jeffmdemers / gurps-calculator Goto Github PK
View Code? Open in Web Editor NEWGURPS Calculator, a free utility for GURPS Players
GURPS Calculator, a free utility for GURPS Players
Read out attack values onto a new attacks panel and allow the user to roll attacks exactly like on the current gCalc.
Must have the ability to change all options on the fly that are variable (hit location, range, misc bonus, etc)
Hey, I wanted to reach out and see if you were looking for contributors. I tried sending an email to your admin email at codebyclockwork, but it looks like your email server isn't online anymore.
Since this app is substantially different from the version at gurpscalculator.com, I'm assuming this is a rewrite or port to Angular. I'm learning Angular myself and would be happy to contribute, but I figure it's best if I understand your plans and how the old site factors into them.
Port over GM board as it exists today, but maybe with a better design.
Adding additional functionality is scope for another ticket.
Build out collision calculator as it exists on gCalc original flavor.
Track HP/FP in the character sidebar, and make sure it saves to the server after a debounce.
A calculator to mimic the explosion rules ~
Minimum Features:
WishList:
Beautify the login screen, including:
If a login is valid, redirect to the character screen.
If the login is invalid, show error and reference forgot password link
With an eye toward beginners
Make it just like the one on the original gcalc, but in the sidebar/rodeo.
Works exactly as the attack roller on a character, but with no fields prefilled. Allows the user to input everything by hand and roll.
Functionality to randomly determine hit location in the GURPS role-playing system at multiple levels of granularity
Useful Resources
https://drive.google.com/file/d/0B9vo3aBTs2W7UExsUEZGNjdJejg/view
*a fan-made pdf combining all the hit location tables from known GURPS supplements
Overview of Features:
Ability to roll deeper down the random hit chain:
e.g - I hit the arm and want to see where on the arm I might hit
fringe cases - some partial armour really depends on easily being able to roll 1d6 and see if that location is armoured.
In the case for default boots from LT Instant Armor, they cover the leg on a roll of 1 on 1d6. This means that if you randomly hit the leg the odds of protection change. 1 in 6 on a leg hit but never if you hit the thigh and 1 in 3 if you hit the shins.
--- if this makes no sense I can try to explain better. This is really useful for games that exploit the partial armour rules, which or notoriously clunky to keep track of by hand.
The ability to turn off locations for certain injury tolerances so that you don't have to remember what can and can't be hit.
e.g - I have no right arm but someone randomly hits me in the arm, which arm does it hit? (less important because most of the time a person can catch it)
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