Monthly Archives: September 2021

Fix flag bits? (b158)


New characters, those just created that have NOT been loaded from a save file, were not getting their event handlers set correctly. This prevented a variety of things from working correctly, include #ChoiceList. That is now fixed.

I found that I had some code in skill level calculations related to upto() that didn’t seem to make any sense. It was applying Level limits even if only a Point limit had been set. I removed the apparently erroneous code.

At some point, the code that checked whether a trait was being mitigated, and therefore whether taboos should be checked, became broken, so that traits that *were not* being mitigated were no longer being checked for taboos at all during normal operation.

Adjusted Select windows so that the ‘green flag’ overspent points icon will display next to, not on top of, the pin icon for ‘your character has this already’.

The character sheet should now get correctly updated after you close the Protection dialog after changing Block or Parry.

The Campaign Log window’s minimum size has been increased slightly. In addition, there is now an active splitter bar between the two halves of the window, so you can size things more to your preference. Each half has a minimum size, so at the smallest window size there is very little wiggle room, but there’s a lot to work with at larger sizes.

* Green Flags

Fixed the ‘green flags on default’ issue with a super simple check of a value I shouldn’t have left out but did, damnit.

This new setting should now actually be saved/loaded with the character.


Added element ‘flagoverspentskills’ to GCACharacter settings block.

GCA Beta Preview, Release THREE, now available

The third release of the GURPS Character Assistant 5 Beta Preview is now available.

The first release was announced in this post, which has more details.

This release fixes all the reported bugs so far, and includes some updates and other fixes, as detailed in the various build notes posted on this blog.

You can find the installer available for download here:

If you want to validate the ZIP after download, there is a PAR2 file here:

The GCA5 installer is within the ZIP file. If you already have the previous Beta Preview release installed, this should install smoothly over the top in the same location. Once installed, this should be version (The previous release was

Please refer to the original announcement for more details and links to the Google Group where we are handling the related discussions. We’d love to have your feedback, suggestions, and (of course!) bug reports.

Flag fix bit (b157)


As a result of the info text in the System Colors dialog not sizing correctly for larger zoom levels, I noticed an issue in the control, so I have implemented a change to the sizing code for that version of auto-sizing label. This should help ensure it sizes correctly, but if not, it may result in labels that are taller than they need to be. I haven’t seen this happen yet, but there are a lot of dialogs in GCA that may size differently based on system settings and GCA zoom settings. I suppose if that’s the case, taller is better than shorter.

GCA will now flag a skill that has more points invested than necessary for its current level. Hopefully this will help you to return to skills where extra points have been invested for additional study or training. Such skills are marked with a green flag icon on the right side of the trait list. If you don’t like this, you can turn this off in Options.

* FastLoad

I updated the FastLoad version, so unfortunately all FastLoads have to be rebuilt.

* Official Character Sheet (posted via Updater on 2021 September 20)

Included a background page for the character portrait and the description and notes stuff, plus some options to turn bits on and off. All of it is included by default (if present on the character).

A hodgepodge of bits and templates (b156)


The image caption sheet option that I kludged together last build is now a bit smarter in sizing the image, allows larger images, and now supports aligning left, top, right, or bottom.

The Sheet Options dialog will now open with the currently active sheet profile’s options selected and loaded.

More type conversions.

The expanded $if() function had a bug if you used ‘elseif’. Fixed it.

Added some error traps for some more situations with template command handling.

Adds() and Creates() should be slightly less stupid now about empty items as a result of extra commas.

I’ve added the addsorincreases() tag for templates. It works somewhat like adds() or sets(), but actually looks first for the trait on the character, and if found, *increases* it by the set value; if not found, GCA tries to add the trait to the character at the given value like adds(). This has aliases: addorincrease(), addsorsets(), and addorset() because I couldn’t settle on the name. This works inside triggers() or is processed in the standard tag list after adds(). NOTE: Given that known attributes always exist, you’d use this with attributes as ‘increase by this amount’, so to add 1 to ST you’d use ST:ST=1.

Added the message() tag, which works like the #Message directive, but in a tag. Works in triggers() or is processed in the standard tag list last, just before cleaning up directives, before item calculations begin on newly created items. This is primarily meant for use in triggers() since it can only handle a single message, but it works if you just need one at the end.

Added the new directive #BuildLibraryItemList. This works exactly the same as the #BuildCharItemList, except it operates on the character’s Library items to select from to build the list. Bear in mind that nothing you tag to character items will be the same in the Library items: that’s just book data as loaded from the files. (I keep thinking that I already added this directive years ago, and keep finding that it’s not there, so now it definitely is.)

Addressed some issues with the money fields in the Campaign Log dialog.

* SelectX()/Select()

Random selections in Select dialogs for templates were not working correctly if Refuse Dupes was turned off for the item types in question. That has now been fixed.

Fixed an icon in Select dialogs to match the explainer.

The special case variables for previous SelectX() selections are now used in a few more places, so you can now use them in the conditional() and text() tags.

You can now use recommended() as one of the tags of the SelectX() to recommend traits to the user. This should specify one or more traits in a list, with prefixes, and enclosed in quotes or braces when necessary. If any of the traits specified here are found in the library trait list provided to the user, then they will be marked with a ‘favorites’ gold star on the right side of the listing, indicating their recommended status.

The colors on the dialog should be fixed now.

* Plugins

I changed the names of a bunch of routines in GCACharacter related to directives, in order to make them more consistent across functions. These were all routines that nobody but me is likely to use, but they are Public, so the change may affect the profile of the interface, which may make compiled plugins no longer compatible. As a result, you may need to change your Reference to GCA5Engine to this new version in order to get your plugin to compile.

* Data Files (Released 2021 September 19)

Dungeon Fantasy RPG.gdf: All cases of ‘Shield Wall Training’ changed to ‘Shield-Wall Training’

* Data Files (Released 2021 September 15)

Dungeon Fantasy RPG.gdf: All cases of ‘Armoury’ changed to ‘Armory’

* Data Files (Released 2021 September 2)

GURPS Action 1 – Heroes.gdf: Updated the Assassin, Medic, Wheel Man, and Wire Rat templates.
GURPS Basic Set 4th Ed.–Characters.gdf: Just added units() to Basic Lift.
GURPS Ultra-Tech 4e.gdf: Fixed the Encoding=UTF-8 at the top of the file and fixed the Android (Ultra-Tech) template.