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Old 04-14-2019, 05:44 PM   #1
Kesendeja
 
Join Date: Jul 2013
Default Useing the "Fifth Attribute"

My gaming group would like to use the article "The Fifth Attribute", and were wondering if there was a way to integrate it into the GCA?
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Old 04-15-2019, 09:57 AM   #2
draxdeveloper
 
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Default Re: Useing the "Fifth Attribute"

This is interssant. Maybe i will add it to my cyberpunk with espers campaing...
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Old 04-15-2019, 10:32 AM   #3
Armin
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Default Re: Useing the "Fifth Attribute"

Quote:
Originally Posted by Kesendeja View Post
My gaming group would like to use the article "The Fifth Attribute", and were wondering if there was a way to integrate it into the GCA?
Probably. GCA supports new attributes and allows things to use them. It's quite commonly done. It's mostly a matter of what the attribute is supposed to cover and how many things you will need to change to make everything *else* understand its role. I don't know the article, so I can't be more specific.
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Old 04-15-2019, 05:37 PM   #4
Kesendeja
 
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Default Re: Useing the "Fifth Attribute"

The attribute is Quintessence, abbreviated as QT, and it's derived attribute is Quintessence Points, abbreviated as QP. They replace IQ and FP for use in supernatural powers, like spells and psionics.

Quintessence cost 10cp per point, and QP cost 3cp per extra point.

I've not dealt with the GCA enough to know how to add new attributes, but I think I can redirect the spells to use QT.

Any help will be appreciated.
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Old 04-26-2019, 12:40 PM   #5
draxdeveloper
 
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Default Re: Useing the "Fifth Attribute"

from Armin on the discord:
"And you can add stuff to attributes, that's pretty easy, in the Attributes section of data files. You can't do it inside of GCA itself, though."
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Old 04-26-2019, 03:54 PM   #6
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Default Re: Useing the "Fifth Attribute"

Ah, Kesendeja, I appear to have missed your reply above. Sorry about that.

You'd need to create data file entries for your new attributes, beyond that it's changing details to get things how you want them.

Code:
Version=3
* The version information above MUST be the first line of the data file

[ATTRIBUTES]
Quintessence, symbol(QT), basevalue(10), step(1), maxscore(1000000), minscore(0), up(10), down(-10), mainwin(4), disadat(-1), display(no)

Quintessence Points, basevalue(ST:Quintessence), step(1), maxscore(1000000), minscore(0), up(3), down(-3), symbol(QP), display(No), mainwin(8), disadat(-1)
You may have to adjust the mainwin() values to get them to appear in GCA's attributes listing where you want them.
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Old 04-27-2019, 07:54 PM   #7
Kesendeja
 
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Default Re: Useing the "Fifth Attribute"

Thank you.
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Old 05-22-2020, 02:43 AM   #8
Lameth
 
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Default Re: Useing the "Fifth Attribute"

Hi Armin

long time no speak. First, not sure if you remember you have been helping my GF with GCA and adding functions due to her being blind, her name is sarah, but I think she emails you from Rayndarren. I just wanted to say thank you for helping her out.

The question I have is I am trying to use the Fifth stat in GCA, and I used your code, it worked! Its now posted on the side, but I cant figure out how to get a skill linked to it, like Ritual Magic. Also its not available on the drop down when you make a skill to be based on a stat...its missing from the list to pick from.

Can you maybe help with above? We need a way to add this feature to GCA, and allow GCA to link skills and other traits that the user wants to now be based off this new 5th stat. Can you give guidance and help in this please?

thank you.

Last edited by Lameth; 05-22-2020 at 05:15 AM.
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Old 05-22-2020, 11:23 AM   #9
Armin
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Default Re: Useing the "Fifth Attribute"

Quote:
Originally Posted by Lameth View Post
long time no speak. First, not sure if you remember you have been helping my GF with GCA and adding functions due to her being blind, her name is sarah, but I think she emails you from Rayndarren. I just wanted to say thank you for helping her out.
You're both welcome. Accessibility is a goal, although work toward it is slow since I didn't build it in as I went, so retrofitting things as I find time.

