Lite Version
This version contains the Lite version of the framework. This version is intended to supplement face to face games or low automation play styles. It basically only includes the Init tracker. To use unzip the folder. Drag the lib token into your campaign. Then import the campaign macro set. Tokens to be used in the initiative tracker must be setup with the setup macro.
Full Version
Ok I've been working on a character sheet for Hackmaster Basic. I believe it is at a state in which its usable for a game. A special thanks to Pyro's Universal Inventory System, as I used it as the base for the equipment management. I added several modification's and new functions to it to allow tokens to reference the master inventory databases on the Lib token.
The character generator is working well enough to prep your token for play. You'll notice as you use it, it doesn't do all the character generation steps. Their will be some step you can just do manually. I'd recommend having your Character on paper and basically just entering the data that the character sheet is currently tracking (mostly combat related stuff).
I disabled the auto-refresh of the Character Sheet due to performance issues. If you make a change and it doesn't seem to show up press F5 again or click a tab or something and it will refresh.
I'll keep this link updated with the latest version of the frame work.
Loading Framework
1: Download Maptool version 1.3b86 or higher.
2: Download the Campaign File above.
3: Run On windows run MaptoolLauncher.exe Make sure the memory is set for 512, 64, 2.
4: Once maptool has opened go to click File->Open in the menu.
5: Navigate to where you saved the framework campaign file and Open it.
INSTRUCTIONS
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Setting Up a New Character Token
1: Drag a new token onto the Map
2: Change its Properties Type to "HM_PC"- Double Click Token
- config tab
- Properties drop down
- Select "HM_PC"
- If you want: you can also make it visible to player, assign permissions, and make it a PC at this time
- Click OK to Close Dialog
4:Run the Character Generator on the Token (this will set up all the variables correctly)- Click F5 or Click the "DisplayGenCharForm" Campaign macro
- A dialog appears, Enter the PC's Final Ability Scores, Race, Class, and HP roll on the class hit die.
- There will be a couple second pause as the macro populates your skills (ie builds the data structure and puts scores into your universal skills).
- Pick your class and enter BP spent.
- Click "Skills"
- Type in the total amount for each skill that you put points in to master (the untrained universals should already have the correct scores)
- For skills with subtypes type in a subtype in the box and then the total amount. Note you can only add one subtype at a time.
- CLick Next and after a slight pause it will bring you back to the STP page. If you need to add more subtypes click "Skills" again.
- Proficiencies,Talents, and Specializations have an ugly GUI in the character generator. I'd suggest just adding them directly to the character sheet later.
- If you don't care about ugly you can click through each one of the STP buttons and add stuff.
- When you're done Click Next to finish.
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Opening The Character Sheet
1: Make Sure the Token you setup is Impersonated
2: Press F5 or click "ShowCharacterSheet" campaign macro. -
The Main Sheet
The Main Sheet Has 4 Areas, several of the sub areas can be expanded or collapsed by clicking their respective arrows on the left hand side. Collapsed areas take up less room but also require less macro calculations so collapsing areas allows the sheet to draw faster as well. The skills section seems to be the slowest part. I may change the way I'm organizing skills at some point to see if that improves.
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The Particulars Sheet
The Particulars Sheet Has 3 Areas: Specialization,Proficiency, Talent.
You can add a specializations by pressing the button. You'd then select what weapon you are specializing and what bonuses you have. I consolidate all my specs for each weapon into one entry to save on bloat. So a longsword with 1 spec in everything would be {Longsword,+1,-1,+1,+1}. You can edit an existing one by clicking details. Specializations are used in calculating combat profiles on the main sheet.
You can add a proficiencies by pressing the button. You can name it, select an appropriate type. Note: At the moment whether or not you have a weapon proficiency has no affect on your combat profile. So its pretty much just for reference. If you'd like to give yourself a penalty in a weapon that your using but don't have proficiency just add a specialization/talent in that weapon on put negative modifiers in it. Proficiencies can be added with the "Detail" button.
You can add Talents with by pressing the ADD button. You can give it a name and description. The type is important. For it to affect your combat profile you must choose a combat effect. Constant means the modifiers are always in effect regardless of equipment (ie. elven defense, dwarven reach). Weapon and armor provided their modifiers only when you have that item type equipped. Select the type from the next drop down. The modifiers for the talent are at the bottom. Non combat talents ignore the modifiers. You can edit a talent with the "Detail" button.
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The Equipment Sheet
The Equipment Sheet Has 5 Categories: Armor,Melee, Range, Shield, Misc.
You can add equipment with the ADD button at the bottom of the page. Note: At the moment only a GM can add a Magical/Masterwork combat item (they will see an area with special properties in the add item dialog). To add the item: click the button, select the item and quantity, and Press ADD. A the moment no custom items can be added, only items from the book (though a GM could modify the master database and add more stuff). Use you paper character sheet for random stuff. Items can be edited with the Detail button.
Equipping there is simple logic for equipping items. It does not check for illegal setups (ie longbow/2Hsword with a shield). Equipped Items affect your combat profile. Note: if your combat profile ever seems like it hasn't refreshed, equip/de-equip an item. It will run a new calculation for the combat profile.