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  • \ProvidesPackage{config/stats}
    
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    %%%%%%%%%%%%%%%%%%%% Introduction
    
    
    \newtoggle{genExamples}
    \settoggle{genExamples}{false}
    
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    \newtoggle{allyCharacter}
    \settoggle{allyCharacter}{false}
    
    
    \newtoggle{perfectArmour}
    \settoggle{perfectArmour}{false}
    
    
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    %      _        _   
    %  ___| |_ __ _| |_ 
    % / __| __/ _` | __|
    % \__ \ || (_| | |_ 
    % |___/\__\__,_|\__|
    %                   
    % 
    %  _     _            _        
    % | |__ | | ___   ___| | _____ 
    % | '_ \| |/ _ \ / __| |/ / __|
    % | |_) | | (_) | (__|   <\__ \
    % |_.__/|_|\___/ \___|_|\_\___/
    %                              
    
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    %
    
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    % This file makes stat blocks for monsters.
    % 
    % The writer feeds in something like this:
    % 
    % \npc{\M}{Patrick the Pyromanacer}
    % 
    % \person{0}% STRENGTH
    % {0}% DEXTERITY 
    % {0}% SPEED
    % {{0}% INTELLIGENCE
    % {0}% WITS
    % {0}}% CHARISMA
    % {0}% DR
    % {0}% COMBAT
    % {}% SKILLS
    % {Nothing}% EQUIPMENT
    % {}
    % 
    % The \person command takes various stats, and
    % inside that 'SKILLS' variable (variable no. 8),
    % we can add additional things, like
    
    % \knacks{\adrenalinesurge}.
    
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    % 
    % Most of the rest of the commands deal with
    % properly calculating derived stats, like the TN
    % to hit the creature.
    
    
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    \newtoggle{mind}
    
    \newtoggle{creatureBox}
    
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    \newtoggle{examplecharacter}
    \settoggle{examplecharacter}{false}
    \newtoggle{debug}\settoggle{debug}{false}
    \newcommand{\ent}[1]{\textbf{#1}}
    \newcommand{\test}{}
    \newcommand{\skills}{}
    \newcommand{\equipment}{}
    \newcommand{\mods}{}
    
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    \newcommand\showCR{}
    
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    \newcommand\absNum[1]{\ifnum\value{#1}>0+\fi\ifnum\value{#1}=0\else\arabic{#1}\fi}
    
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    % we calculate damage here because we can't display 1d6+6 damage - it has to turn into 2d6+2 damage.
    
    
    \newcommand\conDmg[1]{%
      \setcounter{numberofdice}{1}%
      \setcounter{damagebonus}{\value{#1}}%
      \addtocounter{damagebonus}{-4}%
      \whileboolexpr{%
        test {\ifnumcomp{\value{damagebonus}}{>}{3}}%
      }{%
    
        \addtocounter{damagebonus}{-4}%
    
        \addtocounter{numberofdice}{1}%
      }%
    }
    
    \newcommand\showDam{%
      \arabic{numberofdice}D6\absNum{damagebonus}%
    
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    }
    
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    \newcommand\dmg[1]{\conDmg{#1}\showDam}
    
    
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    \newcommand\showSkills{
        \foreach \s in {Projectiles,Combat,Brawl,Academics,Athletics,Caving,Crafts,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Tactics,Vigilance,Wyldcrafting}
          {\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
    }
    
    
    \newcommand\showBoxes{%
      \ifnum\value{mp}<1%
        \ifnum\value{hp}>11%
          \HPboxes%
        \else%
          \ifnum\value{hp}>6%
            \HPHPboxes%
          \else%
            \HPHPHPboxes%
          \fi%
        \fi%
      \else%
        \ifnum\value{sp}<1%
          \HPMPboxes%
        \else%
          \HPMPSPboxes%
        \fi%
      \fi%
    
    \newcounter{wounds}
    \setcounter{wounds}{0}
    
    \newcommand\boxStat[1]{%
      \addtocounter{#1}{-\value{wounds}}%
      \Repeat{\value{wounds}}{\CheckedBox}%
      \Repeat{\value{#1}}{\Square}%
    
    \newcommand\HPboxes{%
      \begin{tabular}{r}%
      \hiderowcolors%
        HP \arabic{hp}~%
        \Repeat{\value{noAppearing}}{%
        \boxStat{hp} \\%
        }%
      \end{tabular}%
    