Quote:
Originally Posted by Lameth View Post
The question I have is I am trying to use the Fifth stat in GCA, and I used your code, it worked! Its now posted on the side, but I cant figure out how to get a skill linked to it, like Ritual Magic. Also its not available on the drop down when you make a skill to be based on a stat...its missing from the list to pick from.

Can you maybe help with above? We need a way to add this feature to GCA, and allow GCA to link skills and other traits that the user wants to now be based off this new 5th stat. Can you give guidance and help in this please?

thank you.
Most of the various bits of the builders and such are manually done, and a lot of the groundwork for how things work is based on data files. So, making one change, such as adding Quintessence (QT), results in the need for a lot more edits to make them flow through to where you want them.

To allow for skills to be based on QT, you'll want to make entries in your custom data file to add QT/X types to the [SKILLTYPES] block. That looks like this if we just copy IQ/X and change to QT:

Code:
[SKILLTYPES]
QT/E, cost(1/2/4/8), base(-1), defaultstat(ST:QT), relname(QT)
QT/A, cost(1/2/4/8), base(-2), defaultstat(ST:QT), relname(QT)
QT/H, cost(1/2/4/8), base(-3), defaultstat(ST:QT), relname(QT)
QT/VH, cost(1/2/4/8), base(-4), defaultstat(ST:QT), relname(QT)
QT/WC, cost(3/6/12/24), base(-4), defaultstat(ST:QT), relname(QT)
Now, you can easily update skills in data files by changing their type from IQ/X or whatever to QT/X. This is Ritual Magic, where the only change was IQ/VH to QT/VH:

Code:
[SKILLS]
<_General, Occult/Magical>
Ritual Magic, QT/VH, default(SK:Religious Ritual - 6), page(B218), cat(_General, Occult/Magical),_
	x(#InputToTag("You must specialize by tradition:", nameext, , "Ritual Magic"))
And to allow the _New Skill builders to include QT options, you need to add those to the lists of allowable options. I just copied the entire thing then added the new bits, so it would all be in one place, like this:

Code:
[SKILLS]
<_New Skills>
_New Wildcard Skill, %typelist%, page(B175), cat(_New Skills, Wildcard!),_
	x(#InputToTagReplace("Please enter the name of this Wildcard Skill:" , name, , "New Wildcard Skill"),_
	#ChoiceList(_
			name(parry),_
			title(New Skill: Can this skill be used to parry in combat?),_
			text(Can this skill be used to parry in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Parry",_
				"Normal Parry",_
				"Knife Parry"=-1,_
				"Staff Parry"=+2_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3",_
				"@int(%level/2)+3-1",_
				"@int(%level/2)+3+2"_
			)_
			),_
	#ChoiceList(_
			name(block),_
			title(New Skill: Can this skill be used to Block in combat?),_
			text(Can this skill be used to block in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Block",_
				"Normal Block"_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3"_
			)_
			),_
	#ChoiceList(_
			name(type),_
			title(New Wildcard Skill: Choose a Skill Type),_
			text(Choose the type of skill from the list below:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"DX/WC",_
				"IQ/WC",_
				"HT/WC",_
				"QT/WC",_
				"Will/WC",_
				"Per/WC"_
			)_
			),_
	#edit _
	), noresync(yes), parryat(%parryaliaslist%), blockat(%blockaliaslist%)

