Is there a place where can I find themes for the GURPS ruleset? Something light gray like D&D with smaller or stylized buttons?
Is there a way to hide other dice? d4 d8 etc...
Humble apologies for the barging in and posting questions ungracefully.
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Is there a place where can I find themes for the GURPS ruleset? Something light gray like D&D with smaller or stylized buttons?
Is there a way to hide other dice? d4 d8 etc...
Humble apologies for the barging in and posting questions ungracefully.
The only specific GURPS ruleset theme I know of is this one (https://goo.gl/xO1Lg1), however, most themes which work for CoreRPG will also work for the GURPS ruleset.
The only way to remove the extra dice is to make modifications to do so within the ruleset.
Hiya Xeonen,
I eventually got through hiding all dice but the d6, so I'll share it here if it helps anyone. It's fairly straightforward, but there are quite a few steps.
1) Without FG running, make a COPY of the "GURPS.pak" file in your Fantasy Grounds Data folder and move it to a different folder. Rename the original "GURPS.pak" to "GURPS.pak_ORIGINAL" (or whatever) so you can easily restore it should anything get wonky.
2) Go to the other folder and rename "GURPS.pak" to "GURPS.zip" (select "Yes" if prompted), then unzip "GURPS.zip" into that folder. You should now see a bunch of folders ("campaign," "ct," "desktop," etc.) and few files. Right click on the file "gameelements.xml" and choose "Edit" to open in Notepad/Notepad++ whatever you use.
It's a fairly small file, should look like this (the "position" coordinates may be different, that's fine):
All you have to do is change it to look like this:Code:<?xml version="1.0" encoding="iso-8859-1"?>
<!--
Please see the license.html file included with this distribution for
attribution and copyright information.
-->
<root>
<distance>
<base>1</base>
<diagmult>1</diagmult>
<suffix>yd</suffix>
</distance>
<imagesettings>
<pointer defaultconeangle="60" />
</imagesettings>
<die name="d6">
<icon>d6icon</icon>
<position>270,-68</position>
</die>
<die name="d20">
<icon>d20icon</icon>
<position>370,-68</position>
</die>
<die name="d12">
<icon>d12icon</icon>
<position>420,-68</position>
</die>
<die name="d10">
<icon>d10icon</icon>
<position>470,-68</position>
</die>
<die name="d8">
<icon>d8icon</icon>
<position>520,-68</position>
</die>
<die name="d4">
<icon>d4icon</icon>
<position>570,-68</position>
</die>
<die name="dF">
<icon>d6icon</icon>
<position>620,-68</position>
</die>
</root>
You're basically leaving the "d6" line alone, and adding that small bit of 'merge="delete">' to the lines of all the other dice types that you want to hide. Now resave that file as "gameelements.xml" (if it saves as "gameelements.xml.txt," I think you can just rename it).Code:<?xml version="1.0" encoding="iso-8859-1"?>
<!--
Please see the license.html file included with this distribution for
attribution and copyright information.
-->
<root>
<distance>
<base>1</base>
<diagmult>1</diagmult>
<suffix>yd</suffix>
</distance>
<imagesettings>
<pointer defaultconeangle="60" />
</imagesettings>
<die name="d6">
<icon>d6icon</icon>
<position>270,-68</position>
</die>
<die name="d20" merge="delete">
<icon>d20icon</icon>
<position>370,-68</position>
</die>
<die name="d12" merge="delete">
<icon>d12icon</icon>
<position>420,-68</position>
</die>
<die name="d10" merge="delete">
<icon>d10icon</icon>
<position>470,-68</position>
</die>
<die name="d8" merge="delete">
<icon>d8icon</icon>
<position>520,-68</position>
</die>
<die name="d4" merge="delete">
<icon>d4icon</icon>
<position>570,-68</position>
</die>
<die name="dF" merge="delete">
<icon>d6icon</icon>
<position>620,-68</position>
</die>
</root>
3) Now that you've changed what you need to, just need to repackage your newly-modified GURPS ruleset. Select all the contents of that folder (the "campaign," "ct," "desktop," etc. folders and the files, including your new "gameelements.xml"), right-click, and compress them into a new .zip file (with 7-Zip this is "Add to archive," not sure what the default Windows zipper says but it's probably like "Compress into..." or "Create a zip..." or something). Rename that new .zip file to "GURPS.pak" and move it back to your working Fantasy Grounds\Data\rulesets folders. There should be two there now, "GURPS.pak" (which you just made and hides all dice but the d6) and "GURPS.pak_ORIGINAL" (a copy of the original unmodified ruleset).
