&gt;
*[[Spirit World]]&lt;br /&gt;
*[[RP Logs]]&lt;br /&gt;
*[[Theme]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;OOC Information&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Character Abilities]]&lt;br /&gt;
*[[Character Attributes]]&lt;br /&gt;
*[[Character Generation]]&lt;br /&gt;
*[[Character Jobs]]&lt;br /&gt;
*[[Character Skills]]&lt;br /&gt;
*[[Code Updates]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Rules]]&lt;br /&gt;
*[[Summoner Rules]]&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=609</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=609"/>
				<updated>2010-04-14T17:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** portal-url|portal&lt;br /&gt;
** currentevents-url|currentevents&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** telnet://coi.ginkosoft.com:1771|Connect to CoI&lt;br /&gt;
** helppage|help&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=608</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=608"/>
				<updated>2010-04-14T17:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Created page with &amp;#039;* navigation ** mainpage|mainpage-description ** portal-url|portal ** currentevents-url|currentevents ** recentchanges-url|recentchanges ** randompage-url|randompage ** Connect t…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** portal-url|portal&lt;br /&gt;
** currentevents-url|currentevents&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** Connect to CoI|telnet://coi.ginkosoft.com:1771&lt;br /&gt;
** helppage|help&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=602</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=602"/>
				<updated>2010-04-11T23:06:57Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee], [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged], [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Attunement], [Arcana], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Resilience], [Resistance], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Acuity], [Channeling], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance], [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Resilience], [Resistance], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Absorb (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Resilience], [Arcana], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Counterspell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Resilience], [Abjuration], [Spell Defense/[Spell Class]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Redirect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK]  = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK]  = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MHEAL] = Floor( ([Acuity]+[Anumis]) * 1.0 ) + [Magic Healing MHEAL]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=601</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=601"/>
				<updated>2010-04-11T22:47:37Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee], [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged], [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Attunement], [Arcana], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Resilience], [Resistance], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Acuity], [Channeling], [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status (Unfinished)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance], [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?], [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK]  = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK]  = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MHEAL] = Floor( ([Acuity]+[Anumis]) * 1.0 ) + [Magic Healing MHEAL]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=600</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=600"/>
				<updated>2010-04-11T22:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Attunement], [Arcana] + [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Resilience], [Resistance] + [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Acuity], [Channeling] + [Spell/[Spell]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK]  = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK]  = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MHEAL] = Floor( ([Acuity]+[Anumis]) * 1.0 ) + [Magic Healing MHEAL]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=599</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=599"/>
				<updated>2010-04-11T22:31:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK]  = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK]  = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK]  = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MHEAL] = Floor( ([Acuity]+[Anumis]) * 1.0 ) + [Magic Healing MHEAL]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=598</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=598"/>
				<updated>2010-04-11T22:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Healing MHEAL] taken from the magic healing spell (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK] = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK] = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [PATK]  + ( ([PATK]/2)  * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [RATK]  + ( ([RATK]/2)  * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage]  = [MATK]  + ( ([MATK]/2)  * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = [MHEAL] + ( ([MHEAL]/2) * [Random Val] ) - ([MHEAL]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=597</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=597"/>
				<updated>2010-04-11T22:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK] = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK] = Floor( ([Attunement]+[Acuity]) * 1.0 ) + [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [RATK] + ( ([RATK]/2) * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [MATK] + ( ([MATK]/2) * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Animus&amp;diff=596</id>
