richardwilkes / gcs_library Goto Github PK
View Code? Open in Web Editor NEWGCS Library Data
License: Mozilla Public License 2.0
GCS Library Data
License: Mozilla Public License 2.0
All the fencing skills (in at least Basic and DFRPG skill libraries, possibly all of them) are missing their encumbrance penalty settings. They should have <encumbrance_penalty_multiplier>1</encumbrance_penalty_multiplier>
added in the XML.
From what I can tell, no equipment from UltraTech p. 105 was listed in the equipment library for that book.
When using the Monowire Switchblade as a weapon it pulls the sw damage value from the character but then does something weird to get the final calculation.
It should be:
sw+1d+R(10) cut, which for a character with sw=1d+1, is 2d+1+R(10) cut.
It populates onto the sheet as:
1d+2d+R(10) cut or 3d+R(10) cut.
I don't know if this is some interaction I'm missing or if does some weird math interaction to get this.
Stylus, listed just above in the book, appears, so I guess it should be there as well.
The Basic Set mixes up the singulars and plurals, but at the very least the default in Engineer (Automobiles) should be changed to Mechanic (Automobile), so defaulting works.
I've already - in older versions of the GCS - added various uses for SUmo Wrestling as "melee weapons, so they show up in the weapons box.
But suddenly I cant do that anymore. When I enter the "melee weapons" tab I'm missing a "+" sign at the side, in order to add new things.
BTW: GCS is super-awesome!
Enhanced Block and Enhanced Dodge don't have levels at all, while Enhanced Parries of all kinds do, but don't have the 'Per Level' bonus set in, so always add +1 regardless of level.
Print option only shows primary physical printer. Is there a way to recognize/print to PDF driver?
Spells like Explosive Lightning, Lightning, and Sunbolt use Innate Attack Projectile skill, not Innate Attack (Beam).
In Clerical, Bless, Curse, Earthquake, Entrap Spirit, Pentagram, and Remove Curse should be Power Investiture 5.
Currently if using KYOS (set in preferences) the pricing of HP changes with Size Modifier as if it was using Basic Set rules.
How it should be:
"Hit Points: Cost is unchanged at ±2 points per level above
or below ST, but the Size limitation no longer applies. That
12,000-lb. elephant with ST 33 and 45 HP would also buy +12
HP for 24 points, making its final ST and HP cost 230 + 24 =
254 points."
To illustrate the issue
Base cost for Restricted Diet disadvantage is -10 in GCS library. This should be 0. Or all the modifiers should be -10 less.
The default in the library under features should be adjusting 1 point per level to fright checks (up or down). Currently, it does not do this.
Two mispellings
Panhandling default; "Fast Talk" instead of Fast-Talk.
Saber dafult: "Shortswort" instead of Shortsword
Right now, the basic set meta-traits do not include body of metal.
According to DFA 103, shortsword damage should be thr+1 imp for thrust attacks. Currently it is set as thr. (Swing damage is correct.)
From Andrew Roy:
The Dungeon Fantasy RPG Spells library is missing Walk on Air from DFS17.
Fishhooks and Line should weigh .1 lb (DFA 111) but it weighs .01 lb in the library.
First of all, I can't thank you enough for maintaining this project, it's a real life saver for me.
I just updated from 4.11.1 to 4.14 and while updating some libraries to match my edited ones, I noticed some incorrect data has been carried on:
Basic Set:
-Damage Resistance gives +1 DR/level to "full body", when it should be "full body except eyes";
-Nictitating Membrane gives no DR, when it should give +1 DR/level to "eyes";
-Enhanced Defenses (Block, Dodge and Parry) is marked as non-leveled, when it should be leveled;
-Fearlessness gives no bonus to "Fright Check", when it should give +1/level.
Power Ups:
-Talent (Artificer) gives +1 to Masonry, Mechanic and Smith skills, when it should give +1/level;
-Talent (Stalker) gives bonus to "Navigation (Land)" skill with any specialization, when it should be "Navigation" skill with "Land" specialization;
-Huge Weapons (ST) costs 2 points/level, when it should cost 1 point/level;
-Shoves and Tackles has the description of Shield-Wall Training.