    \newcommand\HPHPboxes{%
      \begin{tabular}{rr}%
      \hiderowcolors%
        HP \arabic{hp}~%
        \whileboolexpr{test {\ifnumcomp{\value{noAppearing}}{>}{0}}}{%%
          \ifnumodd{\value{noAppearing}}{ & \boxStat{hp} \\}{\boxStat{hp}}%%
          \addtocounter{noAppearing}{-1}%
        }%
      \end{tabular}%
    }
    
    \newcommand\HPHPHPboxes{%
      \begin{tabular}{rrr}%
        \hiderowcolors%
        HP \arabic{hp}~%
        \whileboolexpr{test {\ifnumcomp{\value{noAppearing}}{>}{0}}}{%%
          \boxStat{hp}%
          \addtocounter{noAppearing}{-1}%
          &%
          \ifnum\value{noAppearing}>0\boxStat{hp}\fi%
          \addtocounter{noAppearing}{-1}%
          &%
          \ifnum\value{noAppearing}>0\boxStat{hp}\fi%
          \addtocounter{noAppearing}{-1}%
          \\%
        }%
      \end{tabular}%
    
    }
    
    \newcommand\HPMPboxes{
      \setcounter{enc}{\value{hp}}
      \addtocounter{enc}{\value{mp}}
      \ifnum\value{enc}<20
        \begin{tabular}{rr}
    
          \hiderowcolors
    
          \Repeat{\value{noAppearing}}{
          HP \arabic{hp}
          \boxStat{hp}
          &
          MP \arabic{mp}
          \boxStat{mp}
          \\
          }
    
        \end{tabular}
      \else
        \begin{tabular}{r}
    
          \hiderowcolors
    
          \Repeat{\value{noAppearing}}{
          HP \arabic{hp} \boxStat{hp} \\
          MP \arabic{mp} \boxStat{mp} \\
          }
        \end{tabular}
      \fi
    }
    
    \newcommand\HPMPSPboxes{
      \setcounter{enc}{\value{hp}}
      \addtocounter{enc}{\value{mp}}
      \addtocounter{enc}{\value{sp}}
      \ifnum\value{enc}<20
        \begin{tabular}{rrr}
    
          \hiderowcolors
    
          \Repeat{\value{noAppearing}}{
          HP \arabic{hp}
          \boxStat{hp}
          &
          MP \arabic{mp}
          \boxStat{mp}
          &
          SP \arabic{sp}
          \boxStat{sp}
          \\
          }
        \end{tabular}
      \else
        \ifnum\value{enc}<10
          \begin{tabular}{rr}
    
            \hiderowcolors
    
            \Repeat{\value{noAppearing}}{
              HP \arabic{hp} \boxStat{hp} &
              MP \arabic{mp} \boxStat{mp} \\
              & SP \arabic{sp} \boxStat{sp} \\
            }
          \end{tabular}
        \else
          \begin{tabular}{r}
    
            \hiderowcolors
    
            \Repeat{\value{noAppearing}}{
    
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              HP \arabic{hp} \boxStat{hp} \\
    
              MP \arabic{mp} \boxStat{mp} \\
              SP \arabic{sp} \boxStat{sp} \\
            }
          \end{tabular}
        \fi
      \fi
    
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    %%%%%%%%%%%%%%%%%%%% Character Generation %%%%%%%%%%%%%%%%%%%%
    %
    %                       _                
    %  ___ ___  _   _ _ __ | |_ ___ _ __ ___ 
    % / __/ _ \| | | | '_ \| __/ _ \ '__/ __|
    %| (_| (_) | |_| | | | | ||  __/ |  \__ \
    % \___\___/ \__,_|_| |_|\__\___|_|  |___/
    %                                        
    %
    % Attributes: str, dex, spd, int, wts, cha
    % secondary str, dex and spd
    \newcounter{att}
    \newcounter{dr}
    \newcounter{knacks}
    
    
    % Extras: MP hp fp
    % Derived: dicenumber, dicebonus,
    \newcounter{mp}
    \newcounter{sp}
    \newcounter{hp}
    \newcounter{fp}
    \newcounter{numberofdice}
    \newcounter{damagebonus}
    \newcounter{xp}
    \newcounter{xpbonus}
    \newcounter{attackXPtotal}
    
    \newcounter{defenceXPtotal} %rem
    
    \newcounter{initiative}
    \newcounter{weight}
    
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    \newcounter{maxWeight}
    
    \newcounter{ap}
    
    \newcounter{damage}
    \newcounter{shieldBonus}
    \newcounter{shieldWeight}
    \newcounter{shieldInit}
    \newcounter{cost}
    \newcounter{heft}% used to see how many AP points to swing a weapon
    \newcounter{encumbrance}
      \setcounter{encumbrance}{0}
    
