09-20-2016, 11:39 AM | #1 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Removing an Attack Mode
I'm playing around with my Felltower PC's GCA files, and I have an issue with one character. He's got a shield which cannot be used for slams. How do I remove the "Rush" attack mode from that particular shield without removing it from all shields?
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
09-20-2016, 11:55 AM | #2 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Removing an Attack Mode
Unfortunately, easy editing of modes is something that's been "on the list" for ages, but isn't in there yet.
Fortunately, it's pretty easy to make the Rush mode effectively vanish from a character, if it's the last mode: * Edit the shield. * Go to the Full Edit window. * Find the 'mode' row on the grid. * Click on the text for that row. * Delete the |Rush part. * OK out of the windows. By just removing the name of that mode, you've effectively removed it from the character, without having to edit the mode data for every mode-enabled tag the shield has (which is what you'd have to do if Rush isn't the last mode; you'd have to remove the data for that mode slot from each tag.)
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
09-20-2016, 12:10 PM | #3 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Removing an Attack Mode
That worked, thanks.
Since easy mode editing isn't implemented yet, I guess adding modes is going to be a bear, right?
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
09-20-2016, 01:09 PM | #4 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Removing an Attack Mode
For GCA5, I've restructured the mode handling internally, which means I've now laid all the necessary groundwork for easier editing, adding, and removing of modes. Now, I just need to create the UI for actually letting users do so.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
09-20-2016, 01:11 PM | #5 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Removing an Attack Mode
You can add modes to weapons using modifiers. There is a _New Melee Attack Mode and _New Ranged Attack Mode modifier that can be applied to most weapons that will add new attack modes for them.
In addition, there is a _Remove Attack Mode ([Mode]) modifier which you can add to a weapon or shield to remove one of the existing attack modes from the weapon. Unfortunately, it looks like I didn't provide a way to add attack modes to shields easily. You can do so using the above modifiers, but you'll have to search for them in the All Categories drop down selection in the Modifiers window - which isn't shown by default, you need activate it in Program Options.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
09-20-2016, 01:16 PM | #6 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Removing an Attack Mode
Quote:
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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09-20-2016, 05:24 PM | #7 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Removing an Attack Mode
Thanks Eric.
I actually had in mind adding a basic unarmed attack mode, since I use a variant of Technical Grappling, so I'd need to go through a lot more than just adding a mode. Might be easier to do it by hand for now.
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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