I can drag and drop weapons, armor, and gear from a library module I build to my character sheet?
GB
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I can drag and drop weapons, armor, and gear from a library module I build to my character sheet?
GB
And I was giving my suggestion as well - to not change that feature, other then segregating the spells separate from the skills. :-)
Ah, OK. Then let me rephrase my support of being able to drag and drop for different item types! Thanks for clarifying Andraax!
GB
First, Ronnke needs to add support for those item types - then the export and drag / drop from modules should be automatic because this ruleset is based on CoreRPG. :-)
Both points are valid.
I asked this question in the early days and there were differing opinions then, so I kept that in mind when working the database for PCs and NPCs. In terms of structure, they are the same under the hood, it's only the quantity of data that changes. I should be able to accommodate both camps with a configurable option. If the GM wants, they can run with the lightweight NPC sheet/data. They can likewise set the option, and then open NPC's in a full character sheet with extended data requirements.
Ronnke...You are the man cool guy! :rv:Quote:
If the GM wants, they can run with the lightweight NPC sheet/data. They can likewise set the option, and then open NPC's in a full character sheet with extended data requirements.
It is possible this bug still exists. Make sure you have the latest version of the ruleset (v3.0.4 as of this post), then try again. If the error still persists, then can I ask you to zip the "db.xml" file in your campaigns folders and send this to me, either as an attachment in this thread or via a PM. Thanks.
I did experience the loss of the "Current move" box... I do think it was with 3.0.3 though... I am not sure. I will get back if it happens again. Good thing I was editing the character and had not filled in that much of it so i could just delete it and then add a new one.
/H
The GCA export script for PCs has been updated to take advantage of things in the new ruleset (yay for spell information). You can download it from the link in the first post of this thread.
Enjoy
We tried to play tonight and again, one of the characters lost his current move box. This time with ruleset 3.0.4. I can't say what caused the error, the only things happening shortly before the first error message were a roll on a skill and the player entering 1 unspend CP (both on the affected sheet). I'm not completely sure about this, but it might even be, that the box is only missing on my version of the sheet and not on the players - he said, he would still see it and that he can enter values in it.
Do you want me to send you the campaign file to check if you can find the error?
If I am right in my thoughts the points not spent, are the points I gained as an experiment or that I saved on creating my character.
From what I understand both the player and the master can manage these points, however I noticed that it is not being displayed at the moment that I will select the character.
Unspent Points 0 always appears, even though I have given some in the character sheet.
I'd just like to know if the old extension Gurps_4eTableRolls.ext will be converted to this new version of the GURPS rule set.
ronnke the last release is the 3.0.4?
Yes. However, I did push the release that fixed the Unspent Points out using the same version number. The fix was very minor and so soon after 3.0.4 that I didn't bother with a new release. So download the ruleset again and you will see the correct unspent points.
I'm curious about two things cited in future developments:
1 - How will the hit by body parts work?
2 - Will the items be classified as we see in the Book?
1. My current plan is to allow you to define HP by locations (if you want to). You will then be able to track damage to a location and note things such as crippled, destroyed, severed, etc.
2. For the most part, yes. Current thoughts are, general, melee weapon, ranged weapon, armor/shield, vehicle/mount, spaceship.
I do not know if it would be banned, but with this improvement, could DR be added to the damage by subtracting the rolled total?
Example: Let's say that I attack the leg of some enemy and it has natural RD of 3, I would roll the damage and would subtract this value ... and as for the damage and application modifiers on the target would be done manually.
It's too hard to implement. If you have things like split DR chainmail 3/4 or ballistic armor 12/4*, which DR do you subtract? In GURPS the relationship between damage and DR depends on several factors. It's far simpler to work this out in your head. I've been doing this since I started roleplaying back in the 80's. Not to mention, it might violate SJG policy.
I play since 90's and love, I forgot about split DR :( and yes this will be violate the SJG Policy :(
Uncle Steve give us a full and automatized GURPS on FG, please :D
Another question de HP Location will, apply modifier to hit the body part?
OK :D
I Think, that maybe woks like this:
1 - Select Token
2 - Select the Body Part
3 - A modifier is applied by the choose
4 - Roll the Skill
and.....
Wouldn't it be just as easy to:
1. Select the target
2. Select the hit location from the FG modifiers list
3. Roll the dice.
Ronnke,
1) Are you still considering adding in the range modifiers to the map, when players target monsters or vice versa? Or has it been decided that it is not worth pursuing?
2) When importing characters, the weights do not seem to be imported correctly from GCA4 for "special considerations". For example, GCA4 lists "Brigandine, Light (Arms) (Expert Tailoring)" at 4.25 lbs, but character sheet lists it as 5 lbs., which is the standard weight.
Does the button that adds modifiers in NPCs' skills work normally for everyone?
Is that I tried to add a modifier in a skill I click on the cross it opens the field but it does not have the button that allows me to edit the field.
Attachment 17907
Thanks Ronnke, I have a wish, a request in reality that I believe to be interesting ...
Would it be possible to insert or add a hex-shaped pointer.
I've been following the forum thread you started. At this point I will put it on the wish list, but it won't be a priority. There are other features I want to work on first. I am also lead to believe FG Unity will have better hex support, so it may be better to wait and see what comes of that.
I understand, and I know that accompanies the other topic, I am happy for this and the help of all, always willing to help, but that since I am extremely lay in the area of programming I have difficulty understanding and finding some things mentioned.
The hex-shaped pointer in one is something you can not wait for, but I'm very happy to consider it and ours would be wonderful if the new version of Fantasy Grounds (Unity-Based) has the hex-shaped pointer.
GURPS 4e Ruleset v3.0.5 released. This is a bug fix release, no new features added.
Ronnke,
Did you intend for modifers to be drag-droppable from the main modifiers window, to modifiers on the pc and npc character sheets?
If so, it does not appear to work. Script Error: [string "char_modifier"]:1: attempt to call field 'onDrop' (a nil value).
If not, how difficult would this be to implement?