    
    
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    %                                                _
    %   ___ ___  _ __ ___  _ __ ___   __ _ _ __   __| |___
    %  / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __|
    % | (_| (_) | | | | | | | | | | | (_| | | | | (_| \__ \
    %  \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/
    % 
    
    
    % magic
    
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    \newcommand{\magicPath}{}
    
    \newcommand{\knacks}[1]{\gdef\showKnacks{#1}}
    
    \newcommand\showKnacks{}
    
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    %%%%%%%%%%%%%%%%%%%%% Knacks
    %
    
    \newcommand{\adrenalinesurge}{%
    
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      Adrenaline~Surge (+1 Damage, once per \ifnum\value{knacks}<2 combat\else round, \arabic{knacks} uses per combat\fi)%
    
    }
    \newcommand{\berserker}{%
    
      Berserker (+1 \glsentrytext{ap}. on round 2 of combat, +1 Damage. on round 3)%
    
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    \newcommand{\brawler}{%
      Brawler%
      (+2 to unarmed attacks)
    }
    
    
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    \newcommand{\charge}{%
    
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      Fast Charge
    
      (+1 \glsentrytext{ap}, Attack, and Damage after charging 6 steps)%
    
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    \newcommand{\cuttingswing}{%
    
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      Cutting Swing
    
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      (when an opponent hits 0 \glspl{hp}, damage transfers to the next opponent)%
    }
    \newcommand{\dodger}{%
    
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      Dodger
    
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      (+\arabic{knacks} to dodge projectiles)%
    }
    \newcommand{\guardian}{%
      Guardian
      (spend 0 AP to guard someone, and gain +1 to guarding against attacks)%
    }
    \newcommand{\laststand}{%
    
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      Last~Stand
    
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      (when losing \glspl{hp}, the character gains \setcounter{enc}{2}\addtocounter{enc}{\value{knacks}}\arabic{enc} AP)%
    }
    
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    \newcommand{\lucky}{%
      \addtocounter{fp}{4}%
    
      Lucky (add 4 \glsentryshortpl{fp})
    
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    }
    
    \newcommand{\mightydraw}{%
      Mighty Draw
    
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      \setcounter{enc}{\value{knacks}}\roundUp{enc} (reduce cost to draw longbow by \arabic{enc} AP)
    
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    }
    \newcommand{\perfectsneakattack}{%
      Perfect Sneak Attack
      (+\arabic{knacks} Damage for sneak attacks)
    }
    \newcommand{\precisestrike}{%
      Precise Strike
    
      (+1 Attack when calculating \pgls{vitalShot})
    
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    }
    
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    \newcommand{\specialist}[1]{%
      Specialist
    \iftoggle{examplecharacter}{ (+2 when using any #1)}{(#1)}%
    }
    
    
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    \newcommand{\stunningstrike}{%
      Stunning Strike
      (take -1 penalty, and opponent's AP reduces by half Damage)%
    }
    \newcommand{\snapshot}{%
    
      Snap Draw
    
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      (Pay 0 AP to reload arrow or draw weapon)%
    }
    \newcommand{\unstoppable}{%
      \addtocounter{hp}{2}%
      Unstoppable
    
      (+2 \glsentryshortpl{hp}, and +\arabic{knacks} to any Medicine rolls to save them when dying)%
    
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    }
    
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    \newcommand{\vengeful}{%
      Vengeful%
      \iftoggle{examplecharacter}{ (+2 Intelligence after losing HP)}{}%
    }
    
    \newcommand{\weaponmaster}[1]{%
    
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      \addtocounter{att}{1}%
      Weapon Master
    
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      (+1 Attack when using a {#1})%
    
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    }
    
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    \newcommand{\autophage}{%
      \addtocounter{knacks}{1}%
      Autophage
    
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      (cast with \glspl{ep} instead of \glspl{mp})%
    
    \newcommand{\snapcaster}{%
    
      \ifnum\value{Wits}>\value{Charisma}%
        \global\settoggle{snapCaster}{true}%
      \fi%
    
      Snap Caster
    
      (spells use Wits and cost 1 less \glsentrytext{ap})
    
    \newcommand{\ritualcaster}{%
      \addtocounter{knacks}{1}%
      Ritual Caster
      (spells use Intelligence, caster may spend 1 extra \gls{mp})
    }
    
