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atma:bugfix:Make all Weapons & Shields consistent (#313)
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closes #295
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atmafox authored and WeaverThree committed Jan 11, 2020
1 parent 357102c commit 1f8cf27
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2 changes: 1 addition & 1 deletion core/revised/adept.tex
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\pc%

\jobstats[hpa=4x,hpb=5x,hpc=6x,hpd=7x,mpa=1x,mpb=2x,mpc=3x,armor=Heavy,
weapons=Claws/Gloves \\ Weapon \& Shield \\ Heavy Weapons \\ Katanas \\ Wands \\ Staves ]
weapons=Claws/Gloves \\ Weapons \& Shields \\ Heavy Weapons \\ Katanas \\ Wands \\ Staves ]
\end{jobdesc}

\begin{tabjob}
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2 changes: 1 addition & 1 deletion core/revised/ch-inventory.tex
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Expand Up @@ -44,7 +44,7 @@ \section{Equipment}\label{sec:inv-equip}

\begin{multicols}{2}

Equipment is the main use for Gil. Each character can equip exactly one weapon and armor, plus two accessories. In the case of weapons and armor, they are divided into categories. \tequip{Light Armor}, \tequip{Medium Armor} and \tequip{Heavy Armor} are the available armors. Weapons can be classified as \tequip{Light Swords / Knives}, \tequip{Heavy Weapons \& Shield}, \tequip{Heavy Weapons}, \tequip{Polearms}, \tequip{Claws / Gloves}, \tequip{Twin Blades}, \tequip{Bows}, \tequip{Throwing Weapons}, \tequip{Rifle / Crossbows}, \tequip{Staffs}, \tequip{Wands}, and \tequip{Instruments}.
Equipment is the main use for Gil. Each character can equip exactly one weapon and armor, plus two accessories. In the case of weapons and armor, they are divided into categories. \tequip{Light Armor}, \tequip{Medium Armor} and \tequip{Heavy Armor} are the available armors. Weapons can be classified as \tequip{Light Swords / Knives}, \tequip{Weapons \& Shields}, \tequip{Heavy Weapons}, \tequip{Polearms}, \tequip{Claws / Gloves}, \tequip{Twin Blades}, \tequip{Bows}, \tequip{Throwing Weapons}, \tequip{Rifle / Crossbows}, \tequip{Staffs}, \tequip{Wands}, and \tequip{Instruments}.

The character’s Abilities indicate which weapons and armor they may equip. If a character wishes to equip a weapon that they may not, it doesn’t add their Offensive Stat to any roll or attack; If a character wishes to equip an armor that they may not, they don’t consider their Defensive Stat in opponents’ rolls or attacks.

