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%%%%%%%%%%%%%%%%%%%% Introduction
\newtoggle{bestiarychapter}
\settoggle{bestiarychapter}{false}
\newtoggle{allyCharacter}
\settoggle{allyCharacter}{false}
% _ _
% ___| |_ __ _| |_
% / __| __/ _` | __|
% \__ \ || (_| | |_
% |___/\__\__,_|\__|
%
%
% _ _ _
% | |__ | | ___ ___| | _____
% | '_ \| |/ _ \ / __| |/ / __|
% | |_) | | (_) | (__| <\__ \
% |_.__/|_|\___/ \___|_|\_\___/
%
% 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
%
% Most of the rest of the commands deal with
% properly calculating derived stats, like the TN
% to hit the creature.
\newtoggle{examplecharacter}
\settoggle{examplecharacter}{false}
\newtoggle{debug}\settoggle{debug}{false}
\newcommand{\ent}[1]{\textbf{#1}}
\newcommand{\test}{}
\newcommand{\skills}{}
\newcommand{\equipment}{}
\newcommand{\mods}{}
% we calculate damage here because we can't display 1d6+6 damage - it has to turn into 2d6+2 damage.
\setcounter{numberofdice}{1}%
\whileboolexpr{test {\ifnumcomp{\value{damagebonus}}{>}{3}}}{%
\addtocounter{damagebonus}%
\newcommand\showBoxes{
\ifnum\value{mp}<1
\HPHPboxes
\else
\HPHPHPboxes
\fi
\fi
\else
\ifnum\value{sp}<1
\HPMPboxes
\else
\HPMPSPboxes
\fi
\fi
}
\newcommand\boxStat[2][0]{%
\addtocounter{#2}{-#1}%
\Repeat{#1}{\sqr}%
\Repeat{\value{#2}}{\sqn}%
}
\newcommand\HPboxes{
\begin{tabular}{r}
HP \arabic{hp}
\Repeat{\value{noAppearing}}{
\boxStat{hp} \\
}
\end{tabular}
}
\newcommand\HPHPboxes{
\begin{tabular}{rr}
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}
HP \arabic{hp}
\whileboolexpr{test {\ifnumcomp{\value{noAppearing}}{>}{0}}}{%
\boxStat{hp}
\addtocounter{noAppearing}{-1}
&
\ifnum\value{noAppearing}>0\boxStat{hp}\fi
&
\ifnum\value{noAppearing}>0\boxStat{hp}\fi
\\
}
\end{tabular}
}
\newcommand\HPMPboxes{
\setcounter{enc}{\value{hp}}
\addtocounter{enc}{\value{mp}}
\ifnum\value{enc}<20
\begin{tabular}{rr}
\Repeat{\value{noAppearing}}{
HP \arabic{hp}
\boxStat{hp}
&
MP \arabic{mp}
\boxStat{mp}
\\
}
\end{tabular}
\else
\begin{tabular}{r}
\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}
\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}
\Repeat{\value{noAppearing}}{
HP \arabic{hp} \boxStat{hp} &
MP \arabic{mp} \boxStat{mp} \\
& SP \arabic{sp} \boxStat{sp} \\
}
\end{tabular}
\else
\begin{tabular}{r}
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{str}
\newcounter{dex}
\newcounter{spd}
\newcounter{int}
\newcounter{wts}
\newcounter{cha}
\newcounter{att}
\newcounter{dr}
\newcounter{knacks}
% Extras: MP hp fp
% Derived: dicenumber, dicebonus,
\newcounter{mp}
\newcounter{mpLocked}
\newcounter{mpFree}
\newcounter{sp}
\newcounter{hp}
\newcounter{fp}
\newcounter{numberofdice}
\newcounter{damagebonus}
\newcounter{xp}
\newcounter{xpbonus}
\newcounter{attackXPtotal}
\newcounter{initiative}
\newcounter{weight}
\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}
% _
% ___ ___ _ __ ___ _ __ ___ __ _ _ __ __| |___
% / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __|
% | (_| (_) | | | | | | | | | | | (_| | | | | (_| \__ \
% \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/
%
% magic
\newcommand{\aldaron}{\addtocounter{mp}{3}Aldaron}
\newcommand{\conjuration}{\addtocounter{mp}{3}Conjuration}
\newcommand{\enchantment}{\addtocounter{mp}{3}Enchantment}
\newcommand{\fate}{\addtocounter{mp}{3}Fate}