    
    \newcommand{\fasthealer}{%
      Fast Healer
    
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      (resting heals 2 additional \glspl{ep} and 1 \gls{mp})%
    
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    \newcommand{\combatcaster}{Combat Caster}
    \newcommand\chosenEnemy[1]{Chosen Enemy (+1 against #1, -2 when trying to be friendly)}
    
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    % _ __   ___ _ __ ___  ___  _ __  
    %| '_ \ / _ \ '__/ __|/ _ \| '_ \ 
    %| |_) |  __/ |  \__ \ (_) | | | |
    %| .__/ \___|_|  |___/\___/|_| |_|
    %|_|                              
    % 
    %
    %       _                          _            
    %%  ___| |__   __ _ _ __ __ _  ___| |_ ___ _ __ 
    %% / __| '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
    %%| (__| | | | (_| | | | (_| | (__| ||  __/ |   
    %% \___|_| |_|\__,_|_|  \__,_|\___|\__\___|_|   
    %%                                              
    %%  optional counters, such as mana, are cleaned
    %%  clear: weaponsknack1 and 2, 
    %% 
    %
    
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    \newcommand{\body}[3]{%
      \setcounter{Strength}{#1}\setcounter{Dexterity}{#2}\setcounter{Speed}{#3}%
    }
    
    \newcommand{\mind}[3]{%
      \setcounter{Intelligence}{#1}\setcounter{Wits}{#2}\setcounter{Charisma}{#3}%
    
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    }
    
    
    \newtoggle{snapCaster}
    \settoggle{snapCaster}{true}
    
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    %
    
    %%%%%%%%%%% Person
    %
    
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    \newcommand{\person}[9]{
    
      \settoggle{creatureBox}{true}
    
      \settoggle{mind}{true}
    
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      \clean
    
    
      \setcounter{Strength}{#1}
    
    	\setcounter{hp}{#1}
    
      \setcounter{Dexterity}{#2}
      \setcounter{Speed}{#3}
    
      \mind#4
      \setcounter{att}{#6}
    
      \setcounter{Combat}{#6}
    
      \renewcommand{\skills}{#7}
      \renewcommand{\equipment}{#8}
    
    
      \iftoggle{verbose}{
    
        \begin{tcolorbox}[
    
          title={\npcsymbol\ \name},
    
          before upper={\parindent0pt},
          ornamented,
          fontupper=\small,
          halign=flush left,
    
          left=5pt,
          right=5pt,
    
          bottom=0pt,
    
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        \creaturestats
    
    
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        \skillsEtc
    
    
        \derivedstats
    
        \end{tcolorbox}
    
    
        \vspace{2em}
        \noindent
        \begin{minipage}{\linewidth}
    
        \hrulefill\hspace{-0.15em}\raisebox{-1em}{\huge\npcsymbol}
    
    
        \begin{center}\textbf{\large\name}\end{center}
    
        #9%
        \hphantom{\equipment}%
        \vspace{-2em}
    
        \skillsEtc
    
    
        \hrulefill
        \end{minipage}
    
      \iftoggle{personality}{
    
        \begin{multicols}{2}
    
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        \raggedright
    
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        \textbf{Mannerism:}~\mannerism
        \par
        \textbf{Description:}~\NPCdescription
    
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        \par\pagebreak[3]
    
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        \textbf{Wants:}~\npcGoal
    
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        \ifdefempty{\npcQuote}{}{\par
          \textbf{Quote:}~\textit{``\npcQuote''}
    
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        }
    
        \end{multicols}
    
    
        \settoggle{personality}{false}}%
    	{}
    
      \settoggle{creatureBox}{false}
    
      \setcounter{noAppearing}{1}
    
      \setcounter{wounds}{0}
    
      \renewcommand\abilities{}
    
      \global\togglefalse{perfectArmour}
    
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      \renewcommand\npcQuote{}
    
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    \newcommand{\animal}[9]{
    
      \settoggle{creatureBox}{true}
    
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    	\settoggle{mind}{false}
    
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    	\clean
    
    
    	\setcounter{Strength}{#1}
    
    	\setcounter{hp}{#1}
    
    	\setcounter{Dexterity}{#2}
    	\setcounter{Speed}{#3}
    	\setcounter{Wits}{#4}
    
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    	\setcounter{dr}{#5}
    
    	\setcounter{Brawl}{#6}
    
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    	\renewcommand{\skills}{#7}
    	\renewcommand{\abilities}{#8}
    