		<title>Animus</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Animus&amp;diff=596"/>
				<updated>2010-03-17T23:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;60%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|The animus measures how magic affects the body including increased hp and mp healing from spells and items as well as increasing the length of positive statuses.&lt;br /&gt;
|}  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Governing Attribute&amp;#039;&amp;#039;:&lt;br /&gt;
*[[Acuity]]&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Supported Subskills&amp;#039;&amp;#039;:&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #9f9f9f&amp;quot;&amp;gt;To Be Added&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Character Skills]]&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=595</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=595"/>
				<updated>2010-03-08T01:45:48Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = Ceil( [Sides] * [Random Val] )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK] = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK] = Floor( ([Attunement]+[Acuity]) * 1.0 )&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+ [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [RATK] + ( ([RATK]/2) * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [MATK] + ( ([MATK]/2) * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=594</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=594"/>
				<updated>2010-03-03T21:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Add Character Generation Mechanics&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Elemental Effects and add in&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: Finalize Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = [Sides] * [Random Val]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK] = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK] = Floor( ([Attunement]+[Acuity]) * 1.0 )&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+ [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [RATK] + ( ([RATK]/2) * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [MATK] + ( ([MATK]/2) * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=593</id>
		<title>Blobbus System Mechanics Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_System_Mechanics_Notes&amp;diff=593"/>
				<updated>2010-03-03T20:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Created page with &amp;#039;[Roll 1dX: Sides]:&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = [Sides] * [Random Val]&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt;…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Roll 1dX: Sides]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Die] = [Sides] * [Random Val]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Die] &amp;lt; 1 ) [Die] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Die]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll XdY+Z: Count, Sides, Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;for ([Counter] = 0; [Counter] &amp;lt; [Count]; [Count] = [Count] + 1) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll 1dX: [Sides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Points Convert: Points]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count] = ( ([Points]-1) / 6 ) + 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Sides] = 12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Modifier] = ([Points]-1) % 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Count],[Sides],[Modifier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Dice Check: Stat, Skill, Subskill]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Total] = ([Stat]+[Skill]+[Subskill])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Level] = Floor( [Total]/3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Fraction] = ( [Total] % 3 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Roll XdY+Z: [Points Convert: Total]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ( [Fraction] &amp;gt;= 0 ) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Rolls a die with [Fraction]+1 sides and a -1 modifier and adds it to the result&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Result] = [Result] + [Roll XdY+1: 1, [Fraction]+1, -1 ]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Return [Result]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Dexterity], [Brawl], [Brawl/[Brawl Attack]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Strength], [Melee] + [Melee/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [Insight], [Ranged] + [Ranged/[Weapon]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense To-Hit Roll:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Dexterity], [Agility], [Agility/Dodge])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Strength], [Athletics], [Athletics/Parry])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Parry&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [Stamina], [Endurance] + [Endurance/Block])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Block&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Defense Check] = [Dice Check: [?], [?] + [?/[?]