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

————————————————————
GURPS Lite 4th Ed.–Characters.gdf
————————————————————
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().

————————————————————
GURPS Low-Tech 4e.gdf
————————————————————
“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()

————————————————————
GURPS Martial Arts 4e.gdf
————————————————————
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()

————————————————————
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().

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

————————————————————
GURPS Dungeon Fantasy 12 – Ninja.gdf
————————————————————
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()

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

————————————————————
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().

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

 

A few more bits of adjustment (b167)

b167

Added a missing word to the text in the Resync dialog.

Updated the text in the Credits dialog. (May still adjust playtest credits.)

Updated copyright years to include 2022.

GCA now allows loadouts that have no items in them; empty loadouts will no longer be removed when you close the Loadouts window. This allows for more freedom to create loadouts in advance that may not be needed right away. This also allows for creating a loadout that has no encumbrance impact because it includes nothing.

* GCA5.XSD

Updated ‘loadouts’ element ‘items’ to allow for 0 items, since empty loadouts are no longer discarded within GCA.

Combinatobits (b166)

b166

The Combination Editor in the Edit Traits dialog for a combination had some broken colors. That has been fixed.

A logic error in the Combination Editor caused all skills after the first targeted attack found to appear to also be targeted attacks. That has been fixed.

* Fencing Weapons

When I added support for the fencingweapon(char::enclevel) tag, I didn’t fully consider the actual application as it would work for weapons that can be used with either a fencing skill (where the penalty applies) or a non-fencing skill (where the penalty does not apply).

I have updated the code to be a bit smarter based on the mode data. If a weapon has an F flag in the parry() for a mode, indicating that it is used as a fencing weapon, GCA will create the fencingweapon() tag if it doesn’t exist and update the trait links (so that changing encumbrance will cause the mode to get updated). If the tag already exists, GCA won’t bother with that bit.

Now, when calculating modes, the fencing penalty will only apply to those modes where the parry() has the F flag.

* TagDefs.XML

Updated the entry for the ‘fencingweapon’ tag to reflect actual usage.

* Data Files (Released 2022 January 4)

Dungeon Fantasy RPG.gdf: Bug fixes.

Bits of imprecision (b165)

b165

Stupid bug fixed. Back when the BasicDamageList was changed to use List rather than Collection, the Solver’s routines for @baseswdice() and @basethdice() were not updated to account for the shift in base from 1 to 0, so GCA crashed when the given ST exceeded the last entry in the BasicDamage data (100).

Added some accessibility alt-text to the Campaign Settings dialog.

An issue related to double precision values when checking for fractional results during the calculating of modifiers has resulted in some edge cases incorrectly pushing a result to the next higher integer, when that’s clearly the wrong result (example: Level 5 Magery = 50 points, +10% modifer = 55 points; but GCA was showing 56 points). I’ve changed how the intermediate tier results are finished (rounding to 4 decimal places), which I think should compensate for the floating point precision issue.

Added a tag for equipment items to allow for changing the number of decimals kept during calculation of modifiers, allowing items to override the normal 2 digits kept for equipment. Because of other issues in modifier calculation, 4 decimal places is still the max, but you can specify a value from 0 (the default is 2 places) to 4. This may help in certain cases. The tag is decimalplaces(<num>) where <num> is an integer value from 0 to 4. (I may decide to add a GCA option for this in the future.)

* Data Files (Released 2021 December 30)

Dungeon Fantasy RPG.gdf: More updates, edits, and consolidations of weapons.

* Data Files (Released 2021 December 19)

GURPS Basic Set 4th Ed.–Characters.gdf, GURPS Martial Arts 4e.gdf, and GURPS Power-Ups 2 Perks 4e.gdf have all had some 0-point traits moved into the Features section.

Dungeon Fantasy RPG.gdf: Various updates, edits, and consolidations of weapons.

Very Early, Still-A-Work-In-Progress Draft of the GCA5 User’s Reference Guide

I’ve got a few things into the GCA5 User’s Reference Guide at this point, so I thought I’d share a work-in-progress link, just in case anyone cares.

This is first draft territory; most of the links that will be there are not there yet, and the only editing so far is my own review as I write each piece, so there are likely lots of typos and whatnot.

If you want to take a look, please only comment on what kinds of content you’d like to see, depth of coverage, and so on. Anything at the copy-edit level will be wasted at this point.

Link to the file on my OneDrive is here: GCA5 User Reference Guide (link updated to new doc January 12, 2022)