\newcommand{\force}{\addtocounter{mp}{3}Force}
\newcommand{\invocation}{\addtocounter{mp}{3}Invocation}
\newcommand{\illusion}{\addtocounter{mp}{3}Illusion}
\newcommand{\necromancy}{\addtocounter{mp}{3}Necromancy}
\newcommand{\polymorph}{\addtocounter{mp}{3}Polymorph}
\newcommand{\saurecanta}{\addtocounter{mp}{3}Saurecanta}
\newcommand{\lockedmana}[1]{\setcounter{mpLocked}{#1}}
\newcommand{\armourtype}{N}
\newcommand{\knacks}[1]{ \\
\ent{Knacks:} & #1
}
%%%%%%%%%%%%%%%%%%%%% Knacks
%
\addtocounter{knacks}{1}%
Adrenaline Surge (+1 Damage. once per \ifnum\value{knacks}<2 combat\else round, \arabic{knacks} uses per combat\fi)%
}
\newcommand{\berserker}{%
Berserker (+1 \gls{ap}. on round 2 of combat, +1 Damage. on round 3)%
}
\newcommand{\brawler}{Brawler\addtocounter{knacks}{1}%
\iftoggle{examplecharacter}{ (+2 to unarmed attacks)}{}}
(+1 \gls{ap}, Attack, and Damage after charging 6 steps)%
\addtocounter{knacks}{1}%
}
(when an opponent hits 0 \glspl{hp}, damage transfers to the next opponent)%
\addtocounter{knacks}{1}%
}
\newcommand{\dodger}{%
\addtocounter{knacks}{1}%
(+\arabic{knacks} to dodge projectiles)%
}
\newcommand{\guardian}{%
\addtocounter{knacks}{1}%
Guardian
(spend 0 AP to guard someone, and gain +1 to guarding against attacks)%
}
\newcommand{\laststand}{%
\addtocounter{knacks}{1}%
Last Stand
(when losing \glspl{hp}, the character gains \setcounter{enc}{2}\addtocounter{enc}{\value{knacks}}\arabic{enc} AP)%
}
\newcommand{\lucky}{%
\addtocounter{knacks}{1}%
\addtocounter{fp}{4}%
}
\newcommand{\mightydraw}{%
\addtocounter{knacks}{1}%
Mighty Draw
\setcounter{enc}{\value{knacks}}\roundUp{enc} (reduce cost to draw longbow by \arabic{enc} AP)
}
\newcommand{\perfectsneakattack}{%
\addtocounter{knacks}{1}%
Perfect Sneak Attack
(+\arabic{knacks} Damage for sneak attacks)
}
\newcommand{\precisestrike}{%
\addtocounter{knacks}{1}%
Precise Strike
(+1 Attack when calculating Vitals shot)
}
\newcommand{\specialist}[1]{Specialist \addtocounter{knacks}{1}
\iftoggle{examplecharacter}{ (+2 when using any #1)}{(#1)}}
\newcommand{\stunningstrike}{%
\addtocounter{knacks}{1}%
Stunning Strike
(take -1 penalty, and opponent's AP reduces by half Damage)%
}
\newcommand{\snapshot}{%
\addtocounter{knacks}{1}%
Snap Shot
(Pay 0 AP to reload arrow or draw weapon)%
}
\newcommand{\unstoppable}{%
\addtocounter{knacks}{1}%
\addtocounter{hp}{2}%
Unstoppable
(+2 \glsentryshortpl{hp}, and +\arabic{knacks} to any Medicine rolls to save them when dying)
\newcommand{\vengeful}{Vengeful\addtocounter{knacks}{1}%
\iftoggle{examplecharacter}{ (+2 Intelligence after losing HP)}{}}
\newcommand{\weaponmaster}[1]{%
\addtocounter{att}{1}%
\addtocounter{knacks}{1}%
Weapon Master
(+1 Attack when using a {#1})
}
\newcommand{\snapcaster}{%
\addtocounter{knacks}{1}%
Snap Caster
(spells cost 1 \gls{ap} less)
}
\newcommand{\fasthealer}{%
\addtocounter{knacks}{1}%
Fast Healer
(resting heals 2 additional \glspl{fatigue} and 1 \gls{mp})
}
\newcommand{\combatcaster}{Combat Caster\addtocounter{knacks}{1}}
\newcommand\chosenEnemy[1]{Chosen Enemy (+1 against #1, -2 when trying to be friendly)\addtocounter{knacks}{1}}
% _ __ ___ _ __ ___ ___ _ __
%| '_ \ / _ \ '__/ __|/ _ \| '_ \
%| |_) | __/ | \__ \ (_) | | | |
%| .__/ \___|_| |___/\___/|_| |_|
%|_|
%
%
% _ _
%% ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __