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Damage Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;0.0 &amp;lt;= [Random Val] &amp;lt;= 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Brawl Attack ATK] taken from brawl attack, or generic brawl boosting ability (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Weapon Attack ATK] taken from weapon&amp;#039;s attack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Magic Attack MATK] taken from the magic attack (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Brawl Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[PATK] = Floor( ([Strength]+[Dexterity]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[RATK] = Floor( ([Insight]+[Intelligance]) * 1.5 ) + [Weapon Attack ATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MATK] = Floor( ([Attunement]+[Acuity]) * 1.0 )&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+ [Magic Attack MATK]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;? = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Brawl&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [PATK] + ( ([PATK]/2) * [Random Val] ) - ([PATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Melee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [RATK] + ( ([RATK]/2) * [Random Val] ) - ([RATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Ranged&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Attack Damage] = [MATK] + ( ([MATK]/2) * [Random Val] ) - ([MATK]/4)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Damage (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Healing Amount] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Healing (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Status Effect Duration] = ?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// Magic Status Effect (Unfinished)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defense Soak Roll&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[DEF] = Floor( ([Strength]+[Stamina]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[MDEF] = Floor( ([Resilience]+[Willpower]) / 1.5 )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;// [Armor DEF] summed for all armor items and status buffs&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [DEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage Soak] = [MDEF] + [Armor DEF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Final Calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;if ([Attack Check] &amp;gt; [Defense Check]) {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = Floor( [Attack Damage] * ([Defense Soak] / 100) )&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If ([Damage] &amp;lt; 1) [Damage] = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;} else {&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Damage] = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum HP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 100&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum HP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum MP:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base] = 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Increase] = 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Multiplier] = 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat] = [Stamina]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Count],[Sides],[Modifier] = [Points Convert: [Stat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Base Value] = [Base] + ([Stat]*[Mult])&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Stat Value] = ([Count]*0.01) + ([Modifier]*(0.01/6))&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Raise Value] = [Raise] * [Multiplier]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[Maximum MP] = Floor( [Base Value] * (1+([Stat Value]*[Level])) ) + [Raise Value]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_ZTS_Notes&amp;diff=592</id>
		<title>Blobbus ZTS Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_ZTS_Notes&amp;diff=592"/>
				<updated>2010-02-27T04:18:21Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General: ZTS Fundamental Structure==&lt;br /&gt;
&lt;br /&gt;
There will exist a concept known as a &amp;quot;Time Queue&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
There will exist a concept known as a &amp;quot;Queued Event&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Time Queue can contain Zero or More Queued Events&amp;lt;br&amp;gt;&lt;br /&gt;
An action exists known as &amp;quot;Enqueueing an Event&amp;quot;, this action creates a new Queued Event, sets all of its Associated Values, and then places it into the Time Queue.&amp;lt;br&amp;gt;&lt;br /&gt;
An action exists known as &amp;quot;Dequeueing an Event&amp;quot;, this action removes an existing Queued Event that is located in the Time Queue from the Time Queue, then destroys the Queued Event.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Queued Event will have a concept known as a Payload.&amp;lt;br&amp;gt;&lt;br /&gt;
The Payload will specify what actions are to be taken when the Queued Event is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Queued Event will have Associated Values.&amp;lt;br&amp;gt;&lt;br /&gt;
One of these Associated Values is the Event Timer of the Queued Event.&amp;lt;br&amp;gt;&lt;br /&gt;
The Event Timer will be set to an Initial Value by whatever entity places that Queued Event into the Time Queue.&amp;lt;br&amp;gt;&lt;br /&gt;
The Event Timer can also be reset to a new Initial Value by some other entity if permitted.&amp;lt;br&amp;gt;&lt;br /&gt;
One of these Associated Values is the Speed Rating of the Queued Event.&amp;lt;br&amp;gt;&lt;br /&gt;
The Speed Rating will be set to an Initial Value by whatever entity places that Queued Event into the Time Queue.&amp;lt;br&amp;gt;&lt;br /&gt;
This Speed Rating Initial Value can be derived from Stats, Bonuses, and/or any Specific Values that are appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There will exist a concept known as a &amp;quot;Time Tick&amp;quot;, also known as a &amp;quot;Tick&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Time Tick is a generic measurement of time not anchored to any other particular measurement.&amp;lt;br&amp;gt;&lt;br /&gt;
