% This file contains generic items -- items that there may be a lot of that
% all have the same ID number.  It first defines several macros in terms
% of \specialitem, the most general item-making macro; then it defines
% various items in terms of those macros.  This also leaves those other
% macros available in character sheets and anything that uses items.sty,
% since those both \input this file.  Note that \specialitem itself is
% not defined here; character.sty and items.sty each define that, because
% it has to do different things for each.

% When assigning item numbers, you'll want to have some scheme for
% making them unique, presumably.  There's automatic random number
% generation/assignment available if you want it; see the docs.

% Note you *could* make an item here with a variable argument for
% its item number, and define uniquely numbered copies of it
% in charsheets and so on, if you really want.

% To make a new generic item, just use \newdef\Imacroname{XXXX}
% where XXXX is \normalitem, \bulkyitem, whatever, with appropriate arguments.

% The \newdef macro is Template-supplied; it's like \newcommand, but
% if the macro you makes takes args, it'll require braces around them
% so you don't forget to give the args.  See macro-glossary.html.

% Remember that your macro names (\I..., and whatever things your Czar
% wants to make in addition to \normalitem, \bulkyitem, etc) can
% only have letters in them.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

% Define the macros for usual types of items.

% \specialitem{name}{number}{desc}{note} will put just ``name'' on the 
% character sheet, and elsewhere will make an actual item card with the
% description and number as well as the name; if ``note'' is given, it is 
% placed in a framed rotated box on the side.

% If you add new macros here, document them here, in Charsheets/template.tex,
% and in macro-glossary.html.

\newdef\normalitem[3]{\specialitem{#1}{#2}{#3}{}}
\newdef\unstashitem[3]{\specialitem{#1}{#2}{#3}{\bf Unstashable}}

\def\one@hand{1}  % for comparison
\newdef\bulkyitem[4]{%  note how many Hand(s) Bulky it is
  \def\n@hands{#4}%
  \specialitem{#1}{#2}{#3}{\bf Bulky: #4 
    \ifx\n@hands\one@hand Hand\else Hands\fi}%
}

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

% Now let's define specific items.
% You'll rarely want to give item macros arguments, but you could.

\newdef\Ibread{\normalitem{A piece of bread}{1234}{}}

\newdef\Ibowling{\bulkyitem{Bowling ball}{6666}{}{1}}

\newdef\Ipowerstone{%
  \unstashitem{A glowing Powerstone}{4321}{Holds up to 5 Mana;
	this regenerates at 1/day.  If you use the last point of
	Mana in it, the stone is desroyed (tear up the card).}%
}

\newdef\Ispottedrock[1]{%
  \normalitem{A rock with #1 spots on it}{42#18}{The spots form a pretty
	pattern.  Any five spotted rocks are enough to form a good rock
	garden, as long as no more than one pair per five rocks has the
	same number of spots, and no three rocks ever have the same number.}%
}