%% / __| '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
%%| (__| | | | (_| | | | (_| | (__| || __/ |
%% \___|_| |_|\__,_|_| \__,_|\___|\__\___|_|
%%
%% optional counters, such as mana, are cleaned
%% clear: weaponsknack1 and 2,
%%
%
\newcommand{\mind}[3]{
\setcounter{int}{#1}\setcounter{wts}{#2}\setcounter{cha}{#3}
}
%
%%%%%%%%%%% Person
%
\settoggle{mind}{true}
\setcounter{str}{#1}
\setcounter{dex}{#2}
\setcounter{spd}{#3}
\mind#4
\setcounter{dr}{#5}
\setcounter{att}{#6}
\renewcommand{\skills}{#7}
\renewcommand{\equipment}{#8}
\renewcommand{\mods}{#9}
\clean
\renewcommand{\armourtype}{P}
\gdef\armourtype{P}
\begin{tcolorbox}[
title={\name},
before upper={\parindent0pt},
ornamented,
fontupper=\small,
halign=flush left,
left=10pt,
right=15pt,
top=0pt,
]
\derivedstats
\end{tcolorbox}
\vspace{2em}
\noindent
\begin{minipage}{\linewidth}
\hrulefill
\begin{center}\textbf{\large\name}\end{center}
\mods
\hphantom{\equipment}
\derivedstats
Equipment: \equipment
\hrulefill
\end{minipage}
\settoggle{personality}{false}}%
{}
\setcounter{dex}{#2}
\setcounter{spd}{#3}
\setcounter{wts}{#4}
\setcounter{dr}{#5}
\setcounter{att}{#6}
\renewcommand{\skills}{#7}
\renewcommand{\abilities}{#8}
\renewcommand{\mods}{#9}
\renewcommand{\armourtype}{C}
\gdef\armourtype{C}
\iftoggle{verbose}{
\begin{tcolorbox}[title={\name},
before upper={\parindent0pt},
ornamented,
halign=flush left,
left=10pt,
right=15pt,
]
\derivedstats
\end{tcolorbox}
\vspace{2em}
\noindent
\begin{minipage}[c]{\linewidth}
\hrulefill
\begin{center}\textbf{\large\name}\end{center}
\hphantom{\abilities}
\derivedstats
Abilities: \abilities
\hrulefill
\end{minipage}
}
\newcommand{\clean}{
\setcounter{fp}{5}
\setcounter{sp}{0}
\setcounter{knacks}{0}
\renewcommand{\armourtype}{N}
\setcounter{mp}{0}
\setcounter{xpbonus}{0}
}
%% _ _ _ _ _
%% __ _| |_| |_ _ __(_) |__ _ _| |_ ___ ___
%% / _` | __| __| '__| | '_ \| | | | __/ _ \/ __|
%%| (_| | |_| |_| | | | |_) | |_| | || __/\__ \
%% \__,_|\__|\__|_| |_|_.__/ \__,_|\__\___||___/
%%
%% 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.
\begin{tabularx}{\textwidth}{lr|lr|lr}
% the tcolorbox has coloured rows (xcolor package)
% but that doesn't work with creature stats, so we suppress it here
\hiderowcolors
Strength & \arabic{str} & Dexterity & \arabic{dex} & Speed & \arabic{spd} \\
Intelligence & \arabic{int} & Wits & \arabic{wts} & Charisma & \arabic{cha} \\}{%
&& Wits & \arabic{wts} \\
\begin{tabularx}{\linewidth}{p{.20\textwidth}>{\raggedright\arraybackslash}p{.70\textwidth}}
\ent{Skills} & \ifnumcomp{\value{att}}{=}{0}{}{\iftoggle{mind}{Combat \arabic{att}, }{Brawl \arabic{att}, }} \skills \\
\iftoggle{mind}{\ent{Equipment} & \equipment \\}{\ent{Abilities} & \abilities \\}
}
%% _ _ _
%% __| | ___ _ __ ___| |_ __ _| |_ ___
%% / _` |/ _ \ '__/ __| __/ _` | __/ __|
%%| (_| | __/ | \__ \ || (_| | |_\__ \
%% \__,_|\___|_| |___/\__\__,_|\__|___/
%%
%%
%% dice instead of Damage
%% print out att, spd, DAM, dex, dr (type), str
%%
%
\newcommand{\derivedstats}{
\setlength\topsep{0pt}
\setlength\parskip{0pt}
\iftoggle{debug}{str: \arabic{str}, dex: \arabic{dex}, spd: \arabic{spd}, att: \arabic{att}, damage: \arabic{damage}, Attack total: \arabic{attackXPtotal}, Def Total: \arabic{defenceXPtotal}}{}
% Stats for allies don't need to show Combat +1 as 'TN 8 to hit', they just need to show '+1'.
