From 6fb5b63de274b8a8111d35b630c3805fbdc6297f Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Mon, 18 Jul 2022 01:34:50 +0200
Subject: [PATCH] turn wrapfigs into sideboxes

---
 cc.tex      |  5 ++---
 combat.tex  |  8 +++-----
 gm.tex      | 12 ++++++------
 magic.tex   |  4 ++--
 rules.tex   |  8 ++++----
 spheres.tex |  6 ++----
 6 files changed, 19 insertions(+), 24 deletions(-)

diff --git a/cc.tex b/cc.tex
index 8c976f35..f6e18eb2 100644
--- a/cc.tex
+++ b/cc.tex
@@ -311,7 +311,7 @@ When thinking up a new Skill, try to think about how it would work with each Att
 
 \subsection{Academics*}
 
-\begin{wrapfigure}{R}{.2\textwidth} 
+\sidebox{
 
 	\begin{rollchart}
 
@@ -329,7 +329,7 @@ When thinking up a new Skill, try to think about how it would work with each Att
 
 	\end{rollchart}
 
-\end{wrapfigure}
+}
 
 The Academics Skill covers a love of learning facts, many of which can be useful.
 Academics study history, architecture, local politics, literature, and (very commonly) how to study more.
@@ -436,4 +436,3 @@ It is most often rolled with Wits in order to spot people sneaking about, perhap
 One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength + Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert.
 
 \end{multicols}
-
diff --git a/combat.tex b/combat.tex
index 6000e8bf..518c42d7 100644
--- a/combat.tex
+++ b/combat.tex
@@ -568,14 +568,13 @@ Every time someone would lose \glspl{hp}, the character marks off \gls{fp} inste
 Everyone in the world begins with 5 base \gls{fp}.
 This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}.
 The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each adventure.
-\glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual.
+\Glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual.
 As a result, most \glspl{npc} effectively have 0 \gls{fp}.
 The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}.
 
 \subsection{Regaining \glsentrylongpl{fp}}
 
-\begin{wraptable}{O}{.17\textheight}
-
+\sidebox[25]{
 	\begin{xpbox}{C}
 		Base \glsentrytext{fp} & Regeneration \\\hline
 
@@ -587,8 +586,7 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir
 
 		20 & 8 per scene \\
 	\end{xpbox}
-
-\end{wraptable}
+}
 
 At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}.
 Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on.
diff --git a/gm.tex b/gm.tex
index 04e6f295..c940b8a1 100644
--- a/gm.tex
+++ b/gm.tex
@@ -58,7 +58,7 @@ Since people in BIND heal at the real-world rate, players will ask about stoppin
 Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
 \Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
 
-\begin{wrapfigure}{L}{.23\textwidth}
+\sidebox{
 \begin{itemize}
 
 	\item
@@ -71,7 +71,7 @@ Once they reach a town or village, they can rest up, and you can mark weeks or m
 	Award \glspl{storypoint}
 
 \end{itemize}
-\end{wrapfigure}
+}
 
 Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes.
 
@@ -82,7 +82,7 @@ For any \gls{downtime} spanning over a year, you may want to award \glspl{storyp
 Spending them can later reveal what the character has done.
 Perhaps they travelled and learnt a new language or found fantastic riches.
 
-\begin{wrapfigure}{R}{.22\textwidth}
+\sidebox{
 
 \begin{rollchart}
 
@@ -94,7 +94,7 @@ Perhaps they travelled and learnt a new language or found fantastic riches.
 
 \end{rollchart}
 
-\end{wrapfigure}
+}
 
 Each year of downtime should cost 10\% of the character's wealth, or 10\gls{gp} (whichever is higher), to represent the money they've spent during this time.
 Characters without any other means of sustaining themselves should default to spending 10\glspl{gp} per year.
@@ -192,7 +192,7 @@ Those sneaking away gain a bonus equal to the previous roll's margin.
 
 \subsubsection{Reactions}
 
-\begin{wrapfigure}{L}{.23\textwidth}
+\sidebox{
 \begin{itemize}
 
 	\item
@@ -203,7 +203,7 @@ Those sneaking away gain a bonus equal to the previous roll's margin.
 	Reaction
 
 \end{itemize}
-\end{wrapfigure}
+}
 
 Next, consider the other side's reaction.
 A group of twenty goblins will obviously attack any small party of adventurers, but never a group of three.
diff --git a/magic.tex b/magic.tex
index 777aa118..cf989881 100644
--- a/magic.tex
+++ b/magic.tex
@@ -239,7 +239,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls
 
 \subsection{Range}
 
-\begin{wrapfigure}{r}{.20\textwidth}
+\sidebox{
 
 \begin{rollchart}
 
@@ -259,7 +259,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls
 
 \end{rollchart}
 
-\end{wrapfigure}
+}
 
 Spells have a range of 5 squares plus 5 times the caster's Wits bonus.
 A negative Wits Bonus decreases the range by one square per penalty.
diff --git a/rules.tex b/rules.tex
index 1c3fa064..ffbfb403 100644
--- a/rules.tex
+++ b/rules.tex
@@ -7,7 +7,7 @@
 
 \begin{multicols}{2}
 
-\begin{wrapfigure}{R}{.2\textwidth}
+\sidebox{
 
 	\begin{rollchart}
 
@@ -35,7 +35,7 @@
 
 	\end{rollchart}
 
-\end{wrapfigure}
+}
 
 \noindent
 A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action.
@@ -597,7 +597,7 @@ As a result, their -- and other -- culture's items are more expensive than human
 The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is.
 
 \needspace{6em}
-\begin{wrapfigure}[9]{r}{.48\linewidth}
+\sidebox{
 
 	\begin{rollchart}
 
@@ -613,7 +613,7 @@ The costs of the items here are based on the most common race -- humans. Other r
 		
 	\end{rollchart}
 
-\end{wrapfigure}
+}
 
 Different races will also have different items available.
 In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value.
diff --git a/spheres.tex b/spheres.tex
index c23841c2..8d616fc7 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -150,7 +150,7 @@ Most will collapse after 5.
 
 Bushes targeted by the spell can grow tall instantly, while trees can take decades, or even a century to grow to full height.
 
-\begin{wrapfigure}{r}{.25\textwidth}
+\begin{sidebox}
 
 	\begin{rollchart}
 
@@ -170,7 +170,7 @@ Bushes targeted by the spell can grow tall instantly, while trees can take decad
 
 	\end{rollchart}
 
-\end{wrapfigure}
+\end{sidebox}
 
 The spell must target a complete `thing', and never a piece of a thing.
 A basic spell can target a sword, therefore destroying its handle with age, but could not target a door in a house -- the entire house would have to be targeted, or the spell would not work.
@@ -896,8 +896,6 @@ The Damage is 3 Damage, plus the spell's Level, plus the caster's Intelligence B
 As usual, 4 Damage becomes $1D6$, so a pyromancer with Intelligence +1, casting a \textit{Ranged Fireball}, would deal $1D6+2$ Damage.
 }{}
 
-\spelllevel
-
 \end{multicols}
 
 \sphere{Necromancy}
-- 
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