      \setcounter{covering}{5}
    
      \iftoggle{verbose}{
    
        \begin{tcolorbox}[
          title={\npcsymbol\ \name},
    
          before upper={\parindent0pt},
          ornamented,
    
          fontupper=\small,
    
          halign=flush left,
    
          left=5pt,
          right=5pt,
          top=0pt,
          bottom=0pt,
    
        \iftoggle{personality}{
    
        \begin{minipage}{\linewidth}
    
        \textbf{Description:} \NPCdescription
    
        \textbf{Mannerism:} \mannerism
    
        \end{minipage}
    
        \vspace{1em}
    
        \settoggle{personality}{false}}%
        
    
        \creaturestats
    
        \computeStats
    
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        \skillsEtc%
    
        \derivedstats%
    
        \end{tcolorbox}%
    
        \vspace{2em}
        \noindent
    
        \begin{minipage}{\linewidth}
        \hrulefill\hspace{-0.15em}\raisebox{-1em}{\huge\npcsymbol}
    
    
        \begin{center}\textbf{\large\name}\end{center}
    
        #9%
        \hphantom{\abilities}%
        \vspace{-2em}
    
        \derivedstats
    
        \skillsEtc
    
    
        \hrulefill
        \end{minipage}
    
      \settoggle{creatureBox}{false}
    
      \renewcommand\abilities{}
    
      \global\togglefalse{perfectArmour}
    
      \setcounter{wounds}{0}
    
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    }
    
    \newcommand{\clean}{
    
      \global\togglefalse{snapCaster}
    
      \knacks{}
    
      \foreach \s in {Air,Earth,Fate,Fire,Water,Projectiles,Combat,Brawl,Academics,Alchemy,Athletics,Caving,Crafts,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Tactics,Vigilance,Wyldcrafting}%
    
        {\setcounter{\s}{0}}
    
      \setcounter{noAppearing}{1}
    
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      \foreach \s in {dr,weaponDamage,weaponBonus,armourDR,armourWeight,fp,sp,heft,weight,damage,knacks,mp,xpbonus}%
        {\setcounter{\s}{0}}
    
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    }
    
    %%       _   _        _ _           _            
    %%  __ _| |_| |_ _ __(_) |__  _   _| |_ ___  ___ 
    %% / _` | __| __| '__| | '_ \| | | | __/ _ \/ __|
    %%| (_| | |_| |_| |  | | |_) | |_| | ||  __/\__ \
    %% \__,_|\__|\__|_|  |_|_.__/ \__,_|\__\___||___/
    %% 
    %% Print the line,
    %% print the attributes.
    %% print the skills
    %% print the knacks
    %% print the equipment
    %
    \newcommand{\creaturestats}{
    
    
    % Reference versions (which always are non-verbose) don't
    % have the space for full-sized stats.
    
    
    \footnotesize
    
    \begin{tabularx}{\textwidth}{lr@{\hskip 3em}lr@{\hskip 3em}lr}
    
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    % the tcolorbox has coloured rows (xcolor package)
    % but that doesn't work with creature stats, so we suppress it here
    \hiderowcolors
    
    
    	Strength & \arabic{Strength} & Dexterity & \arabic{Dexterity} & Speed & \arabic{Speed} \\
    
    \iftoggle{mind}{
    
    	Intelligence & \arabic{Intelligence}  & Wits & \arabic{Wits} & Charisma & \arabic{Charisma}  \\}{%
    
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    	&& Wits & \arabic{Wits} 
      &
      \ifnum\value{Charisma}>0
      Charisma & \arabic{Charisma}
      \fi
      \\
    
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    	}
    
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    \end{tabularx}
    
    }
    
    \newcommand\skillsEtc{
    
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      \foreach \s in {Air,Earth,Fate,Fire,Water}%
        {\ifnum\value{\s}>0 \addtocounter{mp}{3}\fi}
    
    
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    \begin{tabular}{p{.18\textwidth}>{\raggedright\arraybackslash}p{.75\textwidth}}
    
      \hiderowcolors
    
      \iftoggle{verbose}{
        \ent{Skills} &
    
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        \showSkills
    
          \skills \\
      }{}
    
      \ifdefempty{\showKnacks}{}{
    
        \ent{Knacks} & \showKnacks \\
    
      \ifnum\value{mp}>0
    
        \ent{Spheres} &
    
        \foreach \s in {Air,Earth,Fate,Fire,Water}%
          {\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
        \\
      \fi
    
