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Old 12-27-2021, 05:57 AM   #151
nick_coffin
 
Join Date: Aug 2004
Default Re: Playing GURPS with the help of FoundryVTT

Vehicle sheets are certainly possible. We don’t absolutely require GCS or GCA to create a character. One can always create a new actor in Foundry and manually fill it out (without any support for calculating points). It’s just that @Nose and I have never played or run a game using the vehicle rules. So we don’t even know what’s required.

We accept code from others so if anyone here has HTML and CSS skills and wants to contribute a vehicle sheet, we’d be glad to integrate it into the game aid.
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Old 12-29-2021, 11:28 AM   #152
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Default Re: Playing GURPS with the help of FoundryVTT

when I opened up foundry and the GURPS notes appeared there was a bullet that said something related to update for version 9. But when I updated to version 9 (in a test situation) I received a note that said "GURPS system hasn't been confirmed as updated to version 9"

I'm not rushing I know its recent stable update to 9. But I was just curious if it has been updated or not due to that "confirmed updated" note.
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Old 12-29-2021, 07:25 PM   #153
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Default Re: Playing GURPS with the help of FoundryVTT

Quote:
Originally Posted by mehrkat View Post
when I opened up foundry and the GURPS notes appeared there was a bullet that said something related to update for version 9.
Foundry officially released version 0.9.9... but we haven't been able to verify our code in that version yet. It may work, but it may not. If you have upgraded, and find some issues, please enter them in our issues page: https://github.com/crnormand/gurps/issues

Foundry V9 support is high on our TODO list.
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Old 01-14-2022, 02:36 PM   #154
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Default Re: Playing GURPS with the help of FoundryVTT

With FVTT 9 and GGA 0.13.0 (V9 compatible), and having done the upgrade, I thought I'd list my active modules again (which have expanded since last time) out of interest for folks. A couple required me to uninstall and reinstall (including their dependencies) to get them to work or be selectable to activate again. Basically, if you have a module throwing up errors or can't be activated, try uninstalling and reinstalling and if it has dependencies, do those first).

Active Modules:
----------
Advanced Macros v1.13;
Ambient Doors v2.2.6;
Bar Brawl v1.4.1;
Changelogs & Conflicts v0.7.7;
Chat Portrait v0.5.34;
CodeMirror v5.58.3-fvtt3;
Combat Tracker Effect Icon Tooltips v2.0.0;
Custom Hotbar v2.2.0;
Custom Nameplates v2.1.0;
DF Active Lights v1.2.0;
DF Architect v3.1.1;
DF Curvy Walls v3.3.0;
Dice So Nice! v4.3.1;
Drag Ruler v1.10.1;
Dungeon Draw v0.18.0;
Foundry Community Macros v9.6;
FoundryVTT Arms Reach v2.1.7;
FXMaster v2.2.0;
Game Audio Bundle 1 v2.8;
Game Audio Bundle 2 v2.8;
Game Audio Bundle 3 v2.8;
Game Audio Bundle 4 v2.8;
GM Notes v0.5.0;
Hide GM Rolls v0.11.1;
Initiative Double Click v1.4;
Jack Kerouac's Animated Spell Effects v0.6.8;
Jack Kerouac's Animated Spell Effects: Cartoon v0.1.9;
Jack Kerouac's Animated Tokens v0.2.2;
JB2A - Jules and Ben's Animated Assets - Free Content v0.3.4;
JB2A - Patreon Complete Collection v0.3.4;
Jinker's Animated Art Pack v0.6;
lib - Color Settings v2.8.2;
Library: DF Hotkeys v2.3.5;
libWrapper v1.11.4.0;
Macro Folders v1.3.1;
Math.js v7.5.1-fvtt2;
Minimal UI v1.4.11;
Monk's Active Tile Triggers v1.0.49;
Monk's Little Details v1.0.43;
Nice More Dice v1.0.3;
PDFoundry v0.9.1;
Perfect Vision v3.5.1;
Permission Viewer v0.9.3;
Ping Logger v1.2.15;
Pings v1.3.0;
PopOut! v2.4;
Settings Extender v1.2.0;
Shared Vision v1.0.7;
Simplefog - Manual Fog of War v0.1.18;
socketlib v1.0.10;
SortableJS v1.14.0-fvtt1;
Stairways (Teleporter) v0.8.5;
Target Enhancements v0.9.5;
Tidy UI - Game Settings v0.1.30;
Token Hotbar v1.3.1;
Token Tooltip Alt v3.1.2;
Trigger Happy v0.8.32;
Universal Battlemap Importer v2.2.1;
Wall Cutter v1.1.1;
Wall Height v3.6.0.2;
Window Controls v1.6.3;
Zoom/Pan Options v1.6.9;
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Old 01-24-2022, 10:38 PM   #155
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Default 0.13.2 Released!

Release video: https://youtu.be/mdmIxMT4jCw
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Old 02-03-2022, 09:56 PM   #156
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Default Re: Playing GURPS with the help of FoundryVTT

My latest weird thing.

Can you equip and unequip equipment directly in foundry and have the character update?

I have a game that I'm likely to run where all the pcs are spirits who possess other people to work through the adventure. I've been trying to figure out how to make it work.

The best idea I came up with was equipable items that give physical attributes and physical skills. Equipping to form the poseesed. But I had an item that increased magery and when I unequiped it didn't lower the spell levels

So every character would have 3+2 of each physical attribute and 1 +1 of the physical attributes. Then a few general categories of skills items. Unequip to adjust the character
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Old 02-04-2022, 11:08 AM   #157
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Default Re: Playing GURPS with the help of FoundryVTT

Quote:
Originally Posted by mehrkat View Post
Can you equip and unequip equipment directly in foundry and have the character update?
It all depends. The Foundry code does NOT do a lot of character creation logic. Currently, Foundry Items (those created from the Foundry Item tab) has a limited ability to update attributes, skill levels and DR. But they do NOT do any 'cascading' calculations (other than changes to melee attacks based on DX).

Quote:
Originally Posted by mehrkat View Post
But I had an item that increased magery and when I unequiped it didn't lower the spell levels
Yes, and the Foundry code will not do that. We decided early on that we did not want to duplicate the years of coding that went into GCA/GCS.

We understand this is a limitation, and want to work towards fixing it. Unfortunately, this requires a complete rewrite of our current Foundry Items "bonuses" code... which is on our list. Once we have re-written this code to use Foundry Active Effects, we plan to implement more and more effects that can have cascading results (like the kind you are looking for).

But we will NEVER be able to to fully re-produce the logic that currently exists in GCA/GCS (and we do not want to). Which is why we built a tighter implementation with GCS, where we can now read .gcs files directly, no need to export.

So for your situation, you could create multiple versions of the characters in GCS, and even give them different names (so you know which version is which), and use the System Setting "Import: ignore 'name' attribue", to ignore the variations of the name. And then import the correct variation into the Actor by reading that .gcs file.
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Old 02-04-2022, 01:18 PM   #158
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Default Re: Playing GURPS with the help of FoundryVTT

That makes sense ill just need to figure out another solution.
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Old 02-05-2022, 10:31 PM   #159
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Default Re: Playing GURPS with the help of FoundryVTT

Maybe you could load two actors with different equipment load outs.
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Old 02-05-2022, 10:58 PM   #160
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Default Re: Playing GURPS with the help of FoundryVTT

The solution I've come to is to create meta trait collections of physical traits. Attach and upload as needed.
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