[GURPS] Wrathchild's FW v1.1

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

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Winter
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Re: Setting up MT for GURPS

Post by Winter »

The bug on Ubuntu was due to using the OpenJDK virtual machine. Using Sun's Java VM solved the problem.

I suppose the moral of the story is that I should add something to the general instructions about using Sun's VM.

Winter
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Re: Setting up MT for GURPS

Post by Winter »

All right. I've had a chance to read through Low Tech, and I have some free time this weekend to work a bit on the armor issues. I'd like to permit separate tracking of DR for different damage types, but I'd also like to minimize the numbers that the system has to store and players have to enter.

Questions about Damage Types: As far as I know, GURPS defines cr, cut, imp, pi, corr, burn, and tight-beam damage types, with aff(liction) as a separate type that doesn't necessarily do HP damage. The Basic Set has some armor with different DRs for cr, cut, imp, and pi damage types. Low Tech has at least one or two armors with have different DRs for one or more of the cr, cut, imp, and burn damage types. So I'll have to include categories for cr, cut, imp, pi, burn, and "all other damage types", at least.

I don't own High Tech or Ultra Tech, so I'll need a little guidance. Do either of those books have armor which distinguishes either corr or tight-beam damage types from other types? Does tight-beam always have the same DR as burning? Will I need a separate category for each of corr and tight-beam?

Questions about Hit Locations: Low Tech defines new hit locations within the torso (chest, abdomen, and groin), arms (shoulders, upper arms, elbows, lower arms, and forearms), and legs (thighs, knees, and shins). How many of these hit locations should I include? I'm inclined to include none of the new hit locations, or all of them. What do you all think?

Woodman
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Re: Setting up MT for GURPS

Post by Woodman »

Winter wrote:The bug on Ubuntu was due to using the OpenJDK virtual machine. Using Sun's Java VM solved the problem.
I suppose the moral of the story is that I should add something to the general instructions about using Sun's VM.

Actually i had several Issues with Maptools alone using anythig but the Sun VM, so i somehow doubt its a Problem at Your frameworks end, i think it was narrowed down to the JSON parts, so it will come up with allmost any macro.

I don't own High Tech or Ultra Tech, so I'll need a little guidance. Do either of those books have armor which distinguishes either corr or tight-beam damage types from other types? Does tight-beam always have the same DR as burning? Will I need a separate category for each of corr and tight-beam?

UT has Armor specialised for Beam Weapons, but it actually distinguishes wich type of Energybeams it protects aggainst, Reflec works aggainst microwave and normal lasers, but not X-ray or gamma-ray lasers, Ablative Armor works aggainst all Lasers and crush explosive damage and Bioplas works well aggainst Pi and Burn.

I think the easiest way would be to enter an array with all the DR values per location and ask the user to select wich one applies to a specific attack.

Doctor Thantos
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Re: Setting up MT for GURPS

Post by Doctor Thantos »

Any word on the status of this Framework?

Sorry to be the pest, but I am eagerly awaiting being able to use this in my campaigns!

Doctor Thantos

Winter
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Re: Setting up MT for GURPS

Post by Winter »

Sorry for the delay. As I said upthread, I'm busy with a job through the middle of December, so I haven't had the time to roll up the work that I've done over the last couple of months into a release. There will be a release by the end of this month, though.

consciousness
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Re: Setting up MT for GURPS

Post by consciousness »

Great News!

I'm so looking forward using the tool. Longingly checking out the side nearly every day.

;-)

Winter
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Re: Setting up MT for GURPS

Post by Winter »

Happy New Year to all. Just a quick note to let you all know that although I wasn't able to get a new version of the framework out before the end of December, I'm actively working on it. I hope to have a new version posted within a week.

Woodman
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Re: Setting up MT for GURPS

Post by Woodman »

Cant wait to see the next version and beeing able to point other GURPS Players to it aggain.

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wrathchild
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Re: Setting up MT for GURPS

Post by wrathchild »

Sounds great, Winter. Looking forward to seeing it :D
Entering the Digital Age of Roleplaying.
Part of the Resident GURPS Lobby.
Calling for Halos to be Hexified.

Winter
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Re: [GURPS] Wrathchild's FW v1.1

Post by Winter »

Hello, all. The Forum Fairy has created a new thread for this framework. Since I'm the creator of this new thread, I'll be able to update the first post more easily.

Please look at the first post of the new thread for all future updates to the framework. Post all questions about current versions of the framework in that thread.

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