An action exists known as &amp;quot;Activating the Time Queue&amp;quot; or &amp;quot;Resuming the Time Queue&amp;quot;, this action causes the Time Queue to repeatedly generate Time Ticks at regular intervals, and can only be performed when the Time Queue is Paused.&amp;lt;br&amp;gt;&lt;br /&gt;
An action exists known as &amp;quot;Pausing the Time Queue&amp;quot;, this action causes the Time Queue to cease repeatedly generating Time Ticks at regular intervals, and can only be performed when the Time Queue is Paused.&amp;lt;br&amp;gt;&lt;br /&gt;
A Time Queue, when active, will repeatedly generate Time Ticks at regular intervals.&amp;lt;br&amp;gt;&lt;br /&gt;
For each Time Tick that occurs, the Speed Rating is subtracted from the Event Timer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an Event Timer is Less Than or Equal to Zero, then that Queued Event occurs during this Time Tick.&amp;lt;br&amp;gt;&lt;br /&gt;
If multiple Queued Events occur during one single Time Tick, then they are considered to occur in a specific order as defined by the rules below:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Create an Active Event List by placing all Queued Events that have Event Timers that are Less Than or Equal to Zero into it.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Create a Temporary Event List by placing all Queued Events from the Active Event List into it.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perform the following Elimination Steps on the Temporary Event List, in order, until only one Queued Event is left in the Temporary Event List. When only one Queued Event is left in the Temporary Event List, skip directly past any remaining Elimination Steps to arrive at Step 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;A. Eleminate any item in the Temporary Event List that has an Event Timer with a value Greater Than the value of the Event Timer of any Queued Event that still exists in the Temporary Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;B. Eliminate any item in the Temporary Event List that has a Speed Rating with a value Greater Than the value of the Speed Rating of any Queued Event that still exists in the Temporary Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;C. Roll dice to determine the Temporary Roll Value for each item still in the Temporary Event List, eliminate any item in the Temporary Event List that has a Temporary Roll Value with a value Greater Than the value of the Temporary Roll Value of any Queued Event that still exists in the Temporary Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;D. Repeat Elimination Step C until only one Queued Event is left in the Temporary Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
4. At the time that only one Queued Event is left in the Temporary Event List, that one Queued Event becomes the Current Event.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Remove the Current Event from the Temporary Event List and discard the now empty Temporary Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Remove the Current Event from the Active Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Perform the Payload of the Current Event by following the actions specified by the Payload of the Current Event.&amp;lt;br&amp;gt;&lt;br /&gt;
8. If Queued Events still exist in the Active Event List, jump to Step 2 and continue from there.&amp;lt;br&amp;gt;&lt;br /&gt;
9. At the time that zero Queued Events are left in the Active Event List, discard the now empty Active Event List.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Perform the next Time Tick and then jump to Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General: ZTS and Combat==&lt;br /&gt;
&lt;br /&gt;
1. All Combat Entities such as Players, Enemies, and NPCs who will be participating shall be selected.&amp;lt;br&amp;gt;&lt;br /&gt;
2. All Combat Entities shall be either Individual Entities or part of a Combat Party.&amp;lt;br&amp;gt;&lt;br /&gt;
3. When combat is started, all Combat Entities will Enqueue an Event into the Time Queue with the Initial Value of the Event Timer set to a Predetermined Value, the Speed Rating derived from their Base Stats, and the Payload set to the &amp;quot;Active Turn&amp;quot; payload.&amp;lt;br&amp;gt;&lt;br /&gt;
4. The Time Queue shall be activated and it will start the Time Tick sequence.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Combat will end when only one Combat Entity or Combat Party remains active, all remaining Combat Entities or Combat Parties agree to cease hostilities, or a judge declares Combat to be over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Payload: Active Turn==&lt;br /&gt;
&lt;br /&gt;
The Time Queue shall be Paused.&amp;lt;br&amp;gt;&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it is shall have their &amp;quot;Active Turn&amp;quot; Queued Event Dequeued.&amp;lt;br&amp;gt;&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it currently is shall be notified of their turn occurring.&amp;lt;br&amp;gt;&lt;br /&gt;
The Combat Entity will specify an Action which will come with a Payload.&amp;lt;br&amp;gt;&lt;br /&gt;
The Payload of the Action specified by the Combat Entity shall be performed.&amp;lt;br&amp;gt;&lt;br /&gt;
The Time Queue shall be Resumed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attacking==&lt;br /&gt;
&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it currently is shall be known as the Attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
The Attacker shall declare an Attack to perform as the Chosen Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
The Attacker shall declare one or more Combat Entities as Defenders.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Defender shall declare a Defense to perform as the Chosen Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
At any point after the Attacker has declared the Defenders, either the Attackers or the Defenders can declare a Redo.&amp;lt;br&amp;gt;&lt;br /&gt;