Not really an error, but here's a few edits I've done and would like to leave as suggestion:
-Instead of "Rank" advantage with "@type@:@title" description, I like to change it to "@type@ Rank" advantage with "@title@" description;
-Instead of "Ham-Fisted" and "Ham-Fisted (Severe)" advantages, I like to fold them into a leveled one by removing the Severe variant and editing the other to be leveled;
-Instead of "Legal Enforcement Powers" with 3 mutually exclusive modifiers (Cop, FBI, KGB), I like to turn the advantage into a leveled one, remove the modifiers and add "@description@" to the description;
-Instead of multiple "Injury Tolerance" entries, I like to create a 0 point one with each variant as a modifier.
I think that's all I have, cheers and thank you again for your work.
The skill/default levels on knives in Low-Tech (including small knife and large knife) are those of shortswords; while long knife uses knife stats both for its knife and its shortsword attack.
A Generic Quirk (-1, p. B162) is very useful when blocking out a character, and could even be included in templates.
Unless there is a solution I'm missing, I've been renaming Alcohol Tolerance and re-adding it to the catalog manually.
I can not add a wildcards. Can you, please, add it to gcs or advice me how to do it. Thanks in advance.
Two issues with Super Luck
Problem: Naming it "Luck, Super" creates an incompatibility with Luck, despite the fact Super Luck is explicitly compatible
Fix: Rename to "Super Luck"
Problem: It inherits the modifiers listed for Luck in BS, despite the fact that Active doesn't really jive with Super Luck's "instead of rolling". No explicit word on the other two modifiers
Fix: Remove Active, possibly Defensive and Aspected as well
From Andrew Roy:
The Dungeon Fantasy Roleplaying Game advantages library should have the 1-point Sharp Teeth advantage from page DFA43 (Cat-Folk). It should have the Melee attack Bite at thr-1 cut based on DX and Brawling.
The DFRPG spell, "Protection from Evil," should take 1 sec to cast rather than 1 min (per Spells, p. 64).
Damage for a Great Axe should be SW+4 but it is currently listed as SW+3 in the DFRPG equipment library.
From Andrew Roy:
In the Dungeon Fantasy RPG equipment library, bucklers have a few errors:
Was it your intent to leave the export styled as the past version?
In description said, that i should "add manually" bonus to parry with specific weapon, but there is no way to do this. Is it library problem, or GCS itself?
I know this would be pretty complicated, but it would also be really cool and I would greatly appreciate it.
A user manual would be really handy. It's not that intuitive to use.
For example... how do I add skills to the character sheet? In fact.. how do I add anything at all to the character sheet?
It looks interesting but I can't figure out how it works.
Also from Cataegis: "Yeah, I just checked, and I have the same issue. The other stuff under the Preferences menu also seems to need you to close then re-open the sheets for it to apply."
I am trying to import the library into a database and use it with a Django web application but the special escape sequences in some of the files are not accepted by encoders in Python.
Is it possible for you to change the encoding of the library files from ASCII to UTF-8?
or at list know how to generate them?
In any case thanks for the great work!
When adding the Tonfa from the action equipments, the displayed level for the Swing attack is 0.
It requires by default a language to be set on the character sheet to work. However, the character is assumed to know the native language by default at TL 5 and higher.
I fixed this in my local copy by putting in a rule that says, "When a characters TL is at most a 4, then require the language advantages". This fix should be moved to the default library.
There's a lot of missing guns variants.
why is fencing missing from the skills list?
As per title, could you provide the schemas for the various classes of xml library files? Or at least tell if all file of each class (traits, skills, equipment, etc ) follow the same schema and which of the file in each class has all the schema elements in its structure(so that I can derive a sigle schema for all the files of each class) ?
I would like to map your library in a database for a website I have in construction.
I understand +2/+4 is trickier to do, but Ugly and Attractive are on racial templates and implement easily.
The following four wizardly spells in Dungeon Fantasy RPG.spl have DFS45 in their page reference field but they are actually on DFS40 in the book:
I checked the rest of the Illusion spells as well as the healing spells on page 40 and they are all correct.
Just started playing with gcs and I can't find fencing. I know I must be missing something. Any hints?
Thanks.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.