Hi Yako2020,
I'm not certain what you mean by "unclassified". If you would like, we can arrange to chat via Skype - I just upgraded my old Skype to the new Skype and can use it.
Hal
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Character imported from GCA, the Type are in blank.
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Type Melee Weapon only one mode...I know...the other mode can be made by hand... but its so much easy has the 2 mode in the item
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I would like to know if there is any prediction for launching some uptime in the ruleset with any of those improvements listed.
This may already have been addressed, but the mass of the thread itself makes finding out difficult. :(
In any event, I experimented with the classifications of weapons and other equipment for the drag and drop functionality, and found that if I created a type Ranged Weapon (found that in the thread at least!!!) and a subtype Semi-automatic Carbine - and named the item as Carbine, 7.62mm - I could drag and drop the item into the Inventory and the drag/drop action resulted in both the item showing up in the Ranged Combat area, as well as Inventory. Unfortunately, it lists the item's description in inventory as Unidentified Item. So, just for giggles, since I've always been leaving the Non-Id description as blank, I experimented with it to include in that blank field, an actual name.
Presto - it filled in the Non-Id value for the Inventory name.
My suspicion is that the logic being used in the coding (can't figure out where it is just yet, but I'm looking!!!) uses the Non-Id flag being set to its opposing value when it places the Item Description in the Inventory area. If I could find the file it is in, I could try to change it and see if it works or not.
But, if this hasn't been addressed already, hopefully, this helps.
Additional Thought:
I'm guessing that what I'm looking for might be something along these lines...
fRecordDisplayClass = getItemRecordDisplayClass
Is the little ring in the upper right of the item window of your new item red or green? You can toggle it on mouse click.
I can toggle it on to where the red circle with the slash shows up, or toggle it off with the symbol disappearing. Default condition is no symbol.
So, let's say for example, I have the Imi Desert Eagle statted out. I have the name as IMI Desert Eagle, .50 AE
Non-ID name as "Pistol"
Notes left blank
Type Ranged Weapon
Subtype Pistol
TL 8
Cost 1250
Weight 4.6
Damage 4d pi+
Accuracy 2
Range 220/2500
Rate of Fire 3
Shots 7+1(3)
Minimum ST 12
Bulk Penalty -4
Recoil Modifier 4
Legality Class 3
If I were to transfer that to a character via Drag and Drop - it will list the item as "Pistol" rather than as IMI Desert Eagle, .50 AE
If I were to leave the unidentified field as blank, dragging and dropping the item results in "Unidentified Item".
Now for the curve ball that I just discovered this morning...
When I create the item by right clicking on it in the items folder, it pulls up a blank "item" and I have to fill it in manually.
When I created a character named "Equipment Caddy" from GURPS CHARACTER ASSISTANT, which has a lot of equipment on the character (I figured why bother to fill in the items manually if I could simply drag and drop from the GCA created character). So, when I dragged the IMI Desert Eagle from the GCA imported character - it created an item element called IMI Desert Eagle. Problem was - all of the data that was listed for the weapon showed up in the notes area. So, I took THAT entry, and called it (Dragged) to differentiate it from the one I created raw, and presto...
Dragging and Dropping THAT version worked just fine. In other words, when I dragged that version onto the inventory sheet, it listed the equipment name properly.
Go figure huh? LOL
My guess is that for a pistol dragged off a character sheet, it sets up the "item" as being legit and it works as it should. When you do it manually - It doesn't unless you duplicate the unidentified field with the same information as the name for the item itself. This despite the fact that the Unidentified toggle switch has not been toggled.
I had the same problem, I figured out that I hadn't updated the ruleset (last version corrects this bug caused by FG update).
I've just reproduced the behavior...
I took some weapons off (via drag and drop) an imported Character from GCA, so that the dragged item into the "Item" folder appeared. When I did that, the dragged item would have the proper name as listed on the character sheet, but all of the fields were empty. The information for the gun would appear in the notes section.
Once I manually filled in the data as it should be (by first entering Ranged Weapon in the type field, which then expanded out the other fields so they could be filled), made the entry "public" so that it would show up in the Ranged Weapons area when clicking on the button - it would appear on that list.
Then, and ONLY then, could I drag the gun onto a character sheet's inventory area, where it would give the proper name of the item in the inventory area.
If I created the same name and stats for that specific weapon from Scratch (ie, go into the Item folder, right click, add entry, and then fill in the name, stats etc - dragging the item created from scratch, resulted in the "non-Id" name being used in the inventory area.
BOTH the item created by scratch, and the item created by dragging and dropping off a different character sheet - would fill in the data in the Ranged Combat tab properly (ie using the proper name rather than the Non-Id field name).
