From 1dead2a09f11ae273d752f51bef04c8f45de9467 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Wed, 2 Aug 2023 17:40:16 +0200
Subject: [PATCH] include separate weapons chart

---
 arms.sty                 | 10 ++++------
 glossary.tex             | 11 +++++++++++
 layout.sty               | 10 +++++-----
 rules.tex                |  2 ++
 rules/hitting_things.tex |  5 -----
 rules/interval.tex       | 16 ++--------------
 rules/weapons.tex        |  6 ++++++
 7 files changed, 30 insertions(+), 30 deletions(-)
 create mode 100644 rules/weapons.tex

diff --git a/arms.sty b/arms.sty
index 4fd54f10..fe6ad4a6 100644
--- a/arms.sty
+++ b/arms.sty
@@ -23,16 +23,14 @@
   \ifnum#3>-1% If the weapon's attack bonus is positive,
     \addtocounter{heft}{#3}% add it to the AP cost and 
     \addtocounter{weight}{#3}% weight rating,
-    \roundUp{heft}% then the AP cost by 2.
-    \addtocounter{weight}{-3}% And reduce the weight by 3.
+  \roundUp{heft}% then the AP cost by 2.
+  \addtocounter{weight}{-2}% And reduce the weight by 3.
   \fi%
-  %%%
-  #1%
+  \ignorespaces #1%
   \iftoggle{creatureBox}{%
     \addtocounter{att}{\value{weaponBonus}}%
-    #2\ignorespaces%
+    #2%
   }{%
-    #1%
     #2 &%
     \ifnum\value{weaponBonus}>0 +\fi%
     \arabic{weaponBonus} &%
diff --git a/glossary.tex b/glossary.tex
index 4f562c91..8c345365 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -102,6 +102,17 @@
   prefix={a\space},
   ]{npc}{NPC}{Non Player Character}
 
+
+\newglossaryentry{weight}{
+  name={Weight Rating},
+  text={Weight},
+  nonumberlist,
+  first={Weight Rating},
+  description={A measure of how heavy something is when compared to a character's Strength Bonus.
+  Creatures have a \glsentrytext{weight} equal to their own \glsentrytext{hp}}
+}
+
+
 \newglossaryentry{edge}{
   name={The Edge},
   sort={Edge},
diff --git a/layout.sty b/layout.sty
index d58d08ba..dd0429af 100644
--- a/layout.sty
+++ b/layout.sty
@@ -211,11 +211,11 @@ bookmarks=true]%
 \ExplSyntaxOff
 
 % This function divides a number by two, and rounds it up.
-\newcommand\roundUp[1]{
-  \ifodd\value{#1}
-    \stepcounter{#1}
-  \fi
-  \divide\value{#1} by 2
+\newcommand\roundUp[1]{%
+  \ifodd\value{#1}%
+    \stepcounter{#1}%
+  \fi%
+  \divide\value{#1} by 2%
   \addtocounter{#1}{0}% Think this line's pointless? Try removing it and seeing what happens - I dare you.
 }
 
diff --git a/rules.tex b/rules.tex
index 653a16f6..0ab5a4cb 100644
--- a/rules.tex
+++ b/rules.tex
@@ -35,6 +35,8 @@
 
 \input{rules/hitting_things.tex}
 
+\input{rules/weapons.tex}
+
 \input{rules/projectiles.tex}
 
 \subsection*{Magic}
diff --git a/rules/hitting_things.tex b/rules/hitting_things.tex
index 8acbec1e..5a0f3a59 100644
--- a/rules/hitting_things.tex
+++ b/rules/hitting_things.tex
@@ -68,8 +68,3 @@ Characters have 6 \glspl{hp}, plus their Strength Bonus.
   The character's Strength Bonus adds to the result.
 \end{itemize}
 
-\subsubsection*{Weapons}
-
-Weapons add to a character's Attack and Damage.
-Heavier weapons have some `Heft', which costs more \glspl{ap}.
-
diff --git a/rules/interval.tex b/rules/interval.tex
index 581d27b2..84f76ffd 100644
--- a/rules/interval.tex
+++ b/rules/interval.tex
@@ -23,23 +23,11 @@ At the end of each Interval, a number of things happen:
     \item
     \Glspl{mp} comes in the wind, so windy locations allow faster regeneration.
 
-    \begin{tabularx}{\linewidth}{Xc}
-    \hline
-    Underground & 1 \\
-    Indoors     & 2 \\
-    Outdoors    & 3 \\
-    Storm       & 4 \\
-    \hline
-    \end{tabularx}
+    \manaRegenChart
     \item
     Anything with \glspl{mp} then receives penalties for shielding their bodies against the air.
 
-    \begin{tabularx}{\linewidth}{Xc}
-    \hline
-    Partial armour  & -1 \\
-    Complete armour & -2 \\
-    \hline
-    \end{tabularx}
+    \manaCoveringChart
     \item
     Equivalent heavy clothing provides the same penalties.
   \end{itemize}
diff --git a/rules/weapons.tex b/rules/weapons.tex
new file mode 100644
index 00000000..9d5df79b
--- /dev/null
+++ b/rules/weapons.tex
@@ -0,0 +1,6 @@
+\subsubsection*{Weapons}
+
+Weapons add to a character's Attack and Damage.
+Heavier weapons have some `Heft', which costs more \glspl{ap}.
+
+\commonWeaponsChart
-- 
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