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 -- GitLab