10-25-2021, 10:00 AM | #91 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Playing GURPS with the help of FoundryVTT
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Thank you to whoever made that in addition to my normal effusive thanks to you for developing the framework.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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10-25-2021, 01:55 PM | #92 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Playing GURPS with the help of FoundryVTT
As I'm normally a GCA person not GCA, any hints would be welcome here :-).
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
10-27-2021, 05:03 PM | #93 | |
Join Date: May 2018
Location: Atlanta, GA
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Re: Playing GURPS with the help of FoundryVTT
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Co-author: GURPS 4e Game Aid for Foundry VTT GURPS Game Aid videos Intro to/Learning GURPS videos |
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10-29-2021, 08:32 AM | #94 | |
Join Date: Feb 2005
Location: Austin Texas
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Re: Playing GURPS with the help of FoundryVTT
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He stared out in the distance to see the awesome might of the Meerkat war party. |
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10-31-2021, 04:59 AM | #95 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Playing GURPS with the help of FoundryVTT
Can anyone point me in the direction of how to modify/customise GGA character sheets?
Once of the issues we're finding is that the location of the skill OtF buttons is often quite a ways from the name of the skill/item/etc (we like the Tabbed sheet for the utility of it) and trying to follow the line across to get the right one sometimes results in misses, so we'd like to reposition the skill buttons to the left of the skill name since they are fixed width columns whereas the skill names are oobviously longer/variable.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
10-31-2021, 04:13 PM | #96 | |
Join Date: Aug 2004
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Re: Playing GURPS with the help of FoundryVTT
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Code:
templates/actor/sections/skills.hbs A useful feature request might be to allow clicking the skill name to roll the skill. If you want something like that, please open a GitHub issue (https://github.com/crnormand/gurps/issues). |
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10-31-2021, 05:45 PM | #97 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Playing GURPS with the help of FoundryVTT
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We actually thought about clicking the name to roll - not sure how that works for things with multiple possible rolls (like attack/parry/etc) but could be worked out. One of our group is a professional coder, so I wasn't shy of asking him to help out. I'll point in the right direction for that, but I think I'll also add another feature request (I feel bad for asking for lots of things all the time because you're doing so much already!).
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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11-11-2021, 07:43 AM | #98 |
Join Date: May 2018
Location: Atlanta, GA
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Re: Playing GURPS with the help of FoundryVTT
Release 0.12.0 is now available. The features video: https://youtu.be/nx_t2455-vA
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Co-author: GURPS 4e Game Aid for Foundry VTT GURPS Game Aid videos Intro to/Learning GURPS videos |
11-19-2021, 03:40 PM | #99 |
Join Date: Feb 2005
Location: Austin Texas
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Re: Playing GURPS with the help of FoundryVTT
General foundry question (I'll try not to do this here to often).
I'm setting up my game and having a devil of a time getting global illumination to work. It says there is a simple check box on the configuration menu for the scene but there is no such check box. Was that moved in one of the updates. I want to use some walls but can't unless I turn on token vision and if I turn that on I need global illumination. I've got to be missing something but I can't figure it out.
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He stared out in the distance to see the awesome might of the Meerkat war party. |
11-19-2021, 03:57 PM | #100 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Playing GURPS with the help of FoundryVTT
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https://foundryvtt.com/article/lighting/ Light Type This setting controls whether the Light Source is Local, Global or Universal. Local Lights adhere to vision restrictions and are blocked by walls, Global Lights provide vision of a location without adhering to vision restrictions (but are still blocked by walls), and Universal Lights are always visible regardless of vision or walls. So if you want walls to block vision but you just want a single, simple light to illuminate everything the same (rather than various local lights positioned to light things differently in different areas), then use a Universal Light in the corner, set it with a large radius that covers the whole scene, and away you go. Token Vision on and happy days. Can't see or move through walls, but everywhere will be lit. If you want to be more granular and specific, then use Local Lights. I almost never use Global Lights (basically in one particular scene where I was playing around with restriction vision wanted some cool lighting effects at a certain point). I hope that's helpful but if not, please explain a little further what you're wanting to do and I'm sure someone will be able to assist :-).
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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