Table of Contents- Introduction to the Framework
- Custom Campaign Properties
- Light Sources
- Custom Code
- Custom Target
- Custom Code Functions
- Misc Variables
- Merging my framework with an existing framework
- Recommended Drop-In Resources
- Change log (beginning)
What is a framework?A framework is a collection of macros, tokens, icons, and other things that help you play a specific campaign setting in MapTool. My framework helps you play Dungeons & Dragons 4th Edition. I want my framework to be intuitive, powerful, and visually appealing. Ultimately, I hope it can improve your game.
How to load my framework:Download the zip file and extract it somewhere. Navigate to your MapTool folder. Double-click on "MapToolLauncher.exe".
Make sure the Stack Size is at least 10 (NOTE: if you run into "stack overflow" errors, set this to a higher number). Press OK. Go to File | Load Campaign, and find the campaign file (Veg2.X_Framework.cmpgn) you extracted from the Veg2.X.zip. Now you should see at least four tokens: a hero, a monster, a torch, and a ferret. There are other sample tokens you can preview too.
If you use the Webstart, also make sure the stack size is set to at least 10.
If you use Linux (or the Windows .bat file), you will have to manually edit "Launch Maptool.sh" (or "Launch MapTool-*.bat" on Windows). Change
-Xss512K to
-Xss10M and run it. Keep in mind that if you update MapTool, don't override this file.
If you use a Mac, you will have to make sure "LaunchMapTool-OSX.command" has a line that reads
STACKSZ="10m".
Mac users: The above sentence might be out of date. See
mystara's post here for the proper way to modify the stack size.
How to Create a Player Character:1. Click on the Player Character token and press Ctrl+C to copy it. With your mouse hovering over the map, press Ctrl+V to paste a new copy of that token. It will probably be named "Player Character 1". Double-click it to open the token properties.
2. Change your token's name. You can also drag an image file (from a Windows folder, a website, or TokenTool) onto the picture of the hero to change your token picture. If you want an image from your resource library, press the little green + to change select one. Press OK.
3. When you click on your token, you'll see a number of colorful macro buttons in the Selection panel. Scroll down to the box labeled "Setup" and click the blue button called "Character sheet."
4. Enter your character's information on each tab. READ THE NOTES! Most of the time, you won't have to enter level or ability bonuses at all. That makes leveling up a lot easier. The Misc tab is used for advanced purposes, so don't worry about it now. Press OK when you're done.
5. Now click on the other blue button called "Weapons / Implements." Select "Edit Weapons/Implements" and press OK. Select "Add New Weapon" and press OK. Do this for each weapon or implement your character has.
6. After you're done creating your weapons, click the same "Weapons / Implements" button, but now use "Equp Weapons." