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GURPS Character Sheet

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GURPS1 Character Sheet (GCS) is a stand-alone, interactive, character sheet editor that allows you to build characters for the GURPS Fourth Edition roleplaying game system.

GCS relies on another project of mine, Unison, for the UI and OS integration. The prerequisites are therefore the same as for that project. Once you have the prerequistes, you can build GCS by running the build script: ./build.sh. Add a -h to see available options.

Footnotes

  1. GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game aid is the original creation of Richard A. Wilkes and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

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gcs's Issues

Question: how to add auto-calc telekinesis damage to weapon

Is there a way to add auto-calculated value for damage of the telekinesis level in GCS? If so how to do it?
Assume the character has tk level of 22 that corresponds to 4d thr damage (if i remember correctly), is there a way to display this value automatically in a certain weapon that base damage on strength?

Spells not Considering Correct Difficulty for Points Cost

When buying or increasing spell levels, the levels are following the Easy column in the Skill Cost Table, no matter if the spell Difficulty is set to H or VH.

It works appropriately when buying or increasing skill levels. Just not for spells.

Provide a way to differentiate between spells powered by magery and those powered by power investiture

From Wesley Toma:

Currently as it is magery will boost spells that are from Power Investiture and Magery making it impossible to currently have a character that has both Magery and Power Investiture and properly display Power Investiture Spells as different than Magery Spells. It also creates an error where power investiture spells count towards prerequisites of Magery Spells, which is explicitly not the case.

Innate attack enhancements should update damage text

From Travis Ellis:

As of right now selecting enhancements such as Armor Divisor Explosive, Fragmentation and the like don't update damage text automatically, which will be a stumbling block to correct gCalc integration. Manually updating is possible at the moment, but tedious.

Allow negative values for equipment costs

From Uwe Hentschel:

Handling equipment is quite well done. Handling shopping and other budget changes is quite a bit harder.

I tend to use an equipment group called "wallet" or "budget" and add individual items into this group labeled either as "withdraws" or "deposits". That way I can just check the value of the group to see the current funds.

At present I need to copy-paste a "-" sign into the value field in order to get negative numbers.

I would appreciate it if the field would simply allow negative numbers straight up.

Show other types of move

When selecting the Advantages of Flight or Amphibious, or selecting the Disadvantage of No Legs (Aquatic or Semi-Aquatic) could we get the Notes in the Advantage/Disadvantage to show Air Move or Water Move as calculated from Basic Speed per each advantage/disadvantage? In addition, would it be possible then to get the Enhanced Move advantage to calculate the Enhanced Move by selecting a prerequisite of the appropriate Move score we're Enhancing (Basic i.e. Ground, Flight, Amphibious or No Legs (Aquatic, Semi-Aquatic).

For quick reference:

  • Flight is 2x Basic Speed dropping fractions
  • Amphibious equals Basic Move
  • No Legs (Aquatic) equals Basic Move
  • No Legs (Semi-Aquatic) Water Move equals Basic Move, but Ground Move equals 1/5 x Basic Move.

Cannot currently be built from source using given instructions.

[javac] …/gcs/src/com/trollworks/gcs/advantage/Advantage.java:28: error: package com.trollworks.toolkit.annotation does not exist

As of gcs revision b2d10e8, toolkit revision 773415c1001d84e994c607f4469fd9d695569183 and apple_stubs revision 37f26cefb8c545a38ebdd4950e0c70bd96284afd I can't built it from source.

I'm not a Java developer, so much of the build process is mysterious to me, but

<property name="toolkit" value="toolkit-4.4.1.jar"/>
<property name="toolkit_lib" value="../toolkit/libraries"/>
<property name="toolkit_path" value="${toolkit_lib}/${toolkit}"/>

suggests to me that the issue is that gcs 4.6.0 depends on a revision of toolkit that has not yet been released.

Require equipment to use skill without penalty

Some skills require equipment to use. With no equipment, the user is at -5, or -10 for a TL skill. It would be handy if the program would calculate this automatically by having an option in the skill similar to the encumbrance option. If my character has bought First Aid-15, the program would display First Aid-5 until I add bandages or a first aid kit to the sheet.

Optional "house rule" applies to individual character

From Ian Engleback:

Can the optional "house rules" apply to individual characters rather than affect every character, the one in particular is to decouple Perception and Will, which is on a "per game" basis.

Thinking perhaps a new type of item called a Rule that you can add to characters like Advantages, Skills, Spells and Equipment. Any calculation currently reliant on a Preference setting would check for the existence of a rule instead.

Add weapon button missing

Hello Richard Wilkes!