    	\iftoggle{mind}%
        {%
        \ifdefempty{\equipment}{}
        {
    
          \setcounter{attackXPtotal}{\value{Charisma}}% Must store Charisma while talisman shows spells
    
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          \ent{Equipment} & \equipment, \weaponName, \armourName \\
    
      \ifdefempty{\abilities}{}%
    
        {\ent{Abilities} & \abilities}
    
    %%
    %%
    %%                               _        _       
    %%  ___ ___  _ __ ___  _ __  ___| |_ __ _| |_ ___ 
    %% / __/ _ \| '_ ` _ \| '_ \/ __| __/ _` | __/ __|
    %%| (_| (_) | | | | | | |_) \__ \ || (_| | |_\__ \
    %% \___\___/|_| |_| |_| .__/|___/\__\__,_|\__|___/
    %%                    |_|                         
    %%
    
    \newcommand\computeStats{
      \addtocounter{hp}{6}%
      % Stats for allies don't need to show Combat +1 as 'TN 8 to hit', they just need to show '+1'.
      \ifnum\value{Combat}>\value{Brawl}\else\setcounter{att}{\value{Brawl}}\fi%
      \iftoggle{allyCharacter}{}{%
        \addtocounter{att}{7}%
      }%
      \setcounter{maxWeight}{\value{hp}}% now to compute encumbrance
      \divide\value{maxWeight} by 2%
      \ifnum\value{weight}>\value{maxWeight}%
        \addtocounter{encumbrance}{\value{weight}}%
        \addtocounter{encumbrance}{-\value{maxWeight}}%
      \fi%
      \setcounter{ap}{\value{Speed}}%
      \addtocounter{ap}{3}%
      \addtocounter{ap}{-\value{encumbrance}}%
    
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      \addtocounter{att}{\value{Dexterity}}%
      \addtocounter{att}{\value{weaponBonus}}%
      \setcounter{damage}{\value{Strength}}%
      \addtocounter{damage}{4}%
      \addtocounter{damage}{\value{weaponDamage}}%
      \addtocounter{covering}{\value{att}}
    
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      \ifnumcomp{\value{dr}}{>}{\value{armourDR}}%
      {%
        \divide\value{armourDR} by 2%
        \addtocounter{dr}{\value{armourDR}}%
      }{%
        \divide\value{dr} by 2%
        \addtocounter{dr}{\value{armourDR}}%
      }%
    
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    %%     _               _        _
    %%  __| | ___ _ __ ___| |_ __ _| |_ ___ 
    %% / _` |/ _ \ '__/ __| __/ _` | __/ __|
    %%| (_| |  __/ |  \__ \ || (_| | |_\__ \
    %% \__,_|\___|_|  |___/\__\__,_|\__|___/
    %% 
    %% 
    %% dice instead of Damage
    %% print out att, spd, DAM, dex, dr (type), str
    %%
    %
    
    \newcommand{\derivedstats}{%
      \setlength\topsep{0pt}%
      \setlength\parskip{0pt}%
      \iftoggle{verbose}{\par\hrulefill}{}%
    
      \iftoggle{debug}{str: \arabic{Strength}, dex: \arabic{Dexterity}, spd: \arabic{Speed}, att: \arabic{att}, damage: \arabic{damage}, Attack total: \arabic{attackXPtotal}, Def Total: \arabic{defenceXPtotal}}{}
    
    \begin{center}
    
      \iftoggle{verbose}{\normalsize}{\large}%
    
      \scshape AP \ifnum\value{ap}<1 $\frac{1}{2}$ \else \arabic{ap}\fi%
    
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      \ifnumcomp{\value{heft}}{>}{1}{ (AP Cost: \arabic{heft})}{},
    
      Att %
    
      \iftoggle{allyCharacter}{$2D6$\ifnum\value{att}>-1 +\fi}{}%
    
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      \arabic{att}%
    
      \setcounter{enc}{\value{att}}, %
    
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      \setcounter{damage}{4}% Remove
      \addtocounter{damage}{\value{Strength}}% Remove
      \addtocounter{damage}{\value{weaponDamage}}% Remove
    
      \mbox{Dam \dmg{damage}, }%
    
        \ifnumcomp{\value{dr}}{>}{0}{%
          \setcounter{enc}{\value{att}}%
          \addtocounter{enc}{\value{covering}}%
    
