Please link to the extension?
It probably hasnt listed this ruleset so wont show up for this ruleset.
You can most likely use the CoreRPG Languages Support found in options and add your own in.
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The Language Extension is found here: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-) It explains (in post #2) how to add your own languages (and available language fonts) into an extension.
damned is correct - this extension doesn't have the GURPs ruleset tag - you can add this into the extension pretty easily.
A new release is available: v3.0.3
Fixed damage display bug.
Fixed bug in inventory when characters were imported from GCA.
Am not aware of the nature of this bug, but thank you.
I now notice that as I toggle the inventory items from carried->equipped->not equipped the "Total Weight Carried" changes in value, which is great. Is this weight meant to be linked to the "Move" field, on the "Current Attributes" section on the Main page?
Just noticed a few things on the CT, but had not really investigated it before, so I am not aware if these new items are a result of the modifications you made.
Dm and player instance of FG open. Have a map, with encounter pinned. Open up encounter. -> Load encounter into CT. -> Pull in character into CT.
1) As the GM, when I double click on the NPCs on the map, their NPC sheet opens up, but it is also accompanied by some script errors (see attachment).
2) Targeting now seems limited to friendly units (for the GM), and cannot be done at all on my player instance. The arrows and range are being displayed on the map, but the target message is not being displayed on the CT. Dice rolls (dodge etc.) are also not going to their target.
3) The damage reduction for HP now seems to be working, IF you manually pick up the dice and roll it in the chat window. GM can pull the value (both the one he rolled and player rolled) and drop it onto HP, and HP will be reduced accordingly. BUT does not decrement if I roll the damage from the combat page by double clicking the damage button, and then try to drop that value onto the HP field on the CT.
Hey Ronnke,
Having issue with drag & drop skills from a story tab / module to a character sheet.
I am having the same issue as Valekk. If I drag the red box from a Story file (with text of the description of a skill that I typed in) into the the player character sheet to overlap/override the red box next to that particular skill name it does not work. Is this a known bug? Anyone else out there able to copy in their own descriptions for skills? They can be manually written in, but I want to copy them from my modules I made. The text in my story file is both visible and shared to GM and players, but neither player or GM can get the drag and drop feature to work.
Thanks for any help that anyone can provide.
@Valekk & @TalonKaine
This is not a bug. It's functionality not designed into the ruleset.
Can you clarify exactly what you are trying to achieve and I can maybe facilitate it in a future release. TalonKaine, if I understand correct, you simply want to copy the note information of a skill back and forth. Whereas, Valekk, I'm assuming you want to be able to drag and drop whole skills.
Please see the screenshot below. The pink lines are all three places I've tried to drag the skill description that I have wrote up in the Story area, however it won't override the red square in the skills description. The green line is what happens when you click the red box next to the skill. How can I take advantage of the red boxes in skills, powers, spells, etc by dragging in my own descriptions from the Story tab? Thanks again.
During some character generation tonight, we've encountered a bug - but sadly, I can't tell you what actually caused it or how to reproduce it. The character we were editing suddenly lost the field for "move" on the main tab (as you can see in the character sheet on the left). From that moment on we've got an error message ("Ruleset Error: windowcontrol: Database type mismatch for control (move) in windowclass (charsheet_main) Ruleset Error: window: Control() anchoring to an undefined control (move) in windowclass (charsheet_main)") whenever we tried to do anything on the main tab. Another error message appeared on the combat tab ("Ruleset Error: windowcontrol: Database type mismatch for control (move) in windowclass (charsheet_combat)
Ruleset Error: window: Control() anchoring to an undefined control (move) in windowclass (charsheet_combat)"). The constantly (whenever we tried to edit the main or combat tabs) appearing error window rendered the character in question useless. We had to create a new character sheet (the right one) and start filling out the entries again. So far, the "Move" Attribute hasn't disappeared on us.
@TalonKaine
I can add the functionality to the ruleset. As a workaround until that feature is available in the ruleset, the player will have to cut n paste that information manually.
Thanks Ronnke! Yeah this was the biggest feature I was looking forward to from your first screen shot seeing those boxes haha. I wanted to make my own module with the skills, powers, spells, equipment, etc... and be able to drag those to the PC sheet. So that if a player spends xp to learn Riding, I can then drag over Riding and the whole description is there at his fingertips to cut down on referencing the huge rulebook. Also when it comes to spells and powers I"ve made up hundreds of my own that I wanna have in a database to call upon. Thanks for all your hard work.
@weselbold
Were you using the latest release of the ruleset? I have encountered that or a similar issue previously and it was fixed in v3.0.1.
Highlight the text in the story entry, press Ctrl-C. Click in the entry for the skill description, press Ctrl-V. Once you've created the skill description, you can drag it to a "template" character that you use to drag and drop in the future.
I believe the next release will add the ability to directly create skill entries without using a "template" character.
@ Ronnke Yeah I think that's what I want. I want to have my own module made with every skill in gurps all typed out like you see in my screen shot for Fast Draw. Then when someone creates a PC or purchases a skill/power etc... I want to drag the red box from my homemade skill list (in the Story tab) and drop it on to the red box on the Personal Characters skill line. Thus taking all the text/formatting from the story box over to to the skill box. So that when the player clicks on the little red box next to his skill, it will open the Story file (which is the full skill description I made) that I created instead. Make sense? :)
@Andraax Thanks I'll try this method until the update occurs. :)
Actually, never mind. That doesn't work. I never tried it in the GURPS ruleset, because I just use GCA for character creation / maintenance. You can't drag and drop between character sheets (yet?)...
@TaloneKaine Understood.
I may go one better. How hard would it be to parse your lists into the below xml format? Something like that may be better handled as a library module.