When a Redo has been declared, all other Attackers or Defenders can either Agree or Disagree.&amp;lt;br&amp;gt;&lt;br /&gt;
If all eligible Attackers and Defenders chose to Agree, then the process followed so far in this payload will be cancelled out and the Attacker who&amp;#039;s turn that it is currently will start their turn over from immediately before they declared this Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If there are one or more Attackers or Defenders that choose to Disagree, then the Redo process is completed and cannot be called again for this Attack Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Proceedings will not continue until either all Attackers and Defenders have chosen to Agree, or until one Attacker or Defender has chosen to Disagree.&amp;lt;br&amp;gt;&lt;br /&gt;
An &amp;quot;Attack Begins&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Charge Time)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attack Begins==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;Attack Begins&amp;quot; event shall be Dequeued.&amp;lt;br&amp;gt;&lt;br /&gt;
All calculations pertaining to the Chosen Attack and Chosen Defense shall be performed.&amp;lt;br&amp;gt;&lt;br /&gt;
An &amp;quot;Attack Ends&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Attack Duration)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attack Ends==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;Attack Ends&amp;quot; event shall be Dequeued.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects as described by the calculations performed during the &amp;quot;Attack Begins&amp;quot; event shall be applied and notified.&amp;lt;br&amp;gt;&lt;br /&gt;
An &amp;quot;Active Turn&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Cooldown Time)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Blobbus_ZTS_Notes&amp;diff=591</id>
		<title>Blobbus ZTS Notes</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Blobbus_ZTS_Notes&amp;diff=591"/>
				<updated>2010-02-27T04:11:41Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Created page with &amp;#039;==General: ZTS Fundamental Structure==  There will exist a concept known as a &amp;quot;Time Queue&amp;quot;. There will exist a concept known as a &amp;quot;Queued Event&amp;quot;. The Time Queue can contain Zero …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General: ZTS Fundamental Structure==&lt;br /&gt;
&lt;br /&gt;
There will exist a concept known as a &amp;quot;Time Queue&amp;quot;.&lt;br /&gt;
There will exist a concept known as a &amp;quot;Queued Event&amp;quot;.&lt;br /&gt;
The Time Queue can contain Zero or More Queued Events&lt;br /&gt;
An action exists known as &amp;quot;Enqueueing an Event&amp;quot;, this action creates a new Queued Event, sets all of its Associated Values, and then places it into the Time Queue.&lt;br /&gt;
An action exists known as &amp;quot;Dequeueing an Event&amp;quot;, this action removes an existing Queued Event that is located in the Time Queue from the Time Queue, then destroys the Queued Event.&lt;br /&gt;
Every Queued Event will have a concept known as a Payload.&lt;br /&gt;
The Payload will specify what actions are to be taken when the Queued Event is performed.&lt;br /&gt;
Every Queued Event will have Associated Values.&lt;br /&gt;
One of these Associated Values is the Event Timer of the Queued Event.&lt;br /&gt;
The Event Timer will be set to an Initial Value by whatever entity places that Queued Event into the Time Queue.&lt;br /&gt;
The Event Timer can also be reset to a new Initial Value by some other entity if permitted.&lt;br /&gt;
One of these Associated Values is the Speed Rating of the Queued Event.&lt;br /&gt;
The Speed Rating will be set to an Initial Value by whatever entity places that Queued Event into the Time Queue.&lt;br /&gt;
This Speed Rating Initial Value can be derived from Stats, Bonuses, and/or any Specific Values that are appropriate.&lt;br /&gt;
&lt;br /&gt;
There will exist a concept known as a &amp;quot;Time Tick&amp;quot;, also known as a &amp;quot;Tick&amp;quot;.&lt;br /&gt;
A Time Tick is a generic measurement of time not anchored to any other particular measurement.&lt;br /&gt;
An action exists known as &amp;quot;Activating the Time Queue&amp;quot; or &amp;quot;Resuming the Time Queue&amp;quot;, this action causes the Time Queue to repeatedly generate Time Ticks at regular intervals, and can only be performed when the Time Queue is Paused.&lt;br /&gt;
An action exists known as &amp;quot;Pausing the Time Queue&amp;quot;, this action causes the Time Queue to cease repeatedly generating Time Ticks at regular intervals, and can only be performed when the Time Queue is Paused.&lt;br /&gt;
A Time Queue, when active, will repeatedly generate Time Ticks at regular intervals.&lt;br /&gt;
For each Time Tick that occurs, the Speed Rating is subtracted from the Event Timer.&lt;br /&gt;
&lt;br /&gt;
If an Event Timer is Less Than or Equal to Zero, then that Queued Event occurs during this Time Tick.&lt;br /&gt;
If multiple Queued Events occur during one single Time Tick, then they are considered to occur in a specific order as defined by the rules below:&lt;br /&gt;
1. Create an Active Event List by placing all Queued Events that have Event Timers that are Less Than or Equal to Zero into it.&lt;br /&gt;
2. Create a Temporary Event List by placing all Queued Events from the Active Event List into it.&lt;br /&gt;
3. Perform the following Elimination Steps on the Temporary Event List, in order, until only one Queued Event is left in the Temporary Event List. When only one Queued Event is left in the Temporary Event List, skip directly past any remaining Elimination Steps to arrive at Step 4.&lt;br /&gt;
