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Old 08-13-2022, 07:17 PM   #6
Armin
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Join Date: Aug 2004
Location: Portland, OR
Default Re: A Character keeps crashing GCA and other requests

Variant - Revised Strength Table.GDF:

Code:
Version=3
* The version information above MUST be the first line of the data file
Description=User created data file containing custom traits saved from within GCA.
Program=4.0.320
Incomplete=Yes
Requires="GURPS Basic Set 4th Ed.--Characters.gdf"
LoadAfter="GURPS Basic Set 4th Ed.--Characters.gdf"

[AUTHOR]
************************************************************************************************************************
*
* GURPS(R) Character Assistant Data File
* Created: 21-09-2015
* Requires GCA v4 or later!
* Created by Pierre Waldfried
* This data file contains information taken from Pyramid 3 #83 Alternate GURPS IV
*
************************************************************************************************************************

************************************************************************************************************************
[BASICDAMAGE]
************************************************************************************************************************

* Starting this section will clear any existing 
* basic damage items.
*
* You must list the following items in order, because
* GCA will not sort them, but it does search through
* them in order.
*
* st() is the score that Damage Base must be <= 
* thr() is the basic thrust damage
* sw() is the basic swing damage

st(1), thr(1d-11), sw(1d-9)
st(2), thr(1d-10), sw(1d-8)
st(3), thr(1d-9), sw(1d-7)
st(4), thr(1d-8), sw(1d-6)
st(5), thr(1d-7), sw(1d-5)

st(6), thr(1d-6), sw(1d-4)
st(7), thr(1d-5), sw(1d-3)
st(8), thr(1d-4), sw(1d-2)
st(9), thr(1d-3), sw(1d-1)
st(10), thr(1d-2), sw(1d)

st(11), thr(1d-1), sw(1d+1)
st(12), thr(1d), sw(1d+2)
st(13), thr(1d+1), sw(2d-1)
st(14), thr(1d+2), sw(2d)
st(15), thr(2d-1), sw(2d+1)

st(16), thr(2d), sw(2d+2)
st(17), thr(2d+1), sw(3d-1)
st(18), thr(2d+2), sw(3d)
st(19), thr(3d-1), sw(3d+1)
st(20), thr(3d), sw(3d+2)

st(21), thr(3d+1), sw(4d-1)
st(22), thr(3d+2), sw(4d)
st(23), thr(4d-1), sw(4d+1)
st(24), thr(4d), sw(4d+2)
st(25), thr(4d+1), sw(5d-1)

st(26), thr(4d+2), sw(5d)
st(27), thr(5d-1), sw(5d+1)
st(28), thr(5d-1), sw(5d+1)
st(29), thr(5d), sw(5d+2)
st(30), thr(5d), sw(5d+2)

st(31), thr(5d+1), sw(6d-1)
st(32), thr(5d+1), sw(6d-1)
st(33), thr(5d+2), sw(6d)
st(34), thr(5d+2), sw(6d)
st(35), thr(6d-1), sw(6d+1)

st(36), thr(6d-1), sw(6d+1)
st(37), thr(6d), sw(6d+2)
st(38), thr(6d), sw(6d+2)
st(39), thr(6d+1), sw(7d-1)

st(40), thr(6d+1), sw(7d-1)
st(45), thr(7d-1), sw(7d+1)
st(50), thr(7d+2), sw(8d-1)
st(55), thr(8d-1), sw(8d+1)
st(60), thr(8d+2), sw(9d)
st(65), thr(9d), sw(9d+2)
st(70), thr(9d+2), sw(10d)
st(75), thr(10d), sw(10d+2)
st(80), thr(10d+2), sw(11d)
st(85), thr(11d), sw(11d+2)
st(90), thr(11d+2), sw(12d)
st(95), thr(12d), sw(12d+2)

st(100), thr(12d+2), sw(13d)

* The LAST item in the list is always the item that is to be used
* for anything that didn't fall under the preceding items.

st(0), thr((@int("ST:Striking ST"/10)+2)d+2), sw((@int("ST:Striking ST"/10)+3)d)

* you must use the extra set of parens to separate the math part
* from the 'd' for the dice.

[ATTRIBUTES]
* Basic Attributes
************************************************************************************************************************
#Delete "ST:ST"

ST, symbol(ST), basevalue(10), step(1), maxscore(1000000), minscore(0 - me::syslevels), 
	up(10), down(-10), mainwin(1), mods(), 
	disadat(-1), display(no)


* Secondary Characteristics
************************************************************************************************************************
#Delete "ST:Basic Lift"
#Delete "ST:Hit Points"
#Delete "ST:Striking ST"
#Delete "ST:Lifting ST"

Basic Lift, basevalue(@int(@if(ST:Metric = 1 THEN 1 ELSE 2))* @power(10 , ST:Lifting ST/10)), maxscore(1000000), minscore(0), symbol(BL), round(@if(ST:Lifting ST::score <= 7 then 0 else 1))
Hit Points, basevalue(ST:ST), step(1), maxscore(1000000), minscore(0 - me::syslevels), 
	up(2), down(-2), symbol(HP), mods(), mainwin(5),
	display(no), disadat(-1)
Striking ST, basevalue(ST:ST), step(1), maxscore(1000000), minscore(ST:ST), up(1), down(0), round(-1), display(No)
Lifting ST, basevalue(ST:ST), step(1), maxscore(1000000), minscore(ST:ST), up(7), down(0), round(-1), display(No)

[ADVANTAGES]
************************************************************************************************************************
#Delete "AD:Striking ST"
#Delete "AD:Lifting ST"

Striking ST, 1/2, gives(+1 to ST:Striking ST), mods(Striking ST), page(B89), cat(Exotic, Physical), conditional(+1 to ST:ST)
Lifting ST, 7/14, gives(+1 to ST:Lifting ST), conditional(+1 to ST:ST), mods(Lifting ST), page(B65), cat(Exotic, Physical)
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