          \mbox{DR \arabic{dr}%
          \iftoggle{perfectArmour}%
            {}%
            { (\arabic{enc}!)}, }%
    
      \iftoggle{genExamples}{%
    
        \ifnum\value{mp}>0%
    
          MP \arabic{mp},
    
        \fi%
        \ifnum\value{sp}>0%
        SP \arabic{sp},
        \fi%
    
        \par%
        \showBoxes%
    
      \iftoggle{allyCharacter}{}{%
    
        \iftoggle{examplecharacter}{}{%
          \calculateXP%
          \outline{\glsentrytext{cr}: \showCR}%
        }%
    
    \end{center}%
    }
    
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    %
    %
    %% __  ______  
    %% \ \/ /  _ \ 
    %%  \  /| |_) |
    %%  /  \|  __/ 
    %% /_/\_\_|    
    %%  
    
    \newcommand{\calculateXP}{%
    
      %%% Now to get the XP value of the creature's attack ability.
      %%% = Attack (TN) * Dam + max((spd-hef),mp)^2
      \setcounter{attackXPtotal}{\value{att}}%
      \multiply\value{attackXPtotal} by \value{damage}%
    
      \addtocounter{Speed}{-\value{heft}}%
      \ifnum\value{Speed}>\value{mp}%
    
        \setcounter{enc}{\value{Speed}}%
    
        \setcounter{enc}{\value{mp}}%
    
      \fi%
        \multiply\value{enc} by\value{enc}%
        \addtocounter{attackXPtotal}{\value{enc}}%
        %%% And now the XP defence total.
        %%% = (att - 7 + dr) x hp
        \ifnum\value{att}>7%
          \setcounter{defenceXPtotal}{\value{att}}%
    
          \addtocounter{defenceXPtotal}{-7}%
        \else%
          \setcounter{defenceXPtotal}{0}%
        \fi%
    
        \addtocounter{defenceXPtotal}{\value{dr}}%
        \multiply\value{defenceXPtotal} by\value{hp}\addtocounter{defenceXPtotal}{0}%
    
    
      % XP = attackXPtotal + defenceXPtotal
    
        \setcounter{xp}{\value{attackXPtotal}}%
        \addtocounter{xp}{\value{defenceXPtotal}}%
    
    
      \iftoggle{debug}{str: \arabic{Strength}, dex: \arabic{Dexterity}, spd: \arabic{Speed}, att: \arabic{att}, damage: \arabic{damage}, weight: \arabic{weight}, encumbrance: \arabic{encumbrance}, XP Bonus: \arabic{xpbonus}, Attack total: \arabic{attackXPtotal}, Def Total: \arabic{defenceXPtotal}, mp: \arabic{mp} Grand Total: \arabic{xp}}{\iftoggle{verbose}{\hrulefill}}%
    
      \iftoggle{examplecharacter}%
      {}%
    
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        \ifnumcomp{\value{xp}}{<}{73}%
          {\ifnumcomp{\value{xp}}{<}{40}%
    
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            {\renewcommand\showCR{\arabic{xpbonus}}}{\renewcommand\showCR{$\frac{1}{2}$}}}%
    
                \addtocounter{xp}{-60}%
                \divide\value{xp} by 13%
                \addtocounter{xp}{\value{xpbonus}}%
    
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                \renewcommand\showCR{\arabic{xp}}%
    
        % if the creature has a mind, print fate points (if any).
    
        \ifnum\value{fp}>3%
    
          \addtocounter{fp}{\value{Charisma}}%
          \ignorespaces\arabic{fp}~\glsentrytext{fp}%
    
          \iftoggle{genExamples}%
            {}%
    
            {~\boxStat{fp}}%
    
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    }
    
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    \newcommand\swarm[6][]%
      {
        \begin{tcolorbox}[
          title={\A\ Swarm: #2},
          before upper={\parindent0pt},
          ornamented,
          fontupper=\small,
          halign=flush left,
          left=10pt,
          right=15pt,
          top=0pt,
          bottom=0pt,
          ]
        \clean
        \setcounter{hp}{#3}
        \setcounter{Dexterity}{#4}
        \setcounter{att}{#4}
        \addtocounter{att}{10}
        \setcounter{Speed}{#5}
        \setcounter{ap}{#5}
        \addtocounter{ap}{3}
        \setcounter{Wits}{#6}
        \renewcommand\abilities{#1}
    