I´ve been using GCS for like ten years now. Thank you ver much btw! :)

The latest version 4.10 is missing the "add ranged weapon" and "add melee weapon" buttons:

gurps workspace

Am I missing something?

Best regards
Jens Reinemann

Support variable level of detail for hit locations

From Uwe Hentschel:

GURPS offers various levels of detail for hit locations.

Starting with the currently implemented layout from the Basic Set, then adding new locations in the section about custom armor in Low Tech and again expanding on the list in Martial Arts.

It would be awesome if we could pick which one of these we want.
And with the new option to select your body type, adding these different lists as 'body types' might work quite well (or well enough).

Low Tech (p100) adds various locations as can be seen on the attached image.

Martial Arts (p137) adds

  • Ear (-7)
  • Jaw (-6)
  • Joints (-5 or -7)
    • limb / shoulder, elbow & knee (-5)
    • extremity / wrist & ankle (-7)
  • Nose (-7)
  • Spine (-8)
  • Veins and Arteries (-5 or -8)
    • neck (-8)
    • arm, leg (-5)

Allowing for items that only cover one arm or leg would be nice as well - especially since the locations for that already exist.

Martial Arts damage bonus stacking

From Jaryd Tack:

It appears that the damage bonuses from Karate, Boxing, and Brawling are currently stacking on the Natural Kicks and Punch. Not sure if that was the case in previous versions, but it is in my version of Windows GCS 4.9.
I have all of the optional options in the "sheet" section of preferences on, except the KYOS damage variant rules.

Skill defaults aren't working correctly all the time

From a mailing list discussion:

There does seem to be something wrong here. I suspect it was broken when the swap defaults code was added, as that’s a semi-recent addition.

Essentially, I’m not seeing it pick the best default any longer on its own — at least not all the time. Oddly enough, even following what you did, I got slightly different results… although when I repeated the steps again, I did get a consistent set of results — just not what you got.

As for Guns (Rifle) jumping above Guns (Pistol), I believe that’s due to the rules on page B173. When you improve both skills, the one that uses the other as a default doesn’t have to pay as much as it “shares” some of the cost with the skill it defaults from.

- Rich

On Jan 25, 2018, at 12:22 PM, Eddie Thomas via Groups.Io [email protected] wrote:

This might be confusing if you’re not at your machine.

That said, I restarted my machine and started from a blank character sheet. I put all of the guns and all of the beam weapons specialties on the sheet. The behavior seemed to be normalized so I zeroed everything out on points, DX-4 for all.

I put one point in Guns (Rifle). SMG, Shotgun, LMG, Pistol, and Musket default to Rifle. Beam Weapons and other guns specialties stay as is.

I put a second point (points, not skill levels) in Rifle, all guns specialities default to Rifle, Beam Weapons (Rifle) defaults to Guns Rifle.

I put 2 total points in Guns (Pistol) and Beam Weapons (Pistol) defaults to it. Everything is now chained except for Projector.

I put one point in Beam Weapons (Rifle) and Projectors defaults to Rifle now.

I put 12 total points in Guns (Rifle) and now everything is chained off of that one skill.

I bring Guns (Pistol) up to 8 total points and all of the Guns defaults change to it except itself, it remains defaulted to Guns (Rifle). Guns (Rifle) remains undefaulted to anything. Guns (Rifle) still has a higher relative skill level.

I took Guns (Pistol) up to 44 total points, surpassing Guns (Rifle) in an exaggerated manner and Guns (Rifle) remained undefaulted. Swap defaults was now selectable. It changed Rifle to default from Pistol. All other Guns skills default to Rifle. Guns (Rifle) jumped to a RSL of DX+13 vs. Pistol at DX+12.

So, I understand Swap Defaults is how you manually force a default to change. Clear on that. But why did it take a default up to a higher RSL than the skill controlling the default?

Thanks.

Text output Weight Issue

Hi,

Text output uses a mixture of lb and kg

Eg.
Equipment: ($5,000, 35.775 kg)
1 Greatsword [$900; 7 lb]; 1 Dagger [$20; 0.25 lb];

The relevant template section is this:
Equipment: (@CARRIED_VALUE, @CARRIED_WEIGHT)
@EQUIPMENT_LOOP_START @qty @DESCRIPTION_PRIMARY [$@cost; @weight];@EQUIPMENT_LOOP_END

Thanks,

Wayne

Support showing specialized items in their own 'box'

Some requested groups of items that people have suggested warrant their own top-level box:

  • Money, showing character finances: income, cost of living, independent income, debt, current cash on hand, etc.
  • Languages
  • Cultural Familiarities

DFRPG Striking ST should affect range

From Andrew Roy:

The Striking ST advantage in the Dungeon Fantasy RPG should increase the "range of thrown and missile weapons" (DFA53). I'm not sure if this is different from the general GURPS rules.