	A. Eleminate any item in the Temporary Event List that has an Event Timer with a value Greater Than the value of the Event Timer of any Queued Event that still exists in the Temporary Event List.&lt;br /&gt;
	B. Eliminate any item in the Temporary Event List that has a Speed Rating with a value Greater Than the value of the Speed Rating of any Queued Event that still exists in the Temporary Event List.&lt;br /&gt;
	C. Roll dice to determine the Temporary Roll Value for each item still in the Temporary Event List, eliminate any item in the Temporary Event List that has a Temporary Roll Value with a value Greater Than the value of the Temporary Roll Value of any Queued Event that still exists in the Temporary Event List.&lt;br /&gt;
	D. Repeat Elimination Step C until only one Queued Event is left in the Temporary Event List.&lt;br /&gt;
4. At the time that only one Queued Event is left in the Temporary Event List, that one Queued Event becomes the Current Event.&lt;br /&gt;
5. Remove the Current Event from the Temporary Event List and discard the now empty Temporary Event List.&lt;br /&gt;
6. Remove the Current Event from the Active Event List.&lt;br /&gt;
7. Perform the Payload of the Current Event by following the actions specified by the Payload of the Current Event.&lt;br /&gt;
8. If Queued Events still exist in the Active Event List, jump to Step 2 and continue from there.&lt;br /&gt;
9. At the time that zero Queued Events are left in the Active Event List, discard the now empty Active Event List.&lt;br /&gt;
10. Perform the next Time Tick and then jump to Step 1.&lt;br /&gt;
&lt;br /&gt;
==General: ZTS and Combat==&lt;br /&gt;
&lt;br /&gt;
1. All Combat Entities such as Players, Enemies, and NPCs who will be participating shall be selected.&lt;br /&gt;
2. All Combat Entities shall be either Individual Entities or part of a Combat Party.&lt;br /&gt;
3. When combat is started, all Combat Entities will Enqueue an Event into the Time Queue with the Initial Value of the Event Timer set to a Predetermined Value, the Speed Rating derived from their Base Stats, and the Payload set to the &amp;quot;Active Turn&amp;quot; payload.&lt;br /&gt;
4. The Time Queue shall be activated and it will start the Time Tick sequence.&lt;br /&gt;
5. Combat will end when only one Combat Entity or Combat Party remains active, all remaining Combat Entities or Combat Parties agree to cease hostilities, or a judge declares Combat to be over.&lt;br /&gt;
&lt;br /&gt;
==Payload: Active Turn==&lt;br /&gt;
&lt;br /&gt;
The Time Queue shall be Paused.&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it is shall have their &amp;quot;Active Turn&amp;quot; Queued Event Dequeued.&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it currently is shall be notified of their turn occurring.&lt;br /&gt;
The Combat Entity will specify an Action which will come with a Payload.&lt;br /&gt;
The Payload of the Action specified by the Combat Entity shall be performed.&lt;br /&gt;
The Time Queue shall be Resumed.&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attacking==&lt;br /&gt;
&lt;br /&gt;
The Combat Entity who&amp;#039;s turn it currently is shall be known as the Attacker.&lt;br /&gt;
The Attacker shall declare an Attack to perform as the Chosen Attack.&lt;br /&gt;
The Attacker shall declare one or more Combat Entities as Defenders.&lt;br /&gt;
Each Defender shall declare a Defense to perform as the Chosen Defense.&lt;br /&gt;
At any point after the Attacker has declared the Defenders, either the Attackers or the Defenders can declare a Redo.&lt;br /&gt;
When a Redo has been declared, all other Attackers or Defenders can either Agree or Disagree.&lt;br /&gt;
If all eligible Attackers and Defenders chose to Agree, then the process followed so far in this payload will be cancelled out and the Attacker who&amp;#039;s turn that it is currently will start their turn over from immediately before they declared this Attack Action.&lt;br /&gt;
If there are one or more Attackers or Defenders that choose to Disagree, then the Redo process is completed and cannot be called again for this Attack Action.&lt;br /&gt;
Proceedings will not continue until either all Attackers and Defenders have chosen to Agree, or until one Attacker or Defender has chosen to Disagree.&lt;br /&gt;
An &amp;quot;Attack Begins&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Charge Time)&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attack Begins==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;Attack Begins&amp;quot; event shall be Dequeued.&lt;br /&gt;
All calculations pertaining to the Chosen Attack and Chosen Defense shall be performed.&lt;br /&gt;
An &amp;quot;Attack Ends&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Attack Duration)&lt;br /&gt;
&lt;br /&gt;
==Action Payload: Attack Ends==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;Attack Ends&amp;quot; event shall be Dequeued.&lt;br /&gt;
The effects as described by the calculations performed during the &amp;quot;Attack Begins&amp;quot; event shall be applied and notified.&lt;br /&gt;
An &amp;quot;Active Turn&amp;quot; event shall be Enqueued with the Initial Value of the Event Timer set to a Predetermined Value as set by the Chosen Attack. (Cooldown Time)&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=590</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=590"/>
				<updated>2010-02-26T08:38:21Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=550</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=550"/>
				<updated>2010-02-18T03:24:23Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (+attack +defend +calc +equip) (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=549</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=549"/>
				<updated>2010-02-18T03:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Testing and Debugging&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=548</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=548"/>
