Author Archives: Armin

Bit a dis bit a dat (b173)

b173

I have modified the Attack Mode Boxes in Unified View to be more robust about how they update or rebuild their contents. They should now more correctly and reliably update when modes are added, removed, or modified.

Certain elements of certain types of modifiers didn’t update their targets or parents fully when the Cancel button was used to close the Edit Modifiers dialog. That should now be fixed, although it does add a bit more calculation time to the rollback process.

The right-click menu in character lists on the Traits Dialog was almost completely useless, with almost all the options doing nothing. That should now be fixed, and the right-click menu should now be working as expected.

A bunch of routines in frmMain that handle actions made to the currently selected traits were made Public instead of Private. (This whole suite of routines needs to be cleaned up and normalized.)

The display of help info in the Add Tag dialog should now respect the minimum font size specified in options.

Adding or removing a child item should now cause both parent and child to be recalculated and marked dirty, and should also flag the related list types as needing an update.

Added support to advantage-type traits (cultures, languages, advantages, disadvantages, quirks, perks, features, and templates) for capacity meters based on number of children. This is different from the count capacity for equipment, because that includes total counts for all children (totals of all quantities of child items; no trait types have counts except equipment), and this is just a set number of children. So, a parent advantage could have a childcapacity(4) to generate a capacity meter based on 4 children maximum.

Fixed an issue in the drawing code for trait lists, and updated it slightly, so that child items will display more appropriate information for their type when they don’t match the type of the parent.

In the Campaign Log, when you add a new entry, focus should now be set to that entry’s caption for immediate editing. Also, when you tab into the Notes field, the entire text should now be selected, as happens with the other fields.

For some reason, the drawing code for the trait lists had disabled the use of the Transparency Settings option. I have restored that.

* GCA5 User Reference Guide

Added info about the right-click menu in Edit Modes.

Added info about capacity meters in character trait lists.

* bookcodes.xml

Fixed the reference url for Dungeon Fantasy RPG.

* tagdefs.xml

Updated with help for subsfor(), bonuslevels(), bonuspoints().

Updated step().

Updated with childcapacity(), childcapacitylevel(), overchildcapacity(), and overchildcapacityby()

* gca5.xsd

Added childcapacity, childcapacitylevel, overchildcapacity, overchildcapacityby elements to the ‘ref’ block of GCATrait

Package Updates

2022 February 25
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GURPS Martial Arts 4e.gdf
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Lethal Eye-Poke (Karate), Tech/H
skillused() changed to “Lethal Eye-Poke (Karate)”

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GURPS Dungeon Fantasy 2.- Dungeons.gdf
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In all racial templates with a racial attribute BONUS to ST or DX, I removed ” & ST:XXX::level > 0″ from the initmods() No Fine Manipulators modifier formula (where XXX is either ST or DX).

In all racial templates with a racial attribute PENALTY to ST or DX, I removed No Fine Manipulators initmod entirely.

In all racial templates, I removed locks(yes), hides(yes), and created a new data file to add those back if desired. I think the most likely use of these templates is to modify monsters for a GM’s campaign, and having them locked is an obstacle to that.

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GURPS Dungeon Fantasy 2 – Dungeons – Locks & Hides Monster Template Traits.gdf
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New data file.

This data file just LOCKS the monster templates in Dungeon Fantasy 2, so they can’t be edited in GCA, and HIDES the components so they don’t show up as normal traits in lists.

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GURPS Basic Set 4th Ed.–Characters.gdf
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[EQUIPMENT]
Horse Mail Face Mask
Horse Mail Head/Neck
Horse Mail Full Barding
Mail Hauberk
Mail Shirt
Mail Leggings
Mail Sleeves
Mail Coif
dr(4/2*) changed to dr(4/2cr*)

Horse Mail Partial Barding
dr(4/2F*) changed to dr(4/2cr F*)

Double Mail Hauberk
dr(5/3*) changed to dr(5/3cr*)

Studded Leather Skirt
dr(3/2*) changed to dr(3/2cr*)

Sandals
dr(1/0) changed to dr(0/1sole)

Reinforced Boots
dr(5/2) changed to dr(2/5sole)

Assault Boots (TL10)
dr(18/9) changed to dr(9/18sole)

Assault Boots (TL11)
dr(24/12) changed to dr(12/24sole)

Assault Boots (TL12)
dr(36/18) changed to dr(18/36sole)

Three bits (b172)

b172

If you select the option to format equipment weights in Options, that format should now apply in more places across GCA (such as the loadout weights in drop-downs, and the total encumbrance weights in the Encumbrance & Move box).

The Encumbrance & Move box should now update encumbrance and loadout weights more reliably when you change counts of items or move items between parents that affect the current loadout.

Loadouts were supposed to be using double-precision values for weights, but for some reason a couple variables were singles, so those were changed to doubles.

Newly exposed bits (b171)

b171

GCA was incorrectly including items in the “All unassigned items” virtual loadout by not ensuring that child items were not included by themselves. By including child items, those items were potentially being counted more than once (for themselves, and again within their parents’ weights), throwing off weights and encumbrances related to them. That is now fixed.

Made an adjustment to capacity calculations so that capacity values are calculated (and have their units converted if necessary) even when no child items are present. Capacity meter values should also now clear properly when all the children are removed from the parent.

The DefaultLibrary path and file used by GCA to look for the default library was set once and then never adjusted.

Changing the highlight color or the GMS status now makes the character ‘dirty’.

The option to group children by type should be working again.