Right now, GCS includes the extra ST for basic swing, thrust, and melee attacks based on these. The ranges for thrown weapons and missile weapons appear to be calculated from unmodified ST.

Support for specialized DR

A primary example of this is the split DR that chainmail provides.

Having the option (maybe as a tooltip) to see damage type specific DR per location would be rather useful.

The many damage types that various armor protect against lead to quite the mess when one has to keep track of damage type specific DR manually - especially for the Ultra Tech armors.

Need a way to update a character with the latest data files

Currently, there is no automatic update of data. If an advantage is changed in one of the library files, you would have to open the character sheets that use it, remove the old copy of the advantage, then apply the new copy of the advantage from the library. This is tedious, time-consuming, and error-prone. We really need a good way to deal with this that still allows for full customization.

Better ordering of modifiers

Modifiers are sorted alphabetically when an advantage is copied to the character sheet. This frequently leads to poor ordering.

There also needs to be a way to group modifiers as well as mark groups that can only have the following combinations of items chosen from them:

  • No more than one
  • Must select one
  • Zero or more
  • All of this can be done, but it will take a fair amount of effort, reworking both the UI as well as the data model.

CP Tracking / journal of changes

From R. William Morris:

Character Point tracking capability, maybe with a page that can be printed out that at least shows what CP have been spent on. Ideally, it'd also show a datefield when those CP were added (defaulting to the curreent datetime) and include CP awards during play.

This could also show when certain Advantages or Disadvantages were removed from a character, say when a character has defeated an Enemy and it gets removed from a character sheet.

Support for more specific bonuses

There are cases where a bonus should only be applied to a particular weapon. Right now, bonuses get applied to all weapons of a given type.

Support for Ritual Magic (spells as techniques)

From R. William Morris:

I use these rules for Clerics in my own GURPS Fantasy game and it'd be nice to be able to create spells that use the Ritual Magic alternative rules (B242 and Thau72). Currently, I'm 'hacking' by creating custom techniques that are spells, but that leaves me without all the wonderful number-crunching that goes along with the standard spells.

Personally, I'd be fine with just the capability of creating my own spells using Techniques, not necessarily including a copy of each spell as a Technique in the install package.

PDF template has incorrect copyright notice

In the footer of each character sheet is the text

Copyright © 1998-2017 by Richard A. Wilkes
All rights reserved

This very much looks like the character sheet itself (including the character information on the sheet) is copyrighted by you, not just the page layout or creating program. I'm not a legal expert, but I'm fairly sure there is no legal framework that allows you to do that, and I'm almost certain the Mozilla Public License does not.

Could you please change the notice to something that does not imply you own your users' characters, such as:

Created using GURPS Character Sheet by Richard A. Wilkes
GURPS is a registered trademark of Steve Jackson Games

(I think you're legally required to put that second line in anyway, but again I'm not a legal expert, and since I assume Steve Jackson Games is aware of GCS they could contact you if they care)

Modifiers for equipment

Built into the equipment screen, there should be some way of altering a piece of equipment for size or quality or whatnot without making a separate entry.

Allow a modifier to affect skills with a given category tag

Some of the advantages apply modifiers to a broad category, e.g. a bonus to all thieving skills, or bonus weapon damage to all melee attacks. For these, it would be easiest to configure if advantages had "Gives a Skill Level Bonus to Skills Whose Category is X" and "Gives a Weapon Damage Bonus" to Weapons Whose Required Skill has Category X".

Calculate Move/Dodge for current HP/FP

From Daniel Galinkin:

It would be nice to have the move and dodge values calculated based on current HP/FP, since these values are halved if the character is reeling or tired.

This isn't also a simple 'divide by 2' calculation, specially in the case of dodge, since I believe that you have to halve the basic dodge, not the final dodge, modified by DB, Combat Reflexes, encumbrance and other modifiers.

For instance, if I have 9 basic dodge, am wearing a large shield (+3 DB), have combat reflexes (+1 to active defenses) and a -2 emcumbrance penalty, my final dodge score would be 11.

If I'm reeling, I believe the correct value would be 9/2 + 3 + 1 - 2 = 6, and not 11/2 = 5.
It would be nice if GCS could do these calculations for me.

Technique point cost calculation

Hi, I've been working on a number of characters that have a lot of techniques and discovered that all techniques are not calculating properly for their difficulty. Hard Techniques add to the RSL as if they are average techniques meaning that it goes up for every point spent, not every 2 points.

