Modifiers are for the modifiers window.
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Modifiers are for the modifiers window.
There seems to be another error regarding inventory, regarding how multiple items are handled.
For instance, a pint of oil is 1 lb.. If in GCA4 a character has 2 pints of oil, the total weight is listed as 2 lbs. (correctly) in GCA4. However, when the exported sheet is opened in FG, those 2 pints of oil now weigh 4 lbs. (2 x 2), instead of 2 lbs. (2x1).
This is seen by watching the characters Total Weight Carried.
For example, if a character has 10 arrows. Each weighs .1, so 10 arrows weighs a pound. However, if you change the number of arrows from 10 to 11, the characters weight will increase by a full pound! That's a heavy arrow!
BTW, a related problem exists in the calculation of the cost of individual pieces of multiple instance entries. Clicking on the dragon icon (brings up the item sheet) shows the cost of the group of items when I think it is supposed to show the cost of an individual item.
The intended purpose was to allow for specific modifiers, related to the skills, weapons, spells, etc. I wouldn't suggest you put your general modifiers in there. Keep this in the general modifiers list. Drag n Drop functionality is currently not available, but will likely be included when I add the ability to add skills and abilities to a character from libraries.
I have had drag n drop modifiers enabled while doing my testing/playing and I did come across an annoying issue. If you double click the modifier to add it to stack, but move the mouse slightly during the process. You can sometime initiate the drag n drop, which will add a duplicate modifier. This is partially the reason, it's not currently available.
Understood. I have a fully populated modifiers main window and plan to keep 99% of the modifiers internal to that window, I was just curious if the feature was intended or not. This issue came up for me recently, because my players seem to take pride in being "Lazier than thou", and the effort to manually type things is apparently beyond their capabilities.:p
As always, thank you for all your work. Please don't take my frequent postings as anything besides interactive feedback. I am pretty ignorant in the coding aspect, and that is why I sometimes ask, "Is this hard to do?". I honestly don't know what is difficult and what is easier to implement (tho I am beginning to understand a bit more).
In the old ruleset, when i imported an image to use as a map, I would set a grid of a certain size. I could also select the scale of each hex from the standard 1 hex = 1 yard, to anything, by typing in the number of units per hex. I could also change the unit type from among a few options (miles, feet, yards, meters etc).
Do we still retain that functionality in the new ruleset?
No, this is not available in the new ruleset. I was planning to reproduce this as a CoreRPG extension.
Total noob question.
What is a GCA exporter? Is this some sort of character exporter
GCA is a GURPS character building software. It's extremely useful.
https://www.sjgames.com/gurps/characterassistant/
Awesome. Thanks =D
I've got a question regarding the implementation of effects.
I see that the name of the efect can be directly applied to the current actor in the combat tracker, which will be very useful in helping me recall who might be crippled, knocked down etc., but can a modifier be linked to these effect and directly applied to the current actor as well? I would still be manually pressing the button to apply it to the current actor, after all.
Do we still have the ability to have the effect last a certain amount of rounds, by assigning them a counter value and a decrement value?
Same effects as CoreRPG: https://www.fantasygrounds.com/wiki/...Combat_Tracker
A slight correction.
The data files are maintained by the community on the site. Not all rules are included. A great many are. In order for the data from a book to get added, one or more from the community write the data file. One person is managing the "official" data file. I would say a great amount of the data is there, but not all.
I do not know if it would be possible to enable those text settings (bold, italic, underline, table ... etc in boxes that does not work)
Here are some screenshots of what I did as a character ...
Attachment 18193 Attachment 18194 Attachment 18195 Attachment 18196 Attachment 18197
The other screenshots:
Attachment 18198 Attachment 18199
Thanks Ronnke
I will greatly appreciate such an adjustment.
Updated the GCA Exporter files to fix an error in which melee weapon weight was not exported for NPCs.
I'm not sure if this has already been covered, my apologies if it has. But is there a way for the dm to get the distance moved for NPCs on a gridded map? In the other ruleset, I believe this was accomplished by holding down the scroll button (I think) as one moved the npc. The effect was the same as if a player had moved his token, with the movement being displayed which could be accepted by the GM.
The GM can lock tokens, this way movement is displayed, however the GM must then approve the move.
Apologies if this isn't the right place for this - I'm new.
I'm trying to import a character from GCA4. Any character. I grabbed the one from earlier in this thread that several people said they had no problem importing and I couldn't get it to import properly either.
I'm using the files linked in the first post of this thread.
I export the character from GCA4 (or use the one provided earlier in the thread), then I open my campaign, go to the characters section, click the pencil icon (or whatever it's supposed to be), then click the blue Up-Arrow, navigate to the character XML and open.
I get text saying that it imported. I don't see anything saying 'error'.
No character ever appears in the character list.
I'm reasonably sure I have everything as up to date as possible and I don't think it's a GCA4 issue since I can't import the character from earlier in the thread either.
Is there something I should be looking for or doing (or somewhere else I should be asking)?
You're using the "PC" export filter and not the "NPC" export filter?
Just re-read your post. You should use the /importpc command, not the button on the character screen. That's for importing characters that were created in FG and exported from that screen.
Using /importchar gives the same thing I've been seeing all along. /importnpc allows me to import the character from earlier in the thread (but not a PC I made) as an NPC, but I'm trying to import a PC with equipment and everything.
It's also confusing to find the correct files. If I come at it from Fantasy Grounds and follow the links to user created content, I find a GURPS ruleset (GURPS_4e), but further investigation lead me to believe that was old. I didn't find this thread until I did some deeper digging (google keeps sending me to the old spyke.me site and the Steve Jackson forums).
I've created a new, empty campaign using only the GURPS ruleset from the top of this thread.
What am I missing? Is there documentation for this somewhere?
You didn't use the FG PC export filter to export that character.
Here is what the export dialog should look like to export for FG:
Attachment 18279
Ok, it's the CUSTOM checkbox that I was missing. Is that documented somewhere?
Thanks for the help!
No, this is not documented anyplace official. The export procedure has been covered in the gurps forum some time ago in relation to the old ruleset, and the method is still the same. I guess information is passed sort of by word-of-mouth around here since GURPS is not an officially supported ruleset.
By the way, welcome to Gurps FG! What sort of campaign do you plan on running? I run a low magic fantasy setting set in Mystara.
Thanks for the walk through. I appreciate it and I look forward to the growth of the GURPS system here.
I've been running on Roll20 for the last three years (D&D5e). I recently started a GURPS game over there but it was just blecky...
I've got 5 people running modern GURPS characters who have slipped into the world populated by their (the GURPS characters') D&D characters. So, high fantasy. I'm using it mostly to try to hook the players into GURPS, I plan to slowly go more gritty and lower magic.
I've created a video tutorial which demonstrates the process of exporting characters from GCA and them importing them into Fantasy Grounds.
https://youtu.be/CHn7jkM0UFQ
Ronnke I saw your tutorial and like your theme can you share this theme?
cool...Great theme Gigermann, I think was a Ronnie theme :D