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Old 08-12-2019, 03:08 PM   #91
MIB.6361
 
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by Armin View Post
I am afraid not, no.

I have to shift my focus to work on these data files, and that takes time and effort that I simply haven't been willing to give it.
Completely understandable. Thank you for all your work and your quick answer.
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Old 09-05-2019, 09:45 AM   #92
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by Armin View Post
I am afraid not, no.

I have to shift my focus to work on these data files, and that takes time and effort that I simply haven't been willing to give it.
Can I (or others) help with this in any way? I used to do a lot of coding and this looks like some (hopefully) rather straight forward markup language. I also have all of the books and it looks like some of the bugs can be tracked down and fixed, at a minimum. My concern is doing work that then gets overwritten by a new version, which is why I am asking if we can find a couple solid people to help.
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Old 09-05-2019, 12:05 PM   #93
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Default Re: GCA and Dungeon Fantasy RPG

NEW FILE AVAILABLE FROM THIS POST.

Okie doke, I believe I've made all the corrections I had in my bug list. (Except for the request for DFRPG specific character sheets. No time for that yet.)

I've removed the previous files, and the Standalone (which really wasn't) and Spells files are combined (I kept forgetting they were separate), and the new file should be available from my OneDrive here:

Dungeon Fantasy RPG.gdf

Code:
//	 Modified: Thursday, September 5, 2019 - Bug fixes
//					* References to ~Holy changed to ~Clerical
//					* Added '+1 to "SK:Singing",	+1 to "SK:Musical Composition",	+1 to "SK:Musical Instrument",'
//						to gives() for Bardic Talent
//					* Signature Gear no longer leveled, Attribute tracker removed
//					* Fixed Energy Reserve limits
//					* Extra Hidden Lore skills for Wizards are no longer added at 2pts
//					* Adjusted the alt3list of the #ChoiceList of the Knight template, so that the last 3 options
//						all maximize the required points for the 2-handed weapon option (#upto and #downto are the same)
//						so that it works as expected.
//
I still have it marked Incomplete because I haven't incorporated Bruno's equipment stuff, nor made any attempt to look at equipment stuff myself.

As always, please let me know if you have issues.

There are two things outstanding that can't be addressed at this time:

1) Raising skills from default. GCA4 isn't able to turn that off.
2) Needs "X Spells," can never be satisfied, due to the file's extensive use of ident() and countasneed(), which aren't processed by generic needs like that. You may just want to delete that need from needs() once the character is built.
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Old 09-05-2019, 12:15 PM   #94
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by Finius_Lyn View Post
Can I (or others) help with this in any way? I used to do a lot of coding and this looks like some (hopefully) rather straight forward markup language. I also have all of the books and it looks like some of the bugs can be tracked down and fixed, at a minimum. My concern is doing work that then gets overwritten by a new version, which is why I am asking if we can find a couple solid people to help.
Almost always, yes. When I'm personally the bottleneck, as in this case, the most helpful things are those bug reports that tell me exactly how to fix it, not just that it's broken.

(If you work on a copy of the file in your Documents folder, it shouldn't get overwritten by new releases. Then you can make changes and test fixes, and be pretty safe.)
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Old 09-26-2019, 10:02 AM   #95
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Default Re: GCA and Dungeon Fantasy RPG

I just discovered the GCA file for DFRPG and I think it is great. Thanks for the efforts that went into it. I have just one question. How to tag an item as a "Power Item"?
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Old 09-26-2019, 11:09 AM   #96
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Default Re: GCA and Dungeon Fantasy RPG

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I just discovered the GCA file for DFRPG and I think it is great. Thanks for the efforts that went into it. I have just one question. How to tag an item as a "Power Item"?
It looks like I didn't include anything in the file to do that.

The old GURPS Dungeon Fantasy files have equipment modifiers for that. I'll have to pull out my books and see what might be different for Power Items in DFRPG.

I'm adding this to the bug list for now.
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Old 09-26-2019, 01:01 PM   #97
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by Grakhirt View Post
I just discovered the GCA file for DFRPG and I think it is great. Thanks for the efforts that went into it. I have just one question. How to tag an item as a "Power Item"?
I generally add any modifiers as a note so it shows up on the character sheet so that's where I put this (since it doesn't impact the item's performance, it doesn't need an actual mechanical modifier).

So it shows up on the character sheet like this;

Large Shield (Fine, Balanced, Power Item 12 points)
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Old 09-26-2019, 03:03 PM   #98
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by MIB.6361 View Post
I generally add any modifiers as a note so it shows up on the character sheet so that's where I put this (since it doesn't impact the item's performance, it doesn't need an actual mechanical modifier).

So it shows up on the character sheet like this;

Large Shield (Fine, Balanced, Power Item 12 points)
There is an attribute for Power Item which shows the points, and the modifier would update that with the correct points. Don't know if that's worth it to everyone, but that's the intent with the modifier that's missing.
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Old 09-28-2019, 06:19 PM   #99
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Default Re: GCA and Dungeon Fantasy RPG

Just noticed that Outdoorsman doesn't currently impact Weather Sense notes are right but GR:Outdoorsman doesn't hit Weather Sense.
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Old 09-29-2019, 11:41 AM   #100
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Just noticed that Outdoorsman doesn't currently impact Weather Sense notes are right but GR:Outdoorsman doesn't hit Weather Sense.
Hmm.

I just made a character with nothing in the data set other than Dungeon Fantasy RPG.gdf, and Weather Sense is most definitely gaining a bonus from Outdoorsman.

Are you loading the correct file? Or another file that might break Outdoorsman?
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