Thread: GURPS 4E Core Ruleset
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October 20th, 2017, 02:06 #421
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Tremendous news! Congrats on you work, well-deserved praise!
Can you give us a brief rundown of the types of things you think might now be possible?
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October 20th, 2017, 02:14 #422
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I plan to automate the application of range modifiers to ranged attacks. I will also look into automatic damage calculation when applying it to a character (this is not going to be an easy task). I am also open to ideas and suggestions from people for features they want. There is also the existing wishlist, but now I know where we stand with SJG with regards to features we can look at.
Last edited by ronnke; October 20th, 2017 at 02:19.
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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October 20th, 2017, 02:17 #423
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Those sound like a great start.
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October 20th, 2017, 03:21 #424
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Good news everyone!
GURPS 4e Ruleset v3.1.0 - 20th Oct 2017, is now available via the link in this threads original post.
These are the changes:
- GURPS 4e Ruleset v3.1.0 - 20th Oct 2017
- Added Map Scales and Range Modifier calculation to pointers (Access via scale icon in the image toolbar).
- Fixed bug with effects (post CoreRPG 3.3.3 effect changes. Players can add, remove and target their own effects).
- Cleaned up combat tracker (editing NPC attack modes now done via linked NPC sheet).
- Fixed issue with hex row and hex column (can now use both options with no problems).
- Set the default grid type to hex (because GURPS!!!).
- Token facing increased from 6 to 12 positions.
- Added GURPS and Dungeon Fantasy RPG decal options.
- Code optimisations and minor bug fixes.
Last edited by ronnke; October 20th, 2017 at 04:18.
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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October 20th, 2017, 05:50 #425
- Join Date
- Apr 2010
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- Australia
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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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October 20th, 2017, 14:03 #426
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- Jan 2017
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Automated calcs linked and rolling down from updates to Attributes, Advantages/Disadvantages, DR, and the damage-type calcs would be fantastic and help better manage the sheet after it has initially been imported into FG from GURPS character assistant.
Also, if this means player-created modules can now be shared that include GURPS-stat'd enemies, NPCs, equipment, stories, etc. then hallelujah! It has been taking me so much time to one-at-a-time create NPCs in GCA, then save them each in the right format, then import them one-at-a-time into FG, find them a token, and prep/set them up for use in a session. I know having standard creatures and enemies in a standing module ready to just drag and drop onto an encounter map would help me out tremendously! It's allow me to focus my time on bettering the story and planning alternate avenues for player decision and die-roll surprises. :-)
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October 20th, 2017, 23:48 #427
I just tested some of these implementations, it works fine!
This perhaps includes some tables too, like hit location, criticals, fright checks and such things having to do, I think, with automation. I'm not really sure, but it would make running games much more easily, instead of requiring each group to assemble their own manual setup.
Of course it's great to customize a FG GURPS frame with house rules, etc., but at least a basic shareable framework (still open to customization) would be just grand."We adore chaos because we love to produce order."
M.C. Escher
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula / Scott Haring
"It emerges that physics is basic but inessential; that is the crucial fact."
Wolfgang Smith
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October 21st, 2017, 00:25 #428
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October 21st, 2017, 01:48 #429
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Ronnke, things look great!
One thing I noticed is that there seems to be a conflict with the enhanced images extension. It (the enhanced images extension) seems to override the map scaling, 12 points, and range calculations. Basically everything having to do with images. The image toolbar does not even show up, and I got some error messages related to window placement. To my untrained eye, it appears that the extension is placing icons where your ruleset already has icons...
Script Error: [string "campaign/scripts/imagewindow.lua"]:184: setGridOffset: Grid size is zero
Runtime Notice: windowinstance = { class = dicetower, node = nil, x,y,w,h = 176,1120,90,90 }
Runtime Notice: windowinstance = { class = chat, node = nil, x,y,w,h = -8,91,350,1030 }
Runtime Notice: windowinstance = { class = modifierstack, node = nil, x,y,w,h = -5,1135,105,57 }
Runtime Notice: s'Window has closed'
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October 21st, 2017, 01:57 #430
- Join Date
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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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