This is a very much a beta system. My goal is to post something that you can use as quickly as possible, so I've posted this framework before thoroughly testing it. Please test the system, especially with a few networked clients, and point out the bugs.
One such bug: the lib:GURPS token should be made visible to players. Right-click on it to make sure.
Another: Turn off Maptool smileys, as they interfere with the framework output.
Another caution: the token structure changed somewhat since the last release, so you may have to rebuild any tokens you have. I'll try to keep such changes to a minimum, of course, but it couldn't be avoided this time.
Change Log
A new initiative tracker for the GM's use. Add some tokens to initiative, and then hit the Init Frame macro.
Center the map on a token by clicking its picture.
Call up the character sheet by clicking on the token's name.
The tracker permits checks of primary (ST, DX, IQ, HT) and secondary (Will, Fright, Per) characteristics.
It also allows changes to FP, HP, maneuver, posture, and shock.
Color-coding (green, yellow, orange, red) corresponds to the different states of HP and FP.
Dodge checks are also possible, as they were easy to implement.
Advance the initiative with the next button.
New Features and Changes to Token Structure
Added a posture Token Property to permit easy display of posture in the initiative tracker.
Added a conditions Token Property to permit easy display of conditions in the initiative tracker. This will eventually be a array of JSON objects, but for now, it's just an array of strings.
New Features and Changes to Main Character Sheet tab
"Find token" link now selects the token as well as centers the screen on the token.
HP and FP changes may now be made directly from the character sheet.
Current HP and current FP now appropriately colored.
An End Turn link now appears on the Main tab to allow players to advance the initiative to the next in line when they are finished with their action.
Considerable clean-up and refactoring of Character Sheet code.
New features and changes to other character sheet tabs
Each inventory item can now be readied (R), carried (c), or merely owned ( – ).
- Readied items are available for use and contribute to weight carried.
- Carried items contribute to weight carried.
- Owned items do not contribute to weight carried.
Basic sorting of inventory and skills with the ^ link.
Layout of attributes rearranged to consolidate most commonly referenced secondary attributes on the right.
High, Normal, and Low Pain Thresholds now can be chosen from the Attributes tab.
New features and changes to skill rolls and combat
Potential NPC and PC targets are now sorted separately in the melee and ranged dialogs.
Ranged combat dialog now permits ranged attacks in close combat.
Bulk penalty assigned if range == 0. Need to create exception for Heroic Archers.
Limited output for attack, defense, and damage rolls. You have to figure more modifiers yourself in this version, I'm afraid.
New features and changes to weapons
Weapon weight moved to top of weapon dialog.
Weapons' parrying abilities can now be identified as normal, fencing (+3 on parry retreat), unbalanced (no parry after attack), or none (no parry).
Weapons can now indicate the number of hands they require, though this has - for now - no effect on play.
Armor Divisor now a text field rather than a drop-down.
Other new features and changes
A popup containing legalese appears on opening the campaign.
GMs can use the GURPS Prefs button to set common skills (stealth, observation, traps, diplomacy, etc.) which will be applied to each new token.
Rewrote conditions macros to allow the new initiative tracker to display conditions.
Many macros refactored slightly.
Bug fixes
Shield bashes now have a minrange and a maxrange of 1.
Further improved the outputting of skill rolls to GM and activating player. (Thanks to yufra.)
Remaining bugs, regrets, and ideas
An attacking token must be selected when an attack is launched from the character sheet to make sure that the correct target list is available. This may be a MapTool limitation, so I'm not sure I can fix it.
The "+NPCs to Init" and "+PCs to Init" button are simply adding all tokens to the initiative. I'll have to fix this in the next release.
Switching tabs can be a little sluggish; may need to optimize more.
The main-gauche skill should be handled better, though you can fake it with manipulation of the inventory entry.
The damage calculations use ugly code, due to the macro language's prohibition of three-deep code:{} blocks.
The lib:GURPS token should be set as visible to players. Right-click on it to make sure.
Possible goals for the near future
Armor varieties according to Low Tech.
Handle ongoing afflictions better, with durations.
Remove Bulk penalty for Heroic Archers.
Shock for creatures with HP >20.
Random hit location determination, if within the online policy.
Recoil, autofire and malf.
Ammo tracking, maybe?
Better unarmed combat, including grapples, trips, and slams.
Fix cloak.
Possible goals for the farther future
A Spell tab with real live spells, including skill level, FP cost and variable damage.
Containers for inventory, skills, and spells.
Change the list of hit locations according to body type.
Track consecutive Aim and Evaluate maneuvers to determine appropriate skill bonuses automatically.
Tie change in Maneuver to existing Maneuver states to permit on-map display of Maneuver states, if desired.
Instructions
MapTool in general seems to work best with Sun's Java Virtual Machine (VM). Other VMs may not give the consistent results.
General usage guidelines
Only the GM needs to download the framework.
MapTool Preferences: In the Accessibility tab, set Chat Font Size to be 9 or 10 for best results.
Make sue the Lib:GURPS token is set as visible to players. Right-click on it to make sure.
Click on a token, and hit the Char Sheet macro in the Campaign frame.
Blue links mean "edit" or "roll".
Green links by a piece of equipment mean "ready/equip" or "unready/unequip".
Red x's mean "delete".
If you're a GM, select a few tokens, and add them to the initiative order.
Then hit the Init Frame macro.
Create as many maps as you'd like, of course.
Just don't delete the Lib:GURPS token. Keep it on one of the maps in the campaign file.
Guidelines for setting up a token from scratch in this framework
Pull in an image.
Campaign frame: Hit the Set Up Token macro. Enter a name, PC/NPC, and a sight type.
Campaign frame: Hit the Char Sheet macro.
Character Sheet, Main tab: Adjust basic attributes using the blue Attributes link.
Character Sheet, Inventory tab: Add equipment using the blue + links in the Inventory tab.
Character Sheet, Inventory tab: Ready armor, shields, and weapons by clicking on the dash to the right of the item's name.
Campaign frame: Hit the FP and HP buttons once, to bring up the status overlays.
Combat guidelines
Choose a maneuver each turn.
Add and Ready weapons and equipment in the Inventory tab.
Click on the Main tab's blue weapon name links to attack with a readied weapon.
Click on a defense in the target's Main tab to defend.
Click the Main tab's blue damage link to determine the damage caused by a successful attack.
If you have a critical miss or hit, calculate or modify the results manually.
Upgrading a Campaign
Edit Menu, Campaign Properties. The Import button is in the lower left. Choose the new Campaign Properties. Delete the old Lib:GURPS token. Pull in the new one. Delete the Campaign Frame macros. Import the new set.
GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game aid is the original creation of Winter and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.