TL-based equipment costs

From Open Field:

On B27, under the heading Tech Level and Equipment, it distinguishes personal TL from campaign TL and states that any equipment bought at a TL above the campaign TL costs more than the listed price: specifically double for every increment. This implies two entries for TL (campaign and character) on a complete sheet and on-the-fly recalculations for the item costs and total value. Maybe an option to disable/enable these calculations can be put next to the option for house rules. With an explicit campaign TL, character TL could be bought up or down just like attributes can as well.

Reputation/Reaction modifier support

Reputation and reaction modifiers should be collected from relevant advantages/disadvantages and displayed in a dedicated area for player reference during the game.

Also, it would be nice to include reference to Reaction Penalties from wearing heavy armor (B286).

Attaching images to equipment

From Uwe Hentschel:

I would love to be able to attach a picture to my equipment.

Here are two options for that:

  • 'Portrait' style image box on details window, only sown on details, plus support for export as "item image"
  • new tab that has an area with all already attached images plus one portrait style additional box for new images. allows for adding multiple images and for removing and ordering them. if combined with the other option one of them can be selected for that item_image "slot" instead of selecting an entirely new image (and any item_image selected will be added to the image list if not already on it).

xattr command does not work

I've tried to install gcs 4.1 on my mac and run into the libraries problem mentioned on the home page. I've tried the solution Richard describes. However after entering the command I get the message:

xattr: /Users/edwardelder/Desktop/Gaming/GURPS/gcs-4.10.0-mac: No such xattr: com.apple.quarantine

and of course the Library files still don't show up.

Have any other Mac users run into this problem? How did you get through it?

Quality bonus

Equipment (or anything that grants a skill bonus, I suppose) may grant a quality bonus to skill. These bonuses do not stack (see D&D for definition), so they only use the best bonus; if you're using First Aid and you have both a doctor's bag (+1 quality) and a crash kit (+2 quality), the total bonus from these would only be +2, from the crash kit.

Add bookmarks for PDFs

From Zarmonic:

Since you have the nifty feature of calling up a page reference in a PDF, perhaps you can create a new type of library that's just for holding bookmarks to key rules and charts. The program would have to have a way of distinguishing between the two books in the Basic Set.

Filter equipment by TL

From R. William Morris:

It would be extremely useful to have something on the Equipment view, maybe a drop-down next to the Category drop-down, that limits the visible equipment to the 'default' TL of the campaign as defined under Preferences.

Skill defaults not correctly accounting for talents

Skills appear to default off whatever would work best, if you incorporate any bonuses from talents to the skill it's defaulting off. It correctly calculates skill level ignoring talents, but it does not correctly work out which skill to default off.

Support flagging a skill as being a combat, art, or sport variant

On MA64 it says that the same technique applies to the combat, art, and sport skills and doesn't need to be purchased again. So I can buy Breakfall(Judo) and it would work as well with Judo Art or Judo Sport as it would with straight Judo.

Perhaps there should be a way to flag a skill as being a combat, art, or sport variant. The Technique would simply specify "Judo" and the prereq would be satisfied regardless of the flag. Absolute level would be based on the highest priority form in the order Combat, Sport, Art. This would also eliminate the need for separate art and sport variants of skills in the library.

Misspelling

Under the Drain disadvantage modifiers, the word occasional is misspelled "occational."

Option to hide Default info for skills & techniques

In order to limit how much space a skill takes up on the sheet, or to hide unwanted information, it'd be helpful to have an option to hide the Default info that's printed beneath some skills and all techniques. Ideally this option could be toggled individually per skill. There's a "Swap Defaults" menu key in preferences, but its purpose is unclear (at least to me).

Clicking in the search field of a library sets the focus to the scale

From Uwe Hentschel:

When switching from one "tab" to another by clicking in the search field ones focus is instead set to the scale (100%/150%/200% dropdown), preventing immediate typing of a search term even though one clicked into the search field.
This is merely annoying since a second click allows one to type a search term, but kinda frustrating never the less.

Skill specializations not reliably displayed

Skill specializations aren't always displayed if the "Skills" column isn't wide enough - it sometimes skips them instead of displaying them on another line. This seems to happen mostly with some combination of a multi-word skill name ("Beam Weapons", "Electronics Operation") and being in a Skill Container. A wider-than-average Ref column also influenced it.

image

In this case, Beam Weapons/TL10^ should be Beam Weapons/TL10^ (Pistol), and is displayed normally if I delete Dual-Weapon Attack or shorten its page reference entry.

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