\iftoggle{allyCharacter}{}{
\addtocounter{att}{7}
}
\addtocounter{spd}{3}
\ifnum\value{weight}>\value{str}% now to compute encumbrance
\addtocounter{str}{5}% we can't have negative values affecting results
\addtocounter{weight}{5}
\addtocounter{spd}{-\value{weight}}
\addtocounter{spd}{\value{str}}
\addtocounter{str}{-5}% now we return strand weight to the original values
\iftoggle{verbose}{\normalsize}{\large}%
\scshape AP \arabic{spd}%
\ifnumcomp{\value{heft}}{>}{1}{ (AP Cost: \arabic{heft})}{},
\iftoggle{allyCharacter}{$2D6$\ifnum\value{att}>-1 +\fi}{}%
\ifnumcomp{\value{dr}}{>}{0}{\mbox{DR \arabic{dr}~\armourtype}
\ifdefstring{\armourtype}{C}{%
\addtocounter{enc}{5} (\arabic{enc}!)%
}{%
\ifdefstring{\armourtype}{P}{\addtocounter{enc}{3} (\arabic{enc}!)}{}%
}%
\ignorespaces,}{}%
\addtocounter{hp}{6}%
\addtocounter{damage}{4}%
\ifnum\value{mp}>0%
\addtocounter{mp}{\value{int}}%
\setcounter{mpFree}{\value{mp}}
\addtocounter{mpFree}{-\value{mpLocked}}%
MP
\ifnum\value{mpLocked}>0%
\arabic{mpFree} / \arabic{mp},
\else%
\arabic{mp},
\fi%
\fi%
\ifnum\value{sp}>0%
SP \arabic{sp},
\fi%
%
%
%% __ ______
%% \ \/ / _ \
%% \ /| |_) |
%% / \| __/
%% /_/\_\_|
%%
\newcommand{\calculateXP}{
\vspace{.1cm}
%%% 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{spd}{-\value{heft}}%
\ifnum\value{spd}>\value{mp}%
\setcounter{enc}{\value{spd}}
\else%
\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{str}, dex: \arabic{dex}, spd: \arabic{spd}, att: \arabic{att}, damage: \arabic{damage}, XP Bonus: \arabic{xpbonus}, Attack total: \arabic{attackXPtotal}, Def Total: \arabic{defenceXPtotal}, mp: \arabic{mp} Grand Total: \arabic{xp}}{\iftoggle{verbose}{\hrulefill}}
\ifnumcomp{\value{xp}}{<}{73}%
{\ifnumcomp{\value{xp}}{<}{40}%
{\arabic{xpbonus} XP}{$\frac{1}{2}$ XP}}%
\addtocounter{xp}{-60}%
\divide\value{xp} by 13%
\addtocounter{xp}{\value{xpbonus}}%
\arabic{xp} XP%
% if the creature has a mind, print fate points (if any).
\iftoggle{mind}%
{\addtocounter{fp}{\value{cha}}%
\ifnum\value{fp}>2\ignorespaces, \arabic{fp}~FP %
\iftoggle{bestiarychapter}%
{}%
%
%%%%%%%%%%%%%%%%%%%% Creature Abilities
\newcommand{\abilities}[1]{ \\
\addtocounter{str}{-2}Acidic spray (spray for \calculatedamage{str} Damage per turn)%
\addtocounter{str}{2}%
}
\newcommand{\acidBody}{%
Acidic Body (inflict \calculatedamage{str} Damage each turn)%
}
\newcommand{\gelRegen}{%
Regeneration (1 HP/ round, max. \setcounter{hp}{\value{str}}\addtocounter{hp}{6}\roundUp{hp} \arabic{hp})%
}
\newcommand{\amphibious}{
amphibious%
}
claws (grapple inflicts standard damage)%
}
\newcommand{\flight}{%
}
\newcommand{\web}{%
\setcounter{track}{6}\addtocounter{track}{\value{str}}%
Web (Strength + Athletics, TN \arabic{track} to break free as a movement action)%
\newcommand{\Path}[1]{ \\
\raggedright \ent{Spheres:} & #1