				<updated>2010-02-18T03:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=546</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=546"/>
				<updated>2010-02-18T00:09:20Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=533</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=533"/>
				<updated>2010-02-17T20:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=364</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=364"/>
				<updated>2010-02-16T21:37:02Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=363</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=363"/>
				<updated>2010-02-16T19:55:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=362</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=362"/>
				<updated>2010-02-15T14:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Automation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Design Finalization&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Zero-Time System Full Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Combat Timings and Initiative&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Initiative Claculation&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Turn Ordering&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attack Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Defensive Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Casting Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Timing&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ZTS Integration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effect Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Spells&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elements Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Element List&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Healing Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Status Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other Effects&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated) (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item Equipping Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Weapon Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Brawl Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Default Defense Selection Support&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Setup/Reset Combat Support (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Placeholder Weapons/Armor/Accessories/Items (Testing Purposes)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=361</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=361"/>
				<updated>2010-02-12T01:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Update on combat system status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Automating Combat and Combining With ZTS&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elemental Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Placeholder Weapons/Armor/Accessories/Items&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;+attack (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;+defend (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;+calc (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: &amp;amp;nbsp;&amp;amp;nbsp;+equip (Non-Automated)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=38</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=38"/>
				<updated>2010-02-03T05:34:42Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elemental Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Placeholder Weapons/Armor/Accessories/Items&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=37</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=37"/>
				<updated>2010-02-03T05:34:11Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Economy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Crafting System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Job System&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: XP and Character Advancement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Other Subskills&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Usability Code: Database Interface (DBI)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Elemental Damage/Healing/Effects/Etc&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Magical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: MATK/MDEF Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Placeholder Weapons/Armor/Accessories/Items&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Physical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Stat Check Roller (+check)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Sheet (+sheet sheet @sheet)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Character Generator (+chargen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Polling System (+poll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Mail System (+mail)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: Account System (+account)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: Dice Roller (+dice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Teleportation Program (+ic +ooc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Color Key&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;Incomplete&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;In Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;Completed&amp;lt;/span&amp;gt;&lt;br /&gt;
* Non Current&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=36</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=36"/>
				<updated>2010-02-03T05:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Adjusted some wordings and orderings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Future Plans&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Economy&lt;br /&gt;
*RP System: Crafting System&lt;br /&gt;