_New Skill, %typelist%, page(B175), cat(_General, _New Skills), tl(%TL1alias%),_
	x(#InputToTagReplace("Please enter the name of this Skill:" , name, , "New Skill"),_
	#ChoiceList(_
			name(parry),_
			title(New Skill: Can this skill be used to parry in combat?),_
			text(Can this skill be used to parry in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Parry",_
				"Normal Parry",_
				"Knife Parry"=-1,_
				"Staff Parry"=+2_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3",_
				"@int(%level/2)+3-1",_
				"@int(%level/2)+3+2"_
			)_
			),_
	#ChoiceList(_
			name(block),_
			title(New Skill: Can this skill be used to Block in combat?),_
			text(Can this skill be used to block in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Block",_
				"Normal Block"_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3"_
			)_
			),_
	#ChoiceList(_
			name(TL),_
			title(New Skill: Is this skill TL based?),_
			text(Is this skill TL based?),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"Not TL based",_
				"TL based"_
				),_
			aliaslist(_
				"",_
				"0-12"_
				)_
			),_
	#ChoiceList(_
			name(type),_
			title(New Skill: Choose a Skill Type),_
			text(Choose the type of skill from the list below:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"DX/E",_
				"DX/A",_
				"DX/H",_
				"DX/VH",_
				"IQ/E",_
				"IQ/A",_
				"IQ/H",_
				"IQ/VH",_
				"HT/E",_
				"HT/A",_
				"HT/H",_
				"HT/VH",_
				"QT/E",_
				"QT/A",_
				"QT/H",_
				"QT/VH",_
				"Will/E",_
				"Will/A",_
				"Will/H",_
				"Will/VH",_
				"Per/E",_
				"Per/A",_
				"Per/H",_
				"Per/VH"_
			)_
			),_
	#edit _
	), noresync(yes), parryat(%parryaliaslist%), blockat(%blockaliaslist%)
That's the kind of thing you have to do for all the changes you want to make.

Note that some of these you can do in GCA on an as-needed basis, just by editing the type() or default() or whatever, but doing it in a data file means you just have to do it once for all characters based on that file.
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Old 05-22-2020, 11:26 AM   #10
Armin
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Default Re: Useing the "Fifth Attribute"

And here's all the stuff from the Fifth Attribute data file built in this thread, as one file:
Code:
Encoding=UTF-8
Version=3
* The version information above MUST be the first line of the data file

[AUTHOR]
*******************************************************************************************************\[START]
//  
//   GURPS® Character Assistant
//   Filename: Fifth Attribute
//   Requires GCA v4 or later!
//  
//   This data file contains information taken from the GURPS Basic Set: Characters sourcebook. GURPS Basic Set:
//   Characters is Copyright © 1986, 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1996, 1998, 1999, 2002, 2004 by
//   Steve Jackson Games Incorporated. All rights reserved.
//  
//   Information in this file includes:
//		Stuff for Quintessence!
//  
*******************************************************************************************************************
//  
//   GURPS is a registered trademark of Steve Jackson Games Incorporated, used with GCA by permission of Steve Jackson
//   Games. All rights reserved.
//  
//   The GURPS game is Copyright © 1986-1989, 1991-1994 by Steve Jackson Games Incorporated. This product includes
//   copyrighted material from the GURPS game, which is used by permission of Steve Jackson Games Incorporated. All
//   rights reserved by Steve Jackson Games Incorporated.
//  
*******************************************************************************************************************
//   \par	new paragraph in RTF in description() tag
//   ~P		new paragraph in the #Message() directive
********************************************************************************************************\[STOP]
[ATTRIBUTES]
*******************************************************************************************************\[START]
Quintessence, symbol(QT), basevalue(10), step(1), maxscore(1000000), minscore(0), up(10), down(-10), mainwin(4), disadat(-1), display(no)
Quintessence Points, basevalue(ST:Quintessence), step(1), maxscore(1000000), minscore(0), up(3), down(-3), symbol(QP), display(No), mainwin(8), disadat(-1)

********************************************************************************************************\[STOP]
[SKILLTYPES]
*******************************************************************************************************\[START]
QT/E, cost(1/2/4/8), base(-1), defaultstat(ST:QT), relname(QT)
QT/A, cost(1/2/4/8), base(-2), defaultstat(ST:QT), relname(QT)
QT/H, cost(1/2/4/8), base(-3), defaultstat(ST:QT), relname(QT)
QT/VH, cost(1/2/4/8), base(-4), defaultstat(ST:QT), relname(QT)
QT/WC, cost(3/6/12/24), base(-4), defaultstat(ST:QT), relname(QT)

