% This is a test file for the pcsheet macros
%
% These macros help you to easily print AD&D player character sheets with LaTeX.
%
% I hope you enjoy it (for copyright see pcsheet.tex)
%
% Don't forget, these macros need a paper size of din A4. If you don't have this size,
% you have to adjust the macros....(good luck..)
%

% you have to include the 'dina4' here to get the correct size of the paper
\documentstyle[fullpage]{article}

% the following command includes the macro file for usage
\input{pcsheet.tex}

\begin{document}

  % the sheet itself is defined as an environment, which takes one argument,
  % the name of the sheet processed (just used for some terminal outputs)
  % you can get an empty player sheet with
  %
  %    \begin{sheet}{Empty}
  %    \end{sheet}
  %
  % without the '%' in front of course :-)
  %
  \begin{sheet}{monk}
    % inside this environment follow now the individual commands
    %

    % With the 'character' commands sets the name of the character
    \character{Abel Marko}

    % The name of the player is set with the 'player' command
    \player{chad brown}

    % You can set the race with 'race'. _NOTE_: The adjusments for
    % race in the abilities are _NOT_ made, you have to make them by
    % hand. The following races are implemented:
    %
    %      Dwarf     (with constitution bonus for saving throws, movement
    %                rates and abilities)
    %      Elf       (with movement rates and abilities)
    %      Human     (with movement rates)
    %      Half-Elf  (with movement rates and abilities)
    %      Gnome     (with movement rates and abilities)
    %      Hafling   (with movement rates and abilities)
    %
    % If there is something missing, let me know (though i don't
    % guarantee that I will have time to make the changes...)
    \race{Human}

    % now the alignment, possible values are 'LG, NG, CG, LE, NE, CE,
    % LN, N, CN'.
    \AL{LG}

    % The sex of the character can either be 'M' or 'F'.
    \sex{M}

    % now lets set the weight, age and height of the character
    \weight{245}
    \age{25}
    \height{6'4"}

    % The 'appereance' command let you note some special 'look' of the
    % character
    \appereance{big, BIG, \Large{BIG}, muscular}

    % With the subrace and religion commands you can set these features
    \subrace{}
    \religion{God}

    % Set the colour of the eyes and the hair with the followin commands
    \eyes{Green}
    \hair{bald}

    % The children command let you note the characters children, and
    % the siblings command his/her siblings.
    \children{none}
    \siblings{brother, Cain}

    % With the hometown and background commands you set some
    % additional features of the character
    \hometown{Delic}
    \background{Member of Justice}

    % The following commands let you set the abilities of your character. Note
    % that the strength command has two arguments, for fighter with exceptional
    % strength. These values determine the modificators.
    \STR{16}{}
    \DEX{16}
    \CON{15}
    \INT{14}
    \WIS{18}
    \CHR{15}

    % The following counters are for the abilitie for thieves, which
    % has to be set before the '\class' command The following counters
    % are implemented (just use them with \addtocounter{\xxx}{#} (You
    % could also use \setcounter, but this erases all adjusments which
    % may have been done before) To be able to set the class specific
    % experience bonus, the class has to be defined after the
    % abilities.  (All counters start with a 'c')
    %
    %      cPickPockets       Thieves pick pockes percentage
    %      cOpenLocks         Thieves open locks percentage
    %      cFTTraps           Thieves Find/Remove Traps percentage
    %      cMoveSil           Thieves Move Silently chance
    %      cHide              Thieves Hide in shadows chance
    %      cDetNoise          Thieves Detect noise chance
    %      cClimb             Thieves Climb chance
    %      cRead              Thieves Read language chance
    %      cBackstab          Thieves Backstab modifier

    % Now it is time to set the class. The followin classes are recognized:
    %
    %      Fighter     (as Warrior, with XP Bonus)
    %      Paladin     (as Warrior, with XP Bonus, abilities and saving
    %                  throw bonus)
    %      Ranger      (as Warrior, with XP Bonus and abilities)
    %      Mage        (as Wizard, with XP Bonus)
    %      Illusionist (as Wizard, with abilities)
    %      Cleric      (as Priest)
    %      Druid       (as Priest, with abilities)
    %      Thief       (as Rogue, with abilities and XP Bonus)
    %      Bard        (as Rogue, with abilities and XP Bonus)
    %
    % Note: If you are makeing a Rogue (i.e. Bard or Thief), you must set the
    %       ability counters before useing \class (see above)
    \class{Cleric}

    % The level can just be set using a normal number With the level,
    % also the saving throws are set. To be able to do that, the class
    % has to be fixed before the setting the level. Note that the
    % saving throws are only set to the limit of the levels mentioned
    % in the PH.  To be able to set the saving throw, the level has to
    % be AFTER the class.
    \level{17}

    % The following commands let you define the armor related
    % values. If this is a good thing to do depends on how often your
    % character changes armor.  The second argument to 'addarmor' is
    % the weight of the armor
    \addarmor{Robes}{1}

    % The following counters are implement to set AC values. (These
    % are default 11, to be able to find out if it's usefull to print
    % them. So you have normall to use \setcounter, not addtocounter.)
    % cAC is the armor class, cSurprised is when character suprised,
    % cShieldless without shield and cRear for rear attacks.
    \setcounter{cAC}{9}
    \setcounter{cSurprised}{5}
    \setcounter{cShieldless}{5}
    \setcounter{cRear}{5}

    % To set the hit points, use the following counters:
    % cHP is the actual hit points, and cHPBase the maximum value
    % (The first is not really usefull to set, 'cause it changes too much...)
    \setcounter{cHP}{82}
    \setcounter{cHPBase}{106}