*RP System: Job System&lt;br /&gt;
*RP System: XP and Character Advancement&lt;br /&gt;
*RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
*RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
*RP System: Other Subskills&lt;br /&gt;
*RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
*Usability Code: Database Interface (DBI)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Elemental Damage/Healing/Effects/Etc&lt;br /&gt;
*RP System: Magical Combat&lt;br /&gt;
*RP System: MATK/MDEF Derived Stats&lt;br /&gt;
*RP System: Placeholder Weapons/Armor/Accessories/Items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Physical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*Character Stat Check Roller (+check)&lt;br /&gt;
*Character Sheet (+sheet sheet @sheet)&lt;br /&gt;
*Character Generator (+chargen)&lt;br /&gt;
*Usability Code: Polling System (+poll)&lt;br /&gt;
*Usability Code: Mail System (+mail)&lt;br /&gt;
*Usability Code: Account System (+account)&lt;br /&gt;
*RP System: Skills&lt;br /&gt;
*RP System: Stats&lt;br /&gt;
*RP System: Dice Roller (+dice)&lt;br /&gt;
*Usability Code: IC/OOC Teleportation Program (+ic +ooc)&lt;br /&gt;
*Usability Code: IC/OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&lt;br /&gt;
*Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=35</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=35"/>
				<updated>2010-02-03T03:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Testing Colorings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Future Plans&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Economy&lt;br /&gt;
*RP System: Crafting System&lt;br /&gt;
*RP System: Job System&lt;br /&gt;
*RP System: XP and Character Advancement&lt;br /&gt;
*RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
*RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
*RP System: Other Subskills&lt;br /&gt;
*RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
*Usability Code: Database Interface (DBI)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Elemental Damage/Healing/Effects/Etc&lt;br /&gt;
*RP System: Magical Combat&lt;br /&gt;
*RP System: MATK/MDEF Derived Stats&lt;br /&gt;
*RP System: Placeholder Weapons/Armor/Accessories/Items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #7F0000&amp;quot;&amp;gt;RP System: Physical Combat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #007F00&amp;quot;&amp;gt;RP System: Combat Subskills&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: HP/MP Current Stat&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #0000BF&amp;quot;&amp;gt;RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*Character Stat Check Roller (+check)&lt;br /&gt;
*Character Sheet (+sheet sheet @sheet)&lt;br /&gt;
*Character Generator (+chargen)&lt;br /&gt;
*Usability Code: Polling System (+poll)&lt;br /&gt;
*Usability Code: Mail System (+mail)&lt;br /&gt;
*Usability Code: Account System (+account)&lt;br /&gt;
*RP System: Skills&lt;br /&gt;
*RP System: Stats&lt;br /&gt;
*RP System: Dice Roller (+dice)&lt;br /&gt;
*Usability Code: IC/OOC Teleporter Program (+ic +ooc)&lt;br /&gt;
*Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&lt;br /&gt;
*Usability Code: OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=34</id>
		<title>Code Updates</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Code_Updates&amp;diff=34"/>
				<updated>2010-02-03T03:22:22Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Initial listing of all relevant items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Future Plans&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Economy&lt;br /&gt;
*RP System: Crafting System&lt;br /&gt;
*RP System: Job System&lt;br /&gt;
*RP System: XP and Character Advancement&lt;br /&gt;
*RP System: Weapons/Armor/Accessories/Items&lt;br /&gt;
*RP System: Zero-Time System for Initiative Calculation (ZTS)&lt;br /&gt;
*RP System: Other Subskills&lt;br /&gt;
*RP System: Abilities/Specials/Spells/Etc.&lt;br /&gt;
*Usability Code: Database Interface (DBI)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Planning&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Elemental Damage/Healing/Effects/Etc&lt;br /&gt;
*RP System: Magical Combat&lt;br /&gt;
*RP System: MATK/MDEF Derived Stats&lt;br /&gt;
*RP System: Placeholder Weapons/Armor/Accessories/Items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*RP System: Physical Combat&lt;br /&gt;
*RP System: Combat Subskills&lt;br /&gt;
*RP System: HP/MP Current Stat&lt;br /&gt;
*RP System: PATK/RATK/DEF/MHP/MMP Derived Stats&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Completed Coding&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*Character Stat Check Roller (+check)&lt;br /&gt;
*Character Sheet (+sheet sheet @sheet)&lt;br /&gt;
*Character Generator (+chargen)&lt;br /&gt;
*Usability Code: Polling System (+poll)&lt;br /&gt;
*Usability Code: Mail System (+mail)&lt;br /&gt;
*Usability Code: Account System (+account)&lt;br /&gt;
*RP System: Skills&lt;br /&gt;
*RP System: Stats&lt;br /&gt;
*RP System: Dice Roller (+dice)&lt;br /&gt;
*Usability Code: IC/OOC Teleporter Program (+ic +ooc)&lt;br /&gt;
*Usability Code: IC/OOC Status Program (goic goooc goafk goidl godnd gojdg gowiz)&lt;br /&gt;
*Usability Code: OOC Aware say/pose program (say pose osay opose ic ooc tb sayhelp)&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	<entry>
		<id>http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://coimuck.com/wiki/index.php?title=Main_Page&amp;diff=2"/>
				<updated>2009-09-04T04:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Blobbus: Replaced content with &amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Chronicles of Ivalice&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Chronicles of Ivalice&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blobbus</name></author>	</entry>

	</feed>