In addition (for completeness sake only, not a complaint mind you)
If i Dragged either the RAW (from scratch) version or the Dragged (ie, created by dragging an existing copy off another character onto the Item folder) - onto the Combat (Ranged Weapons) tab, it filled in the data there, but did not fill in the data in the "Inventory Area".
So, my conclusion is that when you use the method of right clicking and creating the new item from scratch, is when the inventory item runs into problems.
Ok - found a fix of sorts...
If I start from scratch - fill in the data for the "Item" , click on the ID toggle switch, then toggle it again - then I can drag and drop with it acting as it should.
Just touching base. I'm back from a vacation and in the week I have left before going back to work, I will be working on the ruleset. New release coming soon! :)
Awesome! Where does a person from Australia go for vacation?
Let's see.
Land with the deadliest Snakes. Check
Land with the scariest spiders. Check.
Land with the toughest Men. Check.
Land with the most beautiful women...
Who am I trying to fool. Why would any able bodied man of Australia want to leave to visit some other land - when they already have the best women?
*teasing grin*
Just curious how does this ruleset handles a d66(1d6 tens and 1d6 ones)? and is there a way to port that out to more core since I think other rulesets/game systems would/could benefit from that. NVM core has it handled.
Ronnke, in case you aren't aware, there appears to be some incompatibility between the Gurps Ruleset and Delux-Oz's sound extension. I thought it was just me doing something wrong, and mentioned it to him here, https://www.fantasygrounds.com/forum...ension/page135
I don't know when the problem first showed up (which version of the ruleset), because I still have all the sounds I set up with his extension originally. The links and triggers are working, but "behind the scenes" as i can't access any way to view them and/or modify them.
Hey ronnke has there been any further progression with SJGames?
Ronnke,
I am not sure if this problem resides in the Gurps ruleset, or in CoreRPG, but I am noticing that effects on the last actor in the combat tracker do not increment properly. This occurs whether or not the last actor is an NPC or a PC. I can switch the ordering of the actors in the CT (by changing their basic speed) and the last actor is always affected even if it was incrementing properly when it was higher up in the CT order. Doesn't seem to matter if the effects is set to decrement or increment, it just doesn't see the "end of actor's round" as the CT goes to the next turn.
First, is it okay with you Ronnke?
Now the same old question:
When we will have updates (those listed in the first post)
Taking into account that I have not asked for more time and even more time that we have no news of anything.
Already know will surprise us and launch an update with everything that is listed!
I am following.
I just added this and I do not see any items, skills, traits , or the likes. Do I have to add all of that.
I don't believe you get any GURPS SJG source data/materials in the Fantasy Grounds system. Personally, I use Gurps Character Assistant to create PC, NPC, Monsters or whatever and export those to import into Fantasy Grounds. Makes things pretty easy. There is a thread about how to do all that somewhere around here or you can look it up on Youtube. I could be wrong but I think Ronnke himself did one in fact.
This question does sort of tie back to the one from damned about response from SJG. The more they are in support if GURPS on FG the better hope we have of getting more easy clickable things. Of course, all that being said, you could create all that yourself but it would require some effort and understanding of creating things for FG. And of course, it would be useful basically by you. I'd think someone has already done this but it's not like they can share it legally. (Unless I'm completely clueless which isn't beyond the realm of possibility)
Anyway Ronnke, I'm planning to do a lot more GURPSing in a couple months (after travel) so I'll join the chorus of those hoping to hear something of an update, planned or otherwise. I'm certainly well aware of how busy my own life gets and personally wouldn't be peeved if you haven't had time to work on this not for pay project.
No just checking when I seen the youtube video for it. It showed items and stuff. So just hopeful that I did not have to put everything in by hand. However thank you Ronnke for making it.
Thank you for you response. I know of the GCA already was just hoping there where a few ext or mod out already that had the basic items.
I believe the "stats" are for example ST 14 and the weapon in the items or store has for example a Thrusting Great Sword thr+3 imp and sw+3 cut and these fields in same item.
Well, if I import a mule character with an Axe and drag that axe to a player character they get an Axe but none of the stats work. The Wt isn't included in inventory nor any of the detail information such as TL, Combat stats, etc that you can see on the original when you click the up arrow.
So I'd have to give it to the character over in GCA and re-import that character in order for the axe to be ready for combat. I could manually enter all that information but that's just clerical busy work and not that fun.
I just assuming Ronnke hasn't built that into the system yet/or isn't going to.
I've tried making a trade between two characters, dragging from one inventory to another, lets say a dagger but it's the same issue. It's not the end of the world but it is a bummer compared with other systems where this works.
If I'm doing something wrong and this works for everyone else please point me in the right direction because I'm clearly off the path.
are u still working on this?
Something like this?
I made a extension to add buttons and made a translation, because I am brazilian :D
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