    % Furthermore there is a command to print special wounds, which
    % can be redefined
    %% \renewcommand{\Wounds}{Some hairs broken..}

    % If you want to set some special abilties, you can use the
    % addability command The standard abilities are set with a header
    % in \bf and all subsequent lines indented with $\;$.
    %% \addability{Martial Arts}

    % With the proficiencies commands you can set the language, weapon
    % and non-weapon proficiencies.  For languages use \addlang{}, for
    % weapons use \addweap{} and for non-weapn use \addnweap{}{}{},
    % where the second and the third arguments are the abilities and
    % modifiers for proficiency checks.
    \addlang{common}
    \addlang{elvish}
    \addlang{dwarvish}
    \addlang{orc}

    \addweap{ambidexterity}
    \addweap{two-weapon style}
    \addweap{Club}
    \addweap{long sword}
    \addweap{long bow}
    \addweap{lance}
    \addweap{Glaive}
    \addweap{dirk}

    %% General
    \addnweap{Riding, Land-Based}{W}{+3} % 1    
    \addnweap{Swimming}{S}{0}            % 1
    \addnweap{Animal Training}{W}{0}     % 2

    %% Priest
    \addnweap{Religion}{W}{0}            % 1
    \addnweap{Spellcraft}{I}{-2}         % 1
    \addnweap{Healing}{I}{-2}            % 2
    \addnweap{Herbalism}{W}{-2}          % 2
    \addnweap{Reading/Writing}{I}{+1}    % 1

    %% Warrior
    \addnweap{Blind fighting}{NA}{NA}    % 2

    % Now let's give some weapons to the characters This command is a
    % little bit tricky, cause it takes a whole lot of arguments (btw,
    % the THAC0 are computed)
    % The command looks like follows

    % \addweapon{<name>}{{<Attack Adjusment>}{<Damage
    %            Adjusment>}}{{<Damage SM>}{<Damage L>}} {{<Range
    %            S>}{<Range M>}{<Range
    %            L>}}{<Weight>}{<Type>}{<Size>}{<Speed>}

    % name, Damage, Type, Size are text arguments, Attack adjustment,
    % damage adjustment, ranges, weight and speed are numeral
    % arguments.
    \addweapon{Dagger}{2}{{0}{1}}{{1d4}{1d3}}{{0}{0}{0}}{1}{P}{S}{7}

    % To set special attacks, you can redefine the following commands
    % \SpecialAttackI, \SpecialAttackII, \SpecialAttackIII for lines 1
    % to 3
    \renewcommand{\SpecialAttackI}{Martial Arts}

    % Ammunition can be set by redefining the commands \AmmunitionI,
    % \AmmunitionII and \AmmunitionIII.
    %\renewcommand{\AmmunitionI}{Sling bullets}

    % The 'additem' commands adds an item to the item list of the
    % sheet.  The command takes 3 arguments, first the location, then
    % the item itself and at last the weight. Because of the positions
    % of the text, you should never give a location AND an item.
    \additem{Backpack}{}{2}
    \additem{}{Picks}{1}
    \additem{}{9 Candles}{1}
    \additem{}{Clear Crystal}{1}
    \additem{}{Robe}{1}
    \additem{}{Wineskin}{1}
    \additem{}{Rope (50ft)}{1}
    \additem{}{17 Sheet of paper}{1}

    % the total weigth (encumbrance) can be set into counter
    % cEncumbrance
    %\setcounter{cEncumbrance}{100}

    % Experience can be set by setting two counters.  The counter cXP
    % contains the experience points of the character, the counter
    % cXPBase contains the percentage bonus for each earned xp (this
    % counter is normally set by the class and abilities commands).
    \setcounter{cXP}{-1}
    \addtocounter{cXPBonus}{10}

    % Now we come to the money. The counters cCP, cSP, cEP, cGP and
    % cPP are available
    \setcounter{cCP}{220}
    \setcounter{cSP}{22}
    \setcounter{cEP}{2210}
    \setcounter{cGP}{121}
    \setcounter{cPP}{1330}

    % To set gems, you can redefine the command \Gems
    \renewcommand{\Gems}{8 rubies}

    % For other valuables there are the commands \TreasureI,
    % \TreasureII, \TreasureIII which can be redefined.
    \renewcommand{\TreasureI}{5 very valuable Art Objects}

    % The 'addmisc' command adds an entry to the misc table on the
    % sheet. There is just one possbile argument, which is printed.
    %%\addmisc{Spellbook}
    %%\addmisc{Amulet}
    %%\addmisc{Flying Carpet}
    \addmisc{slide rule}

    % Now we come to the two last commands. These are used to set the
    % parameters of henchmen and animal companions. The addhench
    % command adds the values and the addhenchback sets the henchmans
    % background (these commands have to have the same sequence.  The
    % addhench command takes the following arguments:
    %
    % \addhench{Name}{AC}{Race/Class}{Nr. Attacks}{THAC0}{Damage/Effects}{Skills/Abilities}{HP}
    %
    %%\addhench{Wonder Dog}{5}{Dog}{20}{3}{12}{1d8/1d4/1d4}{Loud bark}{25}
    %%\addhenchback{Found as baby, then raised till adultry.}
    %%\addhench{Wonder Dog II}{5}{Dog}{20}{3}{12}{1d8/1d4/1d4}{Loud bark}{25}
    %%\addhenchback{Found as baby, then raised till adultry. (whoaw, two dogs...what luck)}

  \end{sheet}

\end{document}
