From a3547d3ff4f056e2b5a0d1155afb8d33d5b22cc7 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sat, 14 Jan 2023 18:56:01 +0100
Subject: [PATCH] overall formatting and minor fixes

---
 cc.tex      | 43 ++++++++++++++++++++++---------------------
 config      |  2 +-
 intro.tex   |  6 +++---
 knacks.tex  |  8 ++++----
 magic.tex   |  4 ++--
 rules.tex   |  8 ++++----
 spheres.tex |  8 +++++---
 7 files changed, 41 insertions(+), 38 deletions(-)

diff --git a/cc.tex b/cc.tex
index 9333a7ca..a85c2fca 100644
--- a/cc.tex
+++ b/cc.tex
@@ -148,7 +148,7 @@ These are the basic Traits which characters must use over and over again for eve
 \index{Physical Attributes}
 
 \sidebox[27]{
-\begin{boxtable}[Xc]
+\begin{boxtable}[c|c]
 
   Result & Attribute Bonus \\\hline
 
@@ -396,25 +396,6 @@ For flat-out sprinting, the Speed Attribute is always preferred, while Strength
   Of course, nobody can hope to outrun a chitincrawler, but not being the slowest member of your group sorts most issues.
 }{}
 
-\subsection{Caving}
-
-Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves.
-\iftoggle{verbose}{%
-Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill.
-
-Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,%
-\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.}
-building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey.
-
-Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{
-woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures.
-
-    Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
-}{
-  mushrooms, but the differences can still trip them up at times.
-  }
-}{}
-
 \iftoggle{verbose}{%
 
   \begin{figure*}[b!]
@@ -445,6 +426,26 @@ woodspies, although they can behave so differently in the separate environments
   \end{figure*}
 }{}
 
+
+\subsection{Caving}
+
+Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves.
+\iftoggle{verbose}{%
+Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill.
+
+Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,%
+\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.}
+building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey.
+
+Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{
+woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures.
+
+    Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
+}{
+  mushrooms, but the differences can still trip them up at times.
+  }
+}{}
+
 \subsection{Craft}
 
 The Craft Skill allows players to make and fix things, and occasionally break things.
@@ -461,7 +462,7 @@ To craft an item used with another Skill, the crafter requires at least 1 level
 Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a \gls{restingaction} (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available.
 
 \iftoggle{verbose}{
-  \begin{figure*}[b]
+  \begin{figure*}[b!]
     \begin{boxtext}[title=Rolling with Bad Stats]
 
       If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long.
diff --git a/config b/config
index f8743953..2167b88f 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit f8743953ae72fc077953469a68f6446dbd88e99f
+Subproject commit 2167b88fb76f45134f46a6ae5cd8c68a77402af7
diff --git a/intro.tex b/intro.tex
index 61c7d4c1..41eb09be 100644
--- a/intro.tex
+++ b/intro.tex
@@ -1,9 +1,9 @@
 \chapter*{Introduction}
 
-\subsection*{Overview}
-
 \begin{multicols}{2}
 
+\subsection*{Overview}
+
 \begin{itemize}
 
   \item
@@ -15,7 +15,7 @@
   \item
   BIND uses code to let people write adventure modules faster and easier than any other tools known to mankind.
   \item
-  BIND stops all house rules, by allowing people to integrate those rules into the core book and reprinting.
+  BIND kills all house rules, by allowing people to integrate those rules into the core book and reprinting.
 
 \end{itemize}
 
diff --git a/knacks.tex b/knacks.tex
index 97308d46..1ecfda95 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -277,6 +277,10 @@ Specifically, the character can only raise those spheres at the exact moment the
 
 A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}.
 
+\iftoggle{verbose}{
+  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
+}{}
+
 \subsubsection{Rune Caster}
 
 \index{Runes}
@@ -293,10 +297,6 @@ Those mana stones which have an imprinted spell can be activated by either a com
 Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell.
 They cannot use the \textit{Fast} enhancement.
 
-\iftoggle{verbose}{
-  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
-}{}
-
 However, in return for this deficit, rune casters can learn their craft far more easily.
 Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
 While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.
diff --git a/magic.tex b/magic.tex
index f814d1a2..c190f121 100644
--- a/magic.tex
+++ b/magic.tex
@@ -520,6 +520,8 @@ They also regenerate 3 \glspl{mp} per scene.
 
 \stopcontents[magic]
 
+\end{multicols}
+
 \section{Mana Stones}
 
 \begin{multicols}{2}
@@ -580,5 +582,3 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic
 
 \end{multicols}
 
-\end{multicols}
-
diff --git a/rules.tex b/rules.tex
index 160538cd..546faf7a 100644
--- a/rules.tex
+++ b/rules.tex
@@ -624,10 +624,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
 \subsection{Cultures \& Exchange Rates}
 \index{Exchange Rates}
 
-Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
-As a result, their -- and other -- culture's items are more expensive than human items.
-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}
 \sidebox{
 
@@ -647,6 +643,10 @@ The costs of the items here are based on the most common race -- humans. Other r
 
 }
 
+Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
+As a result, their -- and other -- culture's items are more expensive than human items.
+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.
+
 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.
 Characters can only buy expensive, artisan, items in cities.
diff --git a/spheres.tex b/spheres.tex
index 2f560b19..a98e7d59 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -1152,11 +1152,13 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence
 \begin{multicols}{2}
 
 \iftoggle{verbose}{
-  \animalAbilities
+  \begin{figure*}[b!]
+    \animalAbilities
+  \end{figure*}
 }{
   \begin{figure*}[b!]
-  \footnotesize
-  \animalAbilities
+    \footnotesize
+    \animalAbilities
   \end{figure*}
 }
 
-- 
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