********************************************************************************************************\[STOP]
[SKILLS]
*******************************************************************************************************\[START]
<_New Skills>
_New Wildcard Skill, %typelist%, page(B175), cat(_New Skills, Wildcard!),_
	x(#InputToTagReplace("Please enter the name of this Wildcard Skill:" , name, , "New Wildcard Skill"),_
	#ChoiceList(_
			name(parry),_
			title(New Skill: Can this skill be used to parry in combat?),_
			text(Can this skill be used to parry in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Parry",_
				"Normal Parry",_
				"Knife Parry"=-1,_
				"Staff Parry"=+2_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3",_
				"@int(%level/2)+3-1",_
				"@int(%level/2)+3+2"_
			)_
			),_
	#ChoiceList(_
			name(block),_
			title(New Skill: Can this skill be used to Block in combat?),_
			text(Can this skill be used to block in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Block",_
				"Normal Block"_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3"_
			)_
			),_
	#ChoiceList(_
			name(type),_
			title(New Wildcard Skill: Choose a Skill Type),_
			text(Choose the type of skill from the list below:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"DX/WC",_
				"IQ/WC",_
				"HT/WC",_
				"QT/WC",_
				"Will/WC",_
				"Per/WC"_
			)_
			),_
	#edit _
	), noresync(yes), parryat(%parryaliaslist%), blockat(%blockaliaslist%)

_New Skill, %typelist%, page(B175), cat(_General, _New Skills), tl(%TL1alias%),_
	x(#InputToTagReplace("Please enter the name of this Skill:" , name, , "New Skill"),_
	#ChoiceList(_
			name(parry),_
			title(New Skill: Can this skill be used to parry in combat?),_
			text(Can this skill be used to parry in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Parry",_
				"Normal Parry",_
				"Knife Parry"=-1,_
				"Staff Parry"=+2_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3",_
				"@int(%level/2)+3-1",_
				"@int(%level/2)+3+2"_
			)_
			),_
	#ChoiceList(_
			name(block),_
			title(New Skill: Can this skill be used to Block in combat?),_
			text(Can this skill be used to block in combat? Choose one:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"_No Block",_
				"Normal Block"_
			),_
			aliaslist(_
				"",_
				"@int(%level/2)+3"_
			)_
			),_
	#ChoiceList(_
			name(TL),_
			title(New Skill: Is this skill TL based?),_
			text(Is this skill TL based?),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"Not TL based",_
				"TL based"_
				),_
			aliaslist(_
				"",_
				"0-12"_
				)_
			),_
	#ChoiceList(_
			name(type),_
			title(New Skill: Choose a Skill Type),_
			text(Choose the type of skill from the list below:),_
			picksallowed(1),_
			method(bynumber),_
			list(_
				"DX/E",_
				"DX/A",_
				"DX/H",_
				"DX/VH",_
				"IQ/E",_
				"IQ/A",_
				"IQ/H",_
				"IQ/VH",_
				"HT/E",_
				"HT/A",_
				"HT/H",_
				"HT/VH",_
				"QT/E",_
				"QT/A",_
				"QT/H",_
				"QT/VH",_
				"Will/E",_
				"Will/A",_
				"Will/H",_
				"Will/VH",_
				"Per/E",_
				"Per/A",_
				"Per/H",_
				"Per/VH"_
			)_
			),_
	#edit _
	), noresync(yes), parryat(%parryaliaslist%), blockat(%blockaliaslist%)

<_General, Occult/Magical>
Ritual Magic, QT/VH, default(SK:Religious Ritual - 6), page(B218), cat(_General, Occult/Magical),_
	x(#InputToTag("You must specialize by tradition:", nameext, , "Ritual Magic"))
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Last edited by Armin; 05-22-2020 at 11:30 AM.
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