A hodge podge of bits and bobs

b89

* Transforms

Made an adjustment to the Transform Manager window so that the “All unassigned items” column will have the correct points.

Also, see the Solver section below.

* Updates

I have created a new Login dialog to gather your login credentials for downloading updates.

GCA will now save your credentials for downloading updates. They are encrypted. The new Login dialog has an option you can check to tell GCA not to save your credentials.

* Campaign Settings dialog

Changed the Other Settings box title to Tech Level.

Added a first draft of a Wealth & Money box to the right side.

* Miscellaneous

Added a couple more utility routines to GCACharacter.

GCA will now, for the time being, stick Features, such as those added by a template’s features() tag, into a simple Features collection on the character. (Nothing else being done with them, yet.)

I have added Money entries to the Campaign Log and related data structures. This allows for entering earned or lost money via the Campaign Log, just like you can enter earned or lost points.

For the time being, the Equipment: $XXX value on the Points bar at the bottom of the GCA window will now be offset by the character’s Campaign.TotalMoney value for purposes of hitting the ‘red’ value.

The following items have been made accessible through the character’s tagitem(), all for the corresponding Campaign values: “campaigntotalmoney”, “campaigntotalpoints”, “campaignothermoney”, “campaignotherpoints”, “campaignloggedmoney”, “campaignloggedpoints”. The ‘total’ values are the total of the ‘logged’ and ‘other’ values, while ‘logged’ is the total of all log entry values of that type (points or money).

Corrected text in Character menu from Multiplicities to Transforms.

* Solver

Updated the GetItemVal routine. Should be smarter about duplicate items now.

Updated the @ItemHasMod() function handling. Should be smarter about duplicate items now.

As an experimental testing feature for Transforms and inactive traits, the GetItemVal routine will now return a 0 value for any trait found that is inactive. We’ll see how this works out….

As an experimental testing feature for Transforms and inactive traits, the @ItemHasMod() function will now only consider traits that are not inactive. We’ll see how this works out….

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.