4) When you start Fantasy Grounds and use the GURPS Ruleset, all the dice should now be hidden but the d6! If that's not the case, just remove your new "GURPS.pak" file and rename "GURPS.pak_ORIGINAL" back to "GURPS.pak" (with FG not running) to reset everything back the way it was.
Hope this helps!
Why don't you just put that code into an extension, so it can be loaded / unloaded with a click without having to edit the ruleset?
Here is one better. I created an extension to remove the non-GURPS dice. Simply activate/enable the extension before starting your campaign and the dice will be gone. :)
https://www.dropbox.com/s/b35grqw1cl...oDice.ext?dl=1
Like Andraax said. :)
https://www.dropbox.com/s/b35grqw1cl...oDice.ext?dl=1
I'm a fumbly cut & paster not a coder, so I'm not sure how to override the game elements data in the GURPS ruleset without conflict. Since I never have a reason to use non-d6 with a GURPS ruleset loaded (or I'd just leave it as-is :) ), I just find it easier to quickly modify that one file whenever a new .pak is released.
EDIT: And yay, the best kind of Ninjaed! Thanks for the codeage!
Thanks a lot! Although there is an extension for it now, this solution will help in the future if I want to work with d10 systems and such!
Thanks downloaded it, I will be testing it. =)
I will check those extensions, lets hope a good theme could be found. I can do coding but I am a terrible designer. =)
I haven't started creating any new themes. Mostly because I'm lazy/unmotivated, but partly because I don't feel like the existing one is 100% done. I know Bruno has created his own, which is a flat grey overall, though it's geared for Portuguese speakers
I'm happy with the stability of the latest release candidate, so I'm shifting 3.4.0 to full release. See the original post for details or simply download from below. Please report any issues.
GURPS 4E Core Ruleset
Download latest release from here: https://bit.ly/GURPS4ECore
(Updated: 16th Mar 2020)
I'm using the newest version and loving it.
One thing that I found myself having to do, was revamp my equipment list, and then I decided to try an experiment... One of the items I was updating was a rifle from GURPS HIGH TECH, which was the FN MK 17 SCAR. That made me look it up (I couldn't remember whether it was an assault rifle, semi-automatic rifle, etc) and I saw a picture of the weapon system. Doing a save picture as, I was able to store the picture as a jpg in my images folder. Then I dragged the image icon directly into the notes of the gun - and presto, anything that is equipment that can have a picture, can be linked in the description area and clicked upon by the user. NEAT!
My only regret? I hate having to use the "Story" element for information, if I could simply treat it as a "Library" item. As soon as I saw a functional "Library" icon, I thought NEAT. That it shows the information for various "mods" in the library that are active is useful to be sure...
I'm going to have to spend some time working with this new version to see what it is capable of. Question - can weapons with multiple modes be dragged and dropped in this new version?
I'm glad you like it. Yes, you can drag weapons and have the modes filled. There are two methods to facilitate this.
1. Via the utility Jaxilon built. See his thread for details. https://www.fantasygrounds.com/forum...g-n-drop-items
2. Separate the various modes with the pipe symbol (|).
eg
Damage: thr-1 imp | sw+2 cut
Reach: C,1 | 1
Thanks. I'm demoing the new features right now to the one player I have. He's happy with what you've got that I've shown him thus far. I've still not looked at the combat stuff as yet, but I'm looking into that next. Just in time for when I may be forced to stay away from work for some time - <Sigh>
Are there any plans of creating templates to Dungeon Fantasy (powered by Gurps)? Support to Gurps 4e Rulesets is very nice indeed :). One reason why we choose FG for our gaming group.
What kind of support do you need? I played a short DFRPG game before the update, everyone imported their character from either GCA or GCS and everything worked fine.
