From 1f8cf27439659da042cfa95aac71eafa67d1ea30 Mon Sep 17 00:00:00 2001 From: Atma Yhhsom'aa Date: Sat, 11 Jan 2020 13:28:24 -0700 Subject: [PATCH] atma:bugfix:Make all Weapons & Shields consistent (#313) closes #295 --- core/revised/adept.tex | 2 +- core/revised/ch-inventory.tex | 2 +- core/revised/druid.tex | 2 +- core/revised/squire.tex | 2 +- core/revised/warrior.tex | 2 +- core/revised/whitemage.tex | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/core/revised/adept.tex b/core/revised/adept.tex index eaa39478..ba2fbdd5 100644 --- a/core/revised/adept.tex +++ b/core/revised/adept.tex @@ -13,7 +13,7 @@ \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} diff --git a/core/revised/ch-inventory.tex b/core/revised/ch-inventory.tex index 3f4d7d89..d9b48b3a 100644 --- a/core/revised/ch-inventory.tex +++ b/core/revised/ch-inventory.tex @@ -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. diff --git a/core/revised/druid.tex b/core/revised/druid.tex index 208d47d2..c9cfb9b4 100644 --- a/core/revised/druid.tex +++ b/core/revised/druid.tex @@ -11,7 +11,7 @@ \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{} diff --git a/core/revised/squire.tex b/core/revised/squire.tex index bd7213bd..f42f31e6 100644 --- a/core/revised/squire.tex +++ b/core/revised/squire.tex @@ -10,7 +10,7 @@ \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} & % diff --git a/core/revised/warrior.tex b/core/revised/warrior.tex index 9c9fece9..73893a2c 100644 --- a/core/revised/warrior.tex +++ b/core/revised/warrior.tex @@ -3,7 +3,7 @@ \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} diff --git a/core/revised/whitemage.tex b/core/revised/whitemage.tex index 3ecfaaa1..57a03d92 100644 --- a/core/revised/whitemage.tex +++ b/core/revised/whitemage.tex @@ -23,7 +23,7 @@ \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{}