When you’re editing a value in the in-column edit field of a character list of a Traits dialog and hit Enter, that value should now be correctly retained and applied as the dialog closes.

Helpy bits (b170)

b170

Removed the disabled “Contents,” “Index,” and “Search” options from the Help menu and added a “User Guide (PDF)” option that will launch the User Guide in the user’s PDF application.

* User Guide

Updated to reflect the updated Help menu.

miserable li’l bug bits (b169)

b169

Added an additional error trap message in the code that finds valid plugins in the plugins folders.

Altered some code related to determining if a bonus to a group applies to a trait, so that it should no longer return True if for some reason the name of the group it is provided is empty.

Fixed some code in calculating modifiers to properly identify fractional bits, so it’ll know to adjust for that. This should fix the issue with disadvantages always rounding away from zero.

Fixed an older fix that was meant to avoid some infinite looping situations in calculating equipment, but that fix was broken.

Package Updates

Included 2022 February 4

Color Schemes PREFS file, and the Fantasy Grounds exporter.

Included 2022 February 8

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GURPS Lite 4th Ed.–Characters.gdf
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Removed:
#ReplaceTags in “EQ:Rapier” with gives(=-@textindexedvalue($modetag(parry), (“0F”, ST:Encumbrance Penalty::score), ELSE 0) to me::skillscore$, =+(@textindexedvalue($modetag(parry), (“0F”,1),else 0) * (@int(($modetag(charskillscore) + ST:Encumbrance Penalty::score)/2) – @int($modetag(charskillscore)/2))) to me::parryscore$)

Punch
Kick
“Bladed Hand”
“Brass Knuckles”
“Cestus”
“Myrmex”
“Shuriken”
“Tonfa”
fixed @max() in damage().

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GURPS Low-Tech 4e.gdf
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“Deer Antlers”
“Dress Smallsword”
“Edged Rapier”
“Jian”
“Jutte”
“Knife-Wheel”
“Light Edged Rapier”
“Light Rapier”
“Main-Gauche”
“Rapier”
“Rondel Dagger”
“Saber”
“Sai”
“Short Staff”
“Slashing Wheel”
“Smallsword”
“Stiletto”
Removed gives()

“Bladed Hand”
“Brass Knuckles”
“Cestus”
“Combat Fan”
“Myrmex”
“Shuriken”
“Tonfa”
Removed gives()

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GURPS Martial Arts 4e.gdf
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Deer Antlers
Dress Smallsword
Edged Rapier
Jian
Jutte
Knife-Wheel
Light Edged Rapier
Main-Gauche
Rondel Dagger
Sai
Slashing Wheel
Stiletto
Force Saber
Removed gives()

Backsword
Bladed Hand
Cestus
Cestus (Elbow Length)
Combat Fan
Hook Sword
Mensurschläger
Myrmex
Qian Kun Ri Yue Dao
Sap Glove
Shuriken
Tonfa
fixed @max() in damage().

Contender (Martial Arts)
select3
#newitem(AD:Striker (Crushing; Shin)
fixed @max() in damage().

Backsword
Bladed Hand
Cestus
Cestus (Elbow Length)
Combat Fan
Hook Sword
Mensurschläger
Myrmex
Qian Kun Ri Yue Dao
Sap Glove
Shuriken
Tonfa
Removed gives()

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GURPS Action 3 – Furious Fists.gdf
————————————————————
Sai
Removed gives()

Cowpoker
High-Heeled Hurt
fixed @max() in damage().

Fast Guy (Action)
select2
#newitem(AD:Striker (Crushing)
fixed @max() in damage().

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GURPS Action 4 – Specialists.gdf
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Martial-Arts Master – Unarmed (Action)
select1
#newitem(AD:Striker (Crushing)
fixed @max() in damage().

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GURPS Dungeon Fantasy 12 – Ninja.gdf
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Jutte
Sai
Removed gives()

Removed:
#ReplaceTags in “EQ:Jutte” with gives(=-@textindexedvalue($modetag(parry), (“0F”, ST:Encumbrance Penalty::score), ELSE 0) to me::skillscore$, =+(@textindexedvalue($modetag(parry), (“0F”,1),else 0) * (@int(($modetag(charskillscore) + ST:Encumbrance Penalty::score)/2) – @int($modetag(charskillscore)/2))) to me::parryscore$)

#ReplaceTags in “EQ:Sai” with gives(=-@textindexedvalue($modetag(parry), (“0F”, ST:Encumbrance Penalty::score), ELSE 0) to me::skillscore$, =+(@textindexedvalue($modetag(parry), (“0F”,1),else 0) * (@int(($modetag(charskillscore) + ST:Encumbrance Penalty::score)/2) – @int($modetag(charskillscore)/2))) to me::parryscore$)

Neko-De
Shuriken
Tonfa
fixed @max() in damage().

Neko-De
Shuriken
Tonfa
Removed gives()

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GURPS Dungeon Fantasy 13 – Loadouts.gdf
————————————————————
Sai
“Main-Gauche”
Removed gives()

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GURPS Basic Set 4th Ed.–Characters.gdf
————————————————————
Punch
Kick
Arm ST
Striker (Crushing; [Description])
Striker (Piercing; [Description])
Striker (Large Piercing; [Description])
Striker (Cutting; [Description])
Striker (Impaling; [Description])
Melee Table Punch Listing
Melee Table Kick Listing
Brass Knuckles
Punch (Weak Arms)
fixed @max() in damage().

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Dungeon Fantasy RPG.gdf
————————————————————
Punch
Kick
fixed @max() in damage().