Both character editors offer DFRPG templates
FYI: On the surface, it appears that the GURPS.pak and GURPSNODICE.ext work within Unity. I added them and started a new game. It appears to work fine. I've not tested everything though.
The current ruleset should work without script errors in FGU. If you are seeing font errors, then they are likely due to the GURPSCore Theme. Simply disable that extension and all should work. The skin is in the process of being updated for FGU. I'm not sure when that will be available, but I expect very soon.
So, what sort of features would people like to see for future releases?
A new ruleset released 6 days ago and @yako2020 isn't all over this?!? How very strange, hope they're OK...
Trenloe, eu já vi e já estou usando, principalmente meu dom, para modificar e procurar bugs, só não falava antes devido a problemas familiares, até me preocupei em ter o tema principal para ele, a extensão de áudio celeste também e a minha com novos campos, e especialmente a que permite que nomes mais longos funcionem ...
Com o tempo pretendo ter módulos com itens, vantagens, desvantagens e afins ...
Ronnke, one of these days I'll figure out your address and I'll send you a case of beer for all your work!
Since you asked. I would really like it if it was possible to address the issue where one can no longer apply an effect to the target of the active actor. This functionality used to exist, but was lost a year or so ago either in an update to this ruleset, or to Corerpg.
It gets extremely cumbersome when my combat tracker is filled with 6+ players, and 10 monsters when I have to scroll up and down through the combat tracker to find "Orc 7" to apply a "dazed", "stunned", "crippled right arm" or other condition.
It used to be that I could just "alt-click + crippled right arm" when it was Gandor the Brave's turn and he chopped through his Orc 7's arm. Wham! Bam! The condition was applied. Next person's turn.
FYI. Gigermann's GURPSCore Theme for the ruleset has been updated and now works with FGC and FGU. Download the update from the link in the original post.
I may be doing something wrong, but the distance units in FGU are not working, they appear but do not change and the distance modifiers do not appear either, the distance between both tokens or using the pointer is right, but it does not leave the yd.
So in this time of Social Distancing, we decided that we wanted to play the next session over the internet, and since I am a FG man and i do have FGU Ultimate we were going to play the next session of my Banestorm campaign over FG. Now that I am prepping for it, i did notice that there is no viable Skill type in the dropdown meny for Carousing, it being a HT based skill. I also found another problem, but that might be a FGU problem so I might post in that sub-forum later.
/H
So, I've had a fresh look at the ruleset (having not used it in ages), and I reckon I could finally go ahead and start creating some custom .mods out of my various rulebooks. There's only really one thing I'm wondering about now: techniques. At the moment, it seems like it's probably easier to add them as modifiers to skills rather than to create new skills for them, but it would be nice to have a separate Ability type for them so as to be able to add them to the Abilities list.
Assuming that I've found a way to mass import all of the item/ability/trait data from the GCS to the FG GURPS. Is it okay to share the import script or the imported files themselves?
Scripts that import from a legal source - yes. Import files - No.
I don't know what it will be like in the future, when all the to-do list is complete, but I have some doubts | suggestions:
1 - How to deal with weapons that can be used melee and thrown?
2 - Would you have any possibility of creating an expertise field for weapons and even defense items to generate a kind of link between expertise and item?
If this is possible:
2.1 - If you have the skill, take her level and calculate the trimming and even blocking.
If you have not taken the pre-defined level.
3 - The purchase of skills is made with 0 points, that is, using the pre-defined, and after the purchase of points, continue with the progression according to the level of difficulty of the skill.
I have uploaded a ruleset update.
GURPS 4E Core Ruleset
Download latest release from here: https://bit.ly/GURPS4ECore
(Updated: 22th Mar 2020)
- GURPS 4e Ruleset v3.5.0 - 22th Mar 2020
- Added: Half Move and Dodge check box to character sheet and tracker. (Clear and re-insert characters to Combat Tracker if experiencing problems)
- Added: Added ability for items to have multiple types. eg Melee Weapon and Ranged Weapon.
- Added: Added missing skill types for abilities (HT/E, HT/A, HT/H, HT/VH).
- Fixed: Bug with auto-fill of combat stats when some items were dropped onto a character sheet.