Don't go and do anything yet...I'm just thinking ahead at the moment.Code:<abilities>
<id-00001>
<name type="string">Acrobatics</name>
<type type="string">DX/H</type>
<text type="formattedtext">Some information about Acrobatics</text>
<modifiers>
<id-00001>
<name type="string">Some Modifier</name>
<value type="number">1</value>
<id-00001>
<id-00002>
... Additional modifiers
<id-00002>
</modifiers>
</id-00001>
<id-00002>
... Additional abilities
<id-00002>
</abilities>
Ronnke,
Is that how you'd parse gear (weapons, body armor, and gear)? Looking for the proper XML format so that I can drag and drop to the character sheet..been experimenting with no results.
GB
I decided to experiment, and I added a few new fields from the "skills" section of the GCA export. This change will also export the fields "description", "default", "notes", "user notes", and "page". (Sample below.) This way, you can put all that text into GCA, and any characters you build with GCA will bring over the text automatically (much of it is already filled out in the GCA data files). Ronnke would just have to add support for the new data to be imported.
BTW, Ronnke, while I'm looking at this stuff, what changes are needed for the NPC export filter? Maybe I can whip those up as well....
Code:<skilllist>
<id-00001>
<skill_name type="string">Administration</skill_name>
<skill_type type="string">IQ/A</skill_type>
<skill_level type="string">13</skill_level>
<skill_relative_level type="string">IQ+2</skill_relative_level>
<skill_points type="number">8</skill_points>
<skill_default type="string">IQ - 5, SK:Merchant - 3</skill_default>
<skill_description type="string"></skill_description>
<skill_notes type="string"></skill_notes>
<skill_usernotes type="string">Administration
IQ/Average
Defaults: IQ-5 or Merchant-3.
This is the skill of running a large
organization. It is often a prerequisite
for high Rank (p. 29). A successful
Administration roll gives you a +2 reaction bonus when dealing with a
bureaucrat, and allows you to predict
the best way to go about dealing with a
bureaucracy.</skill_usernotes>
<skill_page type="string">B174</skill_page>
</id-00001>
<id-00002>
<skill_name type="string">Brawling</skill_name>
<skill_type type="string">DX/E</skill_type>
<skill_level type="string">11</skill_level>
<skill_relative_level type="string">DX+0</skill_relative_level>
<skill_points type="number">1</skill_points>
<skill_default type="string">SK:Brawling Art - 3, SK:Brawling Sport - 3</skill_default>
<skill_description type="string">Notes: Calculated damage takes into account bonuses from Teeth, Weak Bite, Claws, and skill level. You may add the modifier "Has Gauntlets/Brass Knuckles" or "Has Boots" to apply the +1 damage to Punch or Kick, as appropriate.</skill_description>
<skill_notes type="string"></skill_notes>
<skill_usernotes type="string">Brawling
DX/Easy
Defaults: None.
This is the skill of “unscientific”
unarmed combat. Roll against
Brawling to hit with a punch, or
Brawling-2 to hit with a kick.
Brawling can also replace DX when
you attack with teeth, claws, horns, or
other “natural weapons.”
Brawling improves damage: if you
know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with
Brawling attacks – punches, kicks,
claws, bites, etc. Work out damage
ahead of time and record it on your
character sheet.
Brawling includes the ability to use
the blackjack or sap. An attack with
such a fist load is considered a punch
at +1 to damage.
When you defend with bare hands,
Brawling allows you to parry two different attacks per turn, one with each
hand. Your Parry score is (skill/2) + 3,
rounded down. Brawling parries are
at -3 vs. weapons other than thrusting
attacks. For more on barehanded parries, see Parrying Unarmed (p. 376).</skill_usernotes>
<skill_page type="string">B182</skill_page>
</id-00002>
</skillist>
@Andraax
Attached is the complete npc structure required to import.
OK, I have the export script working to generate that format, but the weapons / attacks are not showing up (everything else is). Format looks good as far as I can tell - can you look over this sample and tell me why the meleecombatlist and rangedcombatlist elements are not loading?
Nice work BTW. Not being able to import NPCs from GCA was a pain. Do you feel like giving PCs the same treatment while you are at it. ;) It will bring the PC script up to date with the new data format so they won't need to be converted on import.
EDIT:
It would also be really nice to have the Grimoire details added as part of the spell export / import.
I can't answer since all my posts get denied. I wonder what forbidden words I might have used.
How do I check for version number? I did get the ruleset about 3 hours before my post yesterday.
Now We Can Export NPCs from the GCA?
Here are the current export filters. NPCs should work pretty well. If you tell me what you want changed with PCs, I can do that as well.
One thing - you may want to consider putting spells in a separate section for NPCs. For now, I'm prefixing the spell name with "Spell:" so that they'll at least all be grouped together under abilities...
(Note, consider these beta - the code needs a lot of cleaning up, but they are working pretty well...)
An update version is available, v3.0.4.
This addresses all known bugs (not feature requests) reported to date.
Includes:
Fixed combat tracker linking issue.
Redesign of NPC character sheet.
Minor bug fixes and code optimisations.
EDIT: After updating, script errors may result when you open the combat tracker. To fix this simply clear everything from the tracker and re-add.
Does this include the ability to drop values onto the HP to adjust (or a "wounds" fields on the CT)?
Hmm, just tried it and it didn't work. Neither the HP/FP on the CT or the fields on the PC/NPC sheets themselves.
The new NPC sheet looks good. Can you enlarge the "Traits" block, or (preferably) put a larger version of it onto the "Notes" tab.
Feel free to put the attachment on the original post. You might want to use a dropbox link so it's easy to update in the future...