diff --git a/arms.sty b/arms.sty index f76ba1e84569856fbc56670145561806ac66d8a8..94e9d36572c3da01531f1cb1b064257228a69806 100644 --- a/arms.sty +++ b/arms.sty @@ -7,52 +7,51 @@ \newcounter{weaponBonus} -\newcommand\weapon[6][]{ +\newcommand\weapon[6][]{% % The weapon's bonus to hit is equal to its length + weight / 2. \setcounter{weaponBonus}{#3}% \ifnum#5>0% \addtocounter{weaponBonus}{#5}% - \fi - \roundUp{weaponBonus} - \setcounter{damage}{#4} - \ifnum#5>0 - \addtocounter{damage}{#5} - \fi - \roundUp{damage} - \setcounter{heft}{#3} - \addtocounter{heft}{#5} - \roundUp{heft} - \ifnum\value{heft}<1 - \setcounter{heft}{1} - \fi - \setcounter{weight}{#5} - \setcounter{cost}{#6} - - #1 - \iftoggle{creatureBox}{ - \addtocounter{att}{\value{weaponBonus}} + \fi% + \roundUp{weaponBonus}% + \setcounter{damage}{#4}% + \ifnum#5>0% + \addtocounter{damage}{#5}% + \fi% + \roundUp{damage}% + \setcounter{heft}{#3}% + \addtocounter{heft}{#5}% + \roundUp{heft}% + \ifnum\value{heft}<1% + \setcounter{heft}{1}% + \fi% + \setcounter{weight}{#5}% + \setcounter{cost}{#6}% + #1% + \iftoggle{creatureBox}{% + \addtocounter{att}{\value{weaponBonus}}% #2\ignorespaces% - }{ - #1 - #2 & - \ifnum\value{weaponBonus}>0 +\fi - \arabic{weaponBonus} & - \ifnum\value{damage}>0 +\fi\arabic{damage} - & \arabic{heft} & - \arabic{weight} + }{% + #1% + #2 &% + \ifnum\value{weaponBonus}>0 +\fi% + \arabic{weaponBonus} &% + \ifnum\value{damage}>0 +\fi\arabic{damage}% + & \arabic{heft} &% + \arabic{weight}% \iftoggle{examplecharacter}{}{% Example characters have all the weapon stats except cost, so we only need cost for the weapon charts in the core book. - & - \ifnum#6<1\else - \ifnum#6>200 - \divide\value{cost} by 100 - \arabic{cost} sp - \else - \arabic{cost} cp - \fi - \fi - } - \\ - } + &% + \ifnum#6<1\else% + \ifnum#6>200% + \divide\value{cost} by 100% + \arabic{cost} sp% + \else% + \arabic{cost} cp% + \fi% + \fi% + }% + \\% + }% } % Shields work much like weapons, except that their Bonus is high, their initiative cost is low, but their attack is poor.