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2 changes: 1 addition & 1 deletion core/revised/druid.tex
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\crystal{level}{12pt} & %
\textit{Primal Arcana}: Requires level 1. Increase your MP bonus multiplier at all levels by 1. You may equip light armor. Also, you gain one of the following Spell groups: \tspellgroup{Healing}, \tspellgroup{Fire}, \tspellgroup{Ice}, \tspellgroup{Lightning}, \tspellgroup{Poison}, or \tspellgroup{Slow}. \\
\crystal{level}{12pt} & %
\textit{Nature Warrior}: Requires level 1. Increase your HP bonus multiplier at all levels by 1. You may equip \tequip{heavy armor} and two of the following weapons: \tequip{Heavy Weapons}, \tequip{Bows}, \tequip{Light Swords / Knives}, \tequip{Weapons \& Shield}, \tequip{Katana}, \tequip{Polearms} or \tequip{Staves}. \\
\textit{Nature Warrior}: Requires level 1. Increase your HP bonus multiplier at all levels by 1. You may equip \tequip{heavy armor} and two of the following weapons: \tequip{Heavy Weapons}, \tequip{Bows}, \tequip{Light Swords / Knives}, \tequip{Weapons \& Shields}, \tequip{Katana}, \tequip{Polearms} or \tequip{Staves}. \\
\crystal{level}{12pt} & %
\textit{Primal Music}: Requires level 1. Increase your HP bonus and MP bonus multipliers at all levels by 1 each. Also, you may equip the \tequip{Instruments} weapon type. \\
\tabjobspec{}
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2 changes: 1 addition & 1 deletion core/revised/squire.tex
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\crystal{earth}{12pt} \crystal{air}{12pt} & %
\tspec{Throw Stone}: Requires Earth and Air level 2. You gain the Ranged Quick physical action \taction{Throw Stone}. You gather a rock and throw at your opponent, making an Air vs Air, difficulty 40 attack. If you hit, you deal \telem{Crush} elemental damage equal to the level-appropriate Throwing Weapon’s damage. \\
\crystal{level}{12pt} & %
\tspec{Equip Axe}: Requires level 1. You may equip \tequip{Heavy Weapons} and \tequip{Heavy Weapon \& Shield}. \\
\tspec{Equip Axe}: Requires level 1. You may equip \tequip{Heavy Weapons} and \tequip{Weapons \& Shields}. \\
\crystal{earth}{12pt} \crystal{air}{12pt} & %
\tspec{Artful Dodger}: Requires Earth and Air level 5. Reduce your \taction{Dodge} action’s difficulty to 40. \\
\crystal{water}{12pt} & %
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2 changes: 1 addition & 1 deletion core/revised/warrior.tex
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\textbf{Representatives}: Dragoon Job (FFIII, FFV, FFXI, FFT, FFTA), Uhlan Job (FFXIIZJ), Kain Highwind (FFIV), Cid Highwind (FFVII), Ward Zabac (FFVIII), Freya Crescent (FFIX), Gladiator Job (FFTA), Fighter Job (FFI, FFIII), Warrior Job (FFXI), Adelbert Steiner (FFIX), Auron (FFX), Knight Job (FFIII, FFV, FFT), Leo Cristophe (FFVI), Soldier Job (FFTA), Cyan Garamonde (FFVI), Cloud Strife (FFVII), Squall Leonhart (FFVIII), Tidus (FFX) \pc%

\jobstats[hpa=5x,hpb=6x,hpc=7x,hpd=8x,mpa=0x,mpc=1x,armor=Heavy,weapons=Light Sword/ Knives \\ Claws / Gloves \\ Weapon \& Shield \\ Heavy Weapon \\ Katanas \\ Polearms]
\jobstats[hpa=5x,hpb=6x,hpc=7x,hpd=8x,mpa=0x,mpc=1x,armor=Heavy,weapons=Light Sword/ Knives \\ Claws / Gloves \\ Weapons \& Shields \\ Heavy Weapon \\ Katanas \\ Polearms]
\end{jobdesc}

\begin{tabjob}
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2 changes: 1 addition & 1 deletion core/revised/whitemage.tex
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\crystal{fire}{12pt} \crystal{water}{12pt} & %
\tspec{Heavenly Blessing}: Requires Fire level 3 and Water level 5. You may target two characters with a single target Heavenly or Protective Spell if you spend twice the MP cost. \\
\crystal{earth}{12pt} & %
\tspec{Heavenly Warrior} Requires Earth level 3. You can equip \tequip{medium armor} and the weapon \tequip{Heavy Weapons \& Shield}. Increase your HP bonus multiplier at all levels by 1 if its level 1 value is 4x or lower. \\
\tspec{Heavenly Warrior} Requires Earth level 3. You can equip \tequip{medium armor} and the weapon \tequip{Weapons \& Shields}. Increase your HP bonus multiplier at all levels by 1 if its level 1 value is 4x or lower. \\
\tabjobsep%
\multicolumn{2}{p{\textwidth}}{\tability{Protective Magic}: Core Ability acquired at level 15. You gain one Protective Spell group: \tspellgroup{Elemental}, \tspellgroup{Life}, \tspellgroup{Armor}, \tspellgroup{Shield}, or \tspellgroup{Images}.} \\
\tabjobspec{}
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