Used bits of uses (b164)


When randomly making selections from a ChoiceList dialog, GCA should no longer select an item that appears to be empty.

Swapped Languages and Cultures/Cultural Familiarities in the order they’re displayed on the Points Bar and in the Classic View tabs.

When deleting a trait, it should now be removed properly from all Transforms as well.

Due to some convolutions in how Body objects are used and assigned, the Default Body that a GCA Character maintains was only being recalculated and refreshed when the Protection window was accessed. Within GCA, this didn’t matter much because they’re always accessed through a Loadout, but it is an issue when reading the save file, or when trying to access the default body in a sheet. So, GCA now assigns that default body directly to the All Unassigned Items loadout when recalculating the character, which was how it should have worked, and which should now fix the issue.

* Uses

The mode tags uses() and uses_sections() are now able to specify more complex math (if desired) by forcing the use of the Solver. If desired, just begin the text of the uses() or uses_sections() tags with an ‘=’ sign, such as ‘=me::score*2’. Note: Don’t mix ‘count’ and ‘=’ because the simple replacement method of ‘count’ with a value may conflict with the Solver’s ability to find trait references if ‘count’ was incorrectly replaced with a value inside of such a reference.

Messed about a bit with how used uses are tracked/handled, so that switching between tracking by section and not tracking by section is less likely to discard used uses.

Changed how the uses controls are initialized, so the program can set a larger box size automatically if using the largest zoom. (This can still be overridden by the settings for a particular uses() control.)

The boxes are now specifically drawn, instead of using a checked or unchecked image. The tick-mark image is then placed on the box afterward for used uses.

There are now a small number of built-in ‘styles’ of checkboxes, which can be specified for use in the new altbox() tag within the uses_settings() tag. The default style name is ‘black’, and there are also ‘red’, ‘orange’, ‘yellow’, ‘gold’, ‘magenta’, ‘green’, and ‘blue’ styles. Each of these styles specifies the color of the box, the interior of the box, the tick used to check the box, and a couple other bits. Right now, I’ve defined all that with these default built-ins, but some day it should be customizable somewhere.

The altbox() tag allows you to specify the box style, and with which box number that style begins. Styles apply starting at the specified box and continuing on from there until either the boxes end or another is defined. For example, altbox(green, 10, red, 20) would start with the default boxes until box 10, where they change to green, and stay green until box 20, where they become red. Note that some of these colors are kind of hard to differentiate, especially on a white background.

* Official Character Sheet (Released 2021 December 4)

The displayed block scores for shields were not always correct, because they didn’t include any block bonuses. I fixed the sheet to refer to the skill used, and get the block level from that, instead of what was being done.

* Data Files (Released 2021 November 13)

Dungeon Fantasy RPG: Removed the Equipment section, which was from GURPS DF, and rebuilt a new one with the boxed set info. Integrated Emily’s DFRPG Equipment file, which I believe had all the weapon and armor stuff. Changed all page refs throughout to DFRPG:Axxx. I didn’t understand Scrolls, so that’s the old versions. Still missing Other Items from the Magic Items section, and enchantments for Magic Weapons and Armor.

* bookcodes.xml (Released 2021 November 13)

Updated with DFRPG:A for Dungeon Fantasy RPG: Adventurers.

* Official Character Sheet (Released 2021 November 6)

Restored the missing Basic Speed and Move to the top-left attributes block.

* Official Character Sheet (Released 2021 October 31)

The Points Summary was not including the costs of Languages or Cultural Familiarities. Now it is.

* Official Character Sheet (Released 2021 October 28)

When languages don’t come in levels (such as in Dungeon Fantasy RPG) the sheet now just displays a checkmark in the Spoken or Written column as appropriate.

Fixed a button that read ‘Packages’ instead of ‘Templates’.

Fixed an issue with the attributes button on the optional Additional Attributes block that could throw an exception when that block is selected (even if it doesn’t get displayed).

There is now an option to print the character portrait on page 1. If you activate this option, then the portrait is printed in the top right corner of page 1, under the general info, in the area where languages, DR, TL, cultural familiarities, active defenses, and reaction modifiers usually get printed. Those items will be bumped to page 2 where the Character Notes usually gets printed, unless there isn’t enough room there (or it was sacrificed for the weapon blocks), in which case they bump to the start of the overflow pages. If you don’t have a character portrait, the space for it is left blank, and the other items are still bumped.

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