PRELIMINARY CONCEPT  - THIS IS NOT CODED OR FINAL YET!!!


As to damage caused by weapons:

itemdesc.cfg must have these entries for each weapon:

    ewBaseDamage    2d4+1       //this value is used to determine HP damage
    ewBaseStamDmg   1d4         //this value is used to determine STAM damage
    
Note these values in teh itemdesc are overwritten by cprops of the same name on the weapon item!

            -   average damage takes these values.
                                    
            
As a note for good defaults:

        Stamina and HP range from 50-250 on players.
        
        -> instant kills should NOT be the rule... so good HP-DAMAGE averages around 10 
        -> stamina regenerates fast... but is also used in the strike... average 10 is good though
        

        REMEMBER: Players on matrix don't regenerate like on osi... if you got 100 HP but 80 damage
                  it means the combat is over for you... at least for the next 2 days.
                  
                  
                  
                  
Note: Damage checks in scripts work as such:
        
        - first the attacker checks if he would have hit (Note: an opponent facing away from
          the attacker will be more easy to hit by a certain factor:)
             - attacking slightly left/right: -3% difficulty
             - attacking from the sides:      -10% difficulty
             - attacking from rear sides:     -25% difficulty
             - attacking from behind:         -33% difficulty
        
        - then the defender looks how good the attack was done and if he can block/evade it 
          ...this basically reduces the attack's quality (or increases it on dramatic failures!)
          
      Most attack moves use these constants:
      
        - const COMBATMOVE_BASEBLOCKDIFFICULTY:=50;
      
      As said first the attacker checks if he would hit the opponent... if he misses anyway bad luck,
      but if he hits, the COMBATMOVE_BASEBLOCKCHANCE will be modified by the attackers "success"
      the better the attack, the harder it will be to block. -> based on this base is the block chance.
      On active blocks (more on that later) the defender may get a bonus for knowing the attackers weapon.
      
      the result of this becomes the difficulty for the block. Difficulty cannot exceed 90 points and 
      cannot go below 20...
           
      - the blockers skillcheck will then be done. 
      
        Now we look at the result of the block. Depending on the parameters passed from the block 
        script we know these options:
        
        - active block (only works if facing the attacker! +-1 facing)
        - active parry
        - active dodge
        - passive evade
        
        active means, that the opponent was facing you and trying to escape, either by 
        blocking with a shield, parrying with an own weapon or dodging the attack.
        
        passive evades mean that either you come from the sides or the victim is otherwise busy. Worst
        case there always is a small chance for the victim to evade based on dexterity though. (A 1%
        chance for every 10 points of dexterity - after all modifiers are played)
        
        Depending on the evasive action, the result will be one of these:
        
        BLOCK:  fairly easy, and if successfull with a shield-block HP damage will be 0 
                automatically, yet stamina damage will go through in various large amounts 
                depending on block success level.
                (defender gains shield skill)
                        
        PARRY:  fairly easy, yet if the block isn't perfect, there's a good chance for damage to 
                go through.
                (defender gains skill in his own weapon)
                        
        DODGE:  average difficult, mostly blocks all damage, but failure mostly ends in full damage.
                (defender gains skill in attacker's weapon)
        
        EVADE:  similar to dodge but harder, since the victim is not concentrated on the attacker.
                (not concentrating on attacker -> no skillgain for defender)
                
                Note: a good evade returns a bonus of maybe +30 at most! 
                -> ~30% chance to work if attacker and defender got same dexterity.
                -> max. difference/2 is 100/2=50 difference +80% chance then -> limited at 1-95% to evade
        
        - based on this the damage chances and amounts are corrected. 
          Note: that if the defender evades only, there is a 5% chance to still gain damage.
          
          
          ====> ONLY NOW WE CHECK IF WE ACTUALLY HIT - and deal damage if needed.
          
        If we now actually hit.... and there is at least 5 actual HP damage remaining to be dealt, 
        there is a chance to deal a critical hit, based on the attackers success and the move being used.
        This can double the remaining damage - and will bypass armor!
        
          ====> if the strike was not critical, now armor absorbtion is substracted