        \scshape
    
        \begin{tabularx}{.8\textwidth}{YYYY}
    
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        \hiderowcolors
    
        \Gls{ap}: \arabic{ap} & Att: $\arabic{att} - HP$ 
        \iftoggle{verbose}{
          & Speed: \arabic{Speed}
          & Wits: \arabic{Wits}
        }{
          & Dam: 1
        }
        \\
    
        &
        \iftoggle{genExamples}%
          {HP: \arabic{hp}
          \\
          }%
    
          {\showBoxes}%
          & \\ %
    
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        \end{tabularx}
    
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        \normalfont
    
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        \ifdefempty{\abilities}{}{%
    
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          \textbf{Abilities:} \abilities
    
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        \vspace{2em}
    
        \end{tcolorbox}%
    
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        \null
    
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    %%%%%%%%%%%%%%%%%%%% Creature Abilities
    
    
    \newcommand{\abilities}{}
    
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    \newcommand\hide[1]{%
      \setcounter{dr}{#1}%
    }
    
    
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    \newcommand\undead{%
    
      \addtocounter{Speed}{-1}%
    
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      \ifnum\value{Brawl}<3%
        \setcounter{Brawl}{2}%
      \fi%
    
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      \renewcommand\abilities{%
        Undead%
        \ifnum\value{dr}>1%
          \stepcounter{dr}%
        \else%
          \setcounter{dr}{2}%
        \fi%
      }%
    }
    
    
    \newcommand{\acidSpray}{%
    
      Acidic Spray
    
      \setcounter{track}{4}%
    
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      \addtocounter{track}{\value{Strength}}%
    
      (\dmg{track} Damage,
    
      \setcounter{track}{\value{Dexterity}}%
    
      \addtocounter{track}{8}%
    
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      \addtocounter{track}{\value{Projectiles}}%
    
      \glsentrytext{tn} \arabic{track} to dodge)%
    
    }
    
    \newcommand{\acidBody}{%
    
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      Acidic Body (inflict
    
      \setcounter{track}{3}%
    
      \global\toggletrue{perfectArmour}%
    
      \addtocounter{track}{\value{Strength}}%
    
      \dmg{track} Damage each turn of grappling)%
    
    }
    
    \newcommand{\gelRegen}{%
    
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      \setcounter{diceNo}{\value{hp}}\divide\value{diceNo} by 2%
      Regeneration (1 \glsentrytext{hp}/ round, max. \arabic{diceNo})%
    
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    \newcommand\viscid{%
    
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      Viscid (on a tie, the attacker \emph{must} inflict Damage, but the weapon sticks into the body,
    
      \setcounter{track}{\value{Strength}}%
    
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      \addtocounter{track}{7}%
    
      \tn[\arabic{track}] to pull out)%
    
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    \newcommand\gloopy{%
      Liquid (non-fire Damage removes 2~\glsfmtplural{hp} but creates a 1~\glsentrytext{hp} copy)%
    }
    
    
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    \newcommand{\amphibious}{
    
    	Amphibious%
    
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    \newcommand{\claws}{%
      Claws (+1~Damage)%
      \ifnum\value{Combat}>\value{Brawl}\else%
        \stepcounter{damage}%
      \fi%
    
    \newcommand{\fireBreath}{%
      Fiery breath (equivalent to a torch)%
    }
    
    
    % To fly, creatures should have Speed
    % + Dexterity greater than Strength +
    % DR.
    
    
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    \newcommand{\flight}{%
    
      Flight %
    
      \setcounter{enc}{\value{dr}}%
    
      \roundUp{enc}%
    
      \addtocounter{enc}{\value{Strength}}%
    
      \setcounter{track}{\value{Speed}}%
      \addtocounter{track}{\value{Air}}%
    
      \ifnum\value{enc}>\value{track}%
        (can glide, but not fly)
    
        \ifnum\value{enc}=\value{track}%
          (moves at x8 speed, must run before takeoff)%
    
          \ignorespaces(moves at x8 speed)%
    
        \fi%
      \fi%
    }
    
    \newcommand{\stench}{%
    
      Stench (breathing in demands \roll{Strength}{Wyldcrafting} check, \glsentrytext{tn}
    
      \setcounter{track}{10}%
    
      \addtocounter{track}{-\value{Speed}}%
    
      \arabic{track},
    
      or take 3 \glspl{ep}%
    
      )
    }
    
    \newcommand{\crazyGas}{%
    
      Gas (hallucinations and
    
      \setcounter{track}{4}%
    
      \addtocounter{track}{\value{Strength}}%
    
      \arabic{track} \glspl{ep} per round)%