Package Updates

2022 March 14

* GCA5 User Reference Guide

Updated the Unified View image and the toolbar images to reflect the new Library Pane button that toggles display of the Library Pane.

Updated the Sheet View section a bit.

Added references to the right-click menu to Classic View and Sheet View.

Updated the Options dialog to reflect the new Program Options panes of Windows & Boxes and Lists, which replaced the Display pane. Also updated the Default Character Options to reflect the expanded Symbols and Optional Display pane.

* Official Character Sheet

The sheet now honors the character options for displaying Break, LC or Malf columns.

The sheet now honors the GCA options for formatting dollar costs and weights. If you have those set, GCA will also right-align those columns on the sheet.

* NPC Record Card

The sheet now honors the character options for displaying Malf numbers.

* Spring Bandit Sheet

The sheet now honors the character options for displaying Break, LC or Malf columns.

Malfed the Malf bits (b175)

b175

Added an option that’s a bit hard to explain but useful to folks using Classic View or Trait Dialogs a lot to manage traits. You can now select a highlight color (or ‘any color’) in Options (Program Options > Display) that will allow traits with that highlight to remain in the character list regardless of the current category selected. This means that if you select ‘yellow’ and highlight a trait ‘yellow’ then that trait will always appear in the Character list, no matter what category is currently chosen in the category drop-down. This affects only these lists and has no impact on sheets or displays in other parts of GCA.

Added an option to display an LC column on the equipment library list.

If you use the option to format dollar costs or weights in character lists, you can now elect to apply those same formats to library lists.

The Display section on the Options dialog was getting a bit messy. I’ve split that into two: Windows & Boxes and Lists.

* Malf

Calculations have been updated to account for default Malf numbers based on techlvl() when an item should have a Malf but one is not provided, and for some special case values.

When GCA is calculating a trait, it’ll check to see if there is a malf() value for each mode of the item. (No modes, no malfs.)

If there is a malf(), great, it will calculate it.

If there is no malf(), it will then check for a cat() that includes “firearm” or “grenade” or a damtype() that includes “pi” or “inc”. If any of those are true, it will proceed to calculate the malf, using a default malf() based on techlvl().

You can use calcmalf(yes) (actually any value except ‘no’ or ‘false’) on the trait to force calculation of malf for all modes. Figured it should be there, but other options are probably better. If you use calcmalf(no) on the trait, it’s the same as setting malf(0) for every mode–all calced charmalf() values will be empty.

If the mode’s malf() is set to 0, this allows you to bypass all calcs, and the calculated charmalf() will be set to nothing.

If the mode’s malf() is set to 99, this allows you to force calculation of that mode’s malf–the 99 is not used as the base malf, that’ll be set by techlvl(). This is similar to using calcmalf(yes) on the trait itself, but applies just to this mode.

If calculating is a go, GCA calculates it as a simple number adjusted by all applied bonuses.

If not calculating, charmalf() is set to malf(), which may be empty.

I think that covers *most* situations. If something isn’t covered, manually setting the malf() to the appropriate value will cause calcs to happen.

* tagdefs.xml

Updated malf() text

Package Updates

2022 March 5

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Delvers to Grow.gdf
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Brute-ish
Removed the redundant adds() that resulted in a duplicate Trademark Move being added for Thief characters.

2022 March 4

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Dungeon Fantasy RPG.gdf
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Fixed page references for spells to use DFRPG:S

Thanks to Repertor, a bunch of missing commas across equipment have returned.

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Delvers to Grow.gdf
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Updated a bunch of page number references for DFRPG to use the proper DFRPG book codes.

 

A bit o’ Malf (b174)

b174

You can now hide the library pane in Unified View, just as you can on Sheet View. I added the same button for it to the leftmost position of the Unified toolbar.

Fixed the tooltip text for the layout button on the Unified toolbar.

GCA should now be better at catching duplicate specified categories for traits when loading traits from books. This will not affect the cat() tags on existing character traits.

I’ve added a new data file command: #ModifierGroupWarnings [On|Off] This is Off by default. When On (and #Verbose is also On), this command will cause GCA to spit out to the log every time it replaces the modifier’s included group() with the one specified by the sub-head group in the file. The group specified in the file must be the official group source for the data, and is considered part of the name of the modifier. However, there are reasons that having a group() specified in the tag block can be convenient. The default behavior of GCA’s book processing has now changed from what was the equivalent of this command being On to this command being Off.

Malf() is now recognized as a mode-tag. CharMalf() is now calculated based on malf().

ShowMalf, ShowBreak, and ShowLC are now settings that can be turned on or off in the [Settings] section of a book file.

There are now options for showing LC, Malf, and Break numbers on the Default Character and Current Character tabs of Options. By default, these are all Off.

The attack boxes on Unified View now respect the character’s settings for showing LC, Malf, and Break columns.

The attack displays on Edit Traits now respect the character’s settings for showing LC, Malf, and Break columns.

Due to some changes in settings and file processing, I’ve also updated the FastFileVersion to force rebuilds of all FastLoad library data.

* viewinfo_template_equipment.rtf

Removed a redundant modifiers output line.

* bookcodes.xml

Added the “Dungeon Fantasy: Spells” and “Delvers to Grow” books.

* GCA5.xsd

Added the overlooked ‘scopeacc’ and ‘charscopeacc’, and the new ‘malf’ and ‘charmalf’ to the GCAAttackMode block.

* tagdefs.xml

Updated for malf() and charmalf().

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.