STAT.MSG (Fallout 2)

{100}{}{Strength} {101}{}{Perception} {102}{}{Endurance} {103}{}{Charisma} {104}{}{Intelligence} {105}{}{Agility} {106}{}{Luck} {107}{}{Maximum Hit Points} {108}{}{Maximum Action Points} {109}{}{Armor Class} {110}{}{Unarmed Damage} {111}{}{Melee Damage} {112}{}{Carry Weight} {113}{}{Sequence} {114}{}{Healing Rate} {115}{}{Critical Chance} {116}{}{Better Criticals} {117}{}{Damage Threshold} {118}{}{Damage Threshold Laser} {119}{}{Damage Threshold Fire} {120}{}{Damage Threshold Plasma} {121}{}{Damage Threshold Electrical} {122}{}{Damage Threshold EMP} {123}{}{Damage Threshold Explosion} {124}{}{Damage Resistance} {125}{}{Damage Resistance Laser} {126}{}{Damage Resistance Fire} {127}{}{Damage Resistance Plasma} {128}{}{Damage Resistance Electrical} {129}{}{Damage Resistance EMP} {130}{}{Damage Resistance Explosion} {131}{}{Radiation Resistance} {132}{}{Poison Resistance} {133}{}{Age} {134}{}{Gender} {135}{}{Current Hit Points} {136}{}{Current Poison Level} {137}{}{Current Radiation Level} {200}{}{Raw physical strength. A high Strength is good for physical characters. Modifies: Hit Points, Melee Damage, and Carry Weight.} {201}{}{The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter. Modifies: Sequence and ranged combat distance modifiers.} {202}{}{Stamina and physical toughness. A character with a high Endurance will survive where others may not. Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional hit points per level.} {203}{}{A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words. Modifies: NPC reactions, and barter prices.} {204}{}{Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: the number of new skill points per level, dialogue options, and many skills.} {205}{}{Coordination and the ability to move well. A high Agility is important for any active character. Modifies: Action Points, Armor Class, Sequence, and many skills.} {206}{}{Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.} {207}{}{How much damage your character can take before dying. If you reach 0 HP or less, you are dead.} {208}{}{The number of actions that the character can take during one combat turn.} {209}{}{Modifies the chance to hit this particular character.} {210}{}{The amount of bonus damage your character does in hand-to-hand combat.} {211}{}{The amount of bonus damage your character does in hand-to-hand combat.} {212}{}{The maximum amount of equipment your character can carry, in pounds.} {213}{}{Determines how soon in a combat turn your character can react.} {214}{}{At the end of each day, your character will heal 1 HP for each point of Healing Rate. When you rest, you heal every six hours.} {215}{}{The chance to cause a critical hit in combat is increased by this amount.} {216}{}{Better Criticals} {217}{}{Damage Threshold} {218}{}{Damage Threshold Laser} {219}{}{Damage Threshold Fire} {220}{}{Damage Threshold Plasma} {221}{}{Damage Threshold Electrical} {222}{}{Damage Threshold EMP} {223}{}{Damage Threshold Explosion} {224}{}{Any damage taken is reduced by this amount. Damage Resistance can be increased by wearing armor.} {225}{}{Damage Resistance Laser} {226}{}{Damage Resistance Fire} {227}{}{Damage Resistance Plasma} {228}{}{Damage Resistance Electrical} {229}{}{Damage Resistance EMP} {230}{}{Damage Resistance Explosion} {231}{}{The amount of radiation you are exposed to is reduced by this percentage. Radiation Resistance can be modified by the type of armor worn, and anti-radiation chems.} {232}{}{Reduces poison damage by this amount.} {233}{}{Age} {234}{}{Gender} {235}{}{Current Hit Points} {236}{}{Current Poison Level} {237}{}{Current Radiation Level} {301}{}{V. Bad} {302}{}{Bad} {303}{}{Poor} {304}{}{Fair} {305}{}{Average} {306}{}{Good} {307}{}{V. Good}        # Abbreviated for character editor {308}{}{Great} {309}{}{Excellent} {310}{}{Heroic} {400}{}{Unspent Skill Points} {401}{}{Level} {402}{}{Experience} {403}{}{Reputation} {404}{}{Karma} {500}{}{Points earned by going up a Level. Can be used to increase a skill by 1%, or a tag skill by 2%, per point spent.} {501}{}{The general competency of the player character. A measure of your experience and abilities.} {502}{}{A reward for completing specific tasks, or defeating enemies in combat. More experience points are required to attain higher Levels.} {503}{}{What the world knows of your actions and deeds. This will modify NPC reactions.} {504}{}{The effects of actions that you have taken. Important information will be displayed.}
 * 1) 	 Messages from stat.c
 * 2) 	 STAT NAMES
 * 1) 	 STAT NAMES
 * 1) 	 STAT NAMES
 * 1) 	 STAT NAMES
 * 1) 	 STAT DESCRIPTIONS
 * 2) @ Basic stats @
 * 3) Strength
 * 1) @ Basic stats @
 * 2) Strength
 * 1) Strength
 * 1) Perception
 * 1) Endurance
 * 1) Charisma
 * 1) Intelligence
 * 1) Agility
 * 1) Luck
 * 1) Derived/Non Derived stats
 * 2) Maximum Hit Points
 * 1) Maximum Hit Points
 * 1) Maximum Hit Points
 * 1) Maximum Action Points
 * 1) Armor Class
 * 1) Unarmed Damage
 * 1) Carry Weight
 * 1) Sequence
 * 1) Healing Rate
 * 1) Critical Chance
 * 1) Damage Resistance
 * 1) Radiation Resistance
 * 1) Poison Resistance
 * 1) STAT LEVEL DESCRIPTIONS
 * 1) STAT LEVEL DESCRIPTIONS
 * 1) 	 PC STAT NAMES
 * 1) 	 PC STAT NAMES
 * 1) 	 PC STAT DESCRIPTIONS
 * 2) Unspent Skill Points
 * 1) Unspent Skill Points
 * 1) Unspent Skill Points
 * 1) Level
 * 1) Experience
 * 1) Reputation
 * 1) Karma

{600}{}{You have gone up a level.}
 * 1)  Experience-gain messages
 * 1)  Experience-gain messages