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  1. #981
    Quote Originally Posted by yako2020 View Post
    Ronnke, do you have any predictions as to when the ruleset update will come out and could you tell what the improvements will be?
    I'm in the process of uploading a minor update right now. This fixes some bugs in the combat tracker sorting, it adds extra condition/status information to the tracker and character's combat tab. Added prerequisites on skills. Updated point total calculations to now shows total disadvantages across the whole sheet, not just the total of the disadvantages on the traits tab. Added clearing of Effects to the combat tracker. There is some code refactoring getting ready for the next release and there are few other minor things I don't remember and didn't note.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  2. #982
    Quote Originally Posted by ronnke View Post
    I'm in the process of uploading a minor update right now.
    Version 3.5.3 is available to download.

    GURPS 4E Core Ruleset
    Download latest release from here: http://bit.ly/GURPS4ECore
    (Updated: 2nd Jun 2020)

    - Added: New HP and FP status conditions to combat tracker and character sheet combat tab.
    - Added: Effects clearing to the combat tracker menu.
    - Added: Prerequisites field to skill records.
    - Fixed: Issue where combat tracker was not sorting properly in all cases.
    - Updated: Point calculations to calculate disadvantages across the whole character sheet, not just the Traits Tab.
    - Refactored some code in preparation for the next major release.
    - A few minor fixes not worth mentioning.
    Last edited by ronnke; June 1st, 2020 at 16:11.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  3. #983
    yako2020's Avatar
    Join Date
    Sep 2012
    Location
    São Carlos, São Paulo - Brazil
    Posts
    1,088
    Cool, when I'm ready I can adjust my extension that I had done to add the field, as a prerequisite and remove it, another curiosity, is that one day it will be possible in a certain way to compare if the character has the necessary skill for a combat skill and so already put the skill level on it and calculate the trim and if you haven't figured out the best level for it?
    And the effect scheme will be the one that appears with some icon and applies "modifiers" related to it?
    Like if I put prone, will a symbol appear to indicate and automatically apply the modifiers related to it?
    Another curiosity regarding weapons that use ammunition, it would be possible to have something like this:
    1 - It appears that I am out of ammo when an attack rolls?
    or
    2 - Do not roll the attack when it is out of ammo
    If I'm not mistaken the Savage Worlds Rule Set does not perform the test if you don't have ammo.
    [FGC AND FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
    [D&D 5 PLAYER][CALL OF CTHULHU PLAYER][SAVAGE WORLDS PLAYER][GURPS PLAYER AND LOVER]
    [FANTASY GROUNDS STREAMER ON TWITCH]


  4. #984
    At some point I would like to have character creation within FG. When that is available (not for a while yet), then it will apply skill levels to weapons, amongst other things.

    Out of ammo notifications are possible, but at this point I don't have plans to add it any time soon, unless a lot of people start requesting it.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  5. #985
    yako2020's Avatar
    Join Date
    Sep 2012
    Location
    São Carlos, São Paulo - Brazil
    Posts
    1,088
    Thank you very much for clarifying my doubts and I hope that the possibility of creating characters within the FG itself is a possibility in the future and as for the ammunition requisition already has a person (me)
    And another question related to GURPS and the Rule Set.
    Cultural Familiarity and Languages ​​are Traits right?
    But how would you go about having them on the list and dragging them to the appropriate fields in the character sheets?
    [FGC AND FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
    [D&D 5 PLAYER][CALL OF CTHULHU PLAYER][SAVAGE WORLDS PLAYER][GURPS PLAYER AND LOVER]
    [FANTASY GROUNDS STREAMER ON TWITCH]


  6. #986
    Quote Originally Posted by ronnke View Post
    Version 3.5.3 is available to download.

    GURPS 4E Core Ruleset
    Download latest release from here: http://bit.ly/GURPS4ECore
    (Updated: 2nd Jun 2020)

    - Added: New HP and FP status conditions to combat tracker and character sheet combat tab.
    - Added: Effects clearing to the combat tracker menu.
    - Added: Prerequisites field to skill records.
    - Fixed: Issue where combat tracker was not sorting properly in all cases.
    - Updated: Point calculations to calculate disadvantages across the whole character sheet, not just the Traits Tab.
    - Refactored some code in preparation for the next major release.
    - A few minor fixes not worth mentioning.
    Modules I made for the previous version do not show up with this version.
    DM Since 1985. Unity and Classic Ultimate License. Running a WoTR Pathfinder game in person and on Fantasy Grounds. Running a 2e AD&D game 1st and 3rd Friday nights of each month on Fantasy Grounds. Attempting to build modules for a GURPS game in the not so distant future.

  7. #987
    Quote Originally Posted by yeknom View Post
    Modules I made for the previous version do not show up with this version.
    No changes were made which would have effected the loading of modules or extensions. If you PM the module to me, I can take a look and see why it's not loading.

    Is anyone else experiencing this problem?
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  8. #988
    Quote Originally Posted by yako2020 View Post
    Cultural Familiarity and Languages ​​are Traits right? But how would you go about having them on the list and dragging them to the appropriate fields in the character sheets?
    Yes, they are. At this point you would have to add them manually.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  9. #989
    Quote Originally Posted by ronnke View Post
    No changes were made which would have effected the loading of modules or extensions. If you PM the module to me, I can take a look and see why it's not loading.

    Is anyone else experiencing this problem?
    Will do when I get home.

    Edit: The problem was that for some reason both the earlier release and the new release were in my Ruleset folder. I deleted the old release and the problem went away.
    Last edited by yeknom; June 2nd, 2020 at 07:34. Reason: Solved the issue.
    DM Since 1985. Unity and Classic Ultimate License. Running a WoTR Pathfinder game in person and on Fantasy Grounds. Running a 2e AD&D game 1st and 3rd Friday nights of each month on Fantasy Grounds. Attempting to build modules for a GURPS game in the not so distant future.

  10. #990
    Quote Originally Posted by ronnke View Post
    Version 3.5.3 is available to download.

    GURPS 4E Core Ruleset
    Download latest release from here: http://bit.ly/GURPS4ECore
    (Updated: 2nd Jun 2020)

    - Added: New HP and FP status conditions to combat tracker and character sheet combat tab.
    - Added: Effects clearing to the combat tracker menu.
    - Added: Prerequisites field to skill records.
    - Fixed: Issue where combat tracker was not sorting properly in all cases.
    - Updated: Point calculations to calculate disadvantages across the whole character sheet, not just the Traits Tab.
    - Refactored some code in preparation for the next major release.
    - A few minor fixes not worth mentioning.
    As always, many thanks by the community for your hard work :)

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