Updated some graphics and styling. Also the decal image is switchable (via GM Options) from a GURPS logo to a Dungeon Fantasy logo.
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Nice. Just tried it out.
Speaking of trying it out...
I demo'd your work for another potential FG2 buyer. He was GREATLY impressed at what you had done and intends to buy FG2 soon. I did show him one thing saying "by the by, be aware that players can change information on a character sheet." When he saw that, he wasn't too happy with it (not enough to run away from FG2 obviously). I told him not to worry about it because if someone is suspected of cheating, the GM can easily reload a previous version of the character xml file (with a new name no less) and compare them side by side. But just like you can lock notes and story etc - it is a shame that character sheets can't be locked by the GM so as to do two things:
Keep oopsies from happening where a player clicked on a skill line name then thought they were in the chat box when they type stuff and hit return.
Keep the character sheets more "honest".
Right now, I'm starting to learn to use the combat minder - and it seems nice in some ways. I noted that when I used the FG2 maps with the square tiles built into the map itself, it became difficult to superimpose the hex grid over it. I'm going to have to learn to use Campaign Cartographer 3 to build some maps without the tile effect, so that I can superimpose hexes on it. I'm not sure if by putting hexes on the map to begin with, will permit me to place hexes from FG2 in precisely the same hex locations as the mapping software does. I'm going to have to scour YOUTUBE for more advice on that topic. Someday, I will run FG2 with all of its bells and whistles. I've been learning to set up encounters via FG2, and set up NPCs for FG2 and all that fun stuff. Even been working on creating "items" and the like for what NPC's have in their pockets or cars or what have you. Someday, I'll even figure out how to create an interactive "net run" from GURPS CYBERPUNK for use with FG2 (already did a trial run - what you do is create in the spells area, each software that your deck runs - with a skill level and all that fun stuff. My first test was using the newer GURPS 4e cyberdecking rules from PYRAMID. Turns out, neither of us liked it that much. :(
Well, onwards and forwards and all that stuff. Each day goes by and I add a little more in the way of Tables and stuff for my GURPS CHROME NIGHTS campaign, set in Night City. It keeps me off the streets and away from the booze at the bars. Cheaper too. ;)
Maybe a better (or just different) solution to locking character sheets is a "require GM approval" option.
I have always felt that if you feel that you need to restrict what your players can edit on their character sheet, then you either should have a talk with the group, talking about "what we want out of our game", or maybe you should find another group/player. I mean in the end, how do you do it at a real table, with "dead tree" character sheets?
As for deleting a skill/advantage/disad, i feel it is not as easy as the old ruleset. Maybe away to lock the skill list/advantage list/disad list on the player side.
/H
I saw the post in response to a question about if the languages worked from January (on page 15; sorry I can't get forum quotes to work). I can't figure out how to get languages (matched to everyone's sheets) to work in my GURPS game. If others have this working, is there any way you can help me get it working?
Details: When I went to Languages under options, none were there by default; it was just blank. I tried this with just Ronnke's GURPS4e ruleset, as well as with adding the GURPS_4E_Languages.ext that I found - I think this is from an older GURPS rulset though, since I can't select this extension in the Campaign Details section when loading a game where you can enable extensions compatible with a ruleset. In either case, no fonts appear in the drop-downs. Nonetheless, I added the languages that match to everyone's sheet, in case that would make the drop-downs show. They didn't.
I also tested some of these in the chat bubble to see if it'd still only let those that have the language understand what was typed. Even without the font/symbol text to go with it, I at least wanted to see if it would indicate in the chat who it was that understood. It doesn't appear to do this as well.Attachment 20530
The dropdown after the language name where you added them is where you select the font to display—that's what you're missing. I have successfully gotten my old Banestorm language extension to work, and it does scramble the text now (but, to my surprise, not for the originator). Generally, if you just want to scramble the text without a different font, you just include the chat font as one of the options.
Banestorm Languages Ext
Thank you Gigermann. I'll try and see if the fonts show up in the dropdown when I try the extension of yours. Currently, when I select the dropdowns next to the languages I've added, the dropdowns are blank with nothing selectable in them like there would be if I loaded a 5e game for instance.
Yeah, I think I was trying to use an older extension, since it wouldn't even show up to be selected on the extension list when the GURPS ruleset is selected.
I could only test Gigermann's extension as GM thus far, but by using it, I can at least see the fonts changing as I alternate the language using the GM chat drop down!
I'll test with some players tonight to see if the application now lists in the chat which players can "Understand" what's typed.