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  1. #101
    @ 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.

  2. #102

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    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?)...

  3. #103

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    @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.

    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>
    Don't go and do anything yet...I'm just thinking ahead at the moment.
    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

  4. #104
    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
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)

    Timezone: Eastern Standard Time (EST) United States; GMT -5 hours

  5. #105

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    Quote Originally Posted by GunbunnyFuFu View Post
    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
    Drag n drop functionality of weapons, armor, etc, is not available yet. It's on the "Upcoming Features/Wishlist" list for future development. I'm not sure of the format just yet, but as I get closer to implementing it, then I'll post the xml.
    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

  6. #106

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    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>

  7. #107

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    @Andraax

    Attached is the complete npc structure required to import.
    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. #108

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    Quote Originally Posted by ronnke View Post
    @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?

  9. #109

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    Quote Originally Posted by Andraax View Post
    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?
    Your tag is incorrect:
    <meleecombatlist type="string"> should be <meleecombatlist>

    The same is true for the ranged combat list.
    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

  10. #110

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    Quote Originally Posted by Andraax View Post
    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.
    Last edited by ronnke; January 17th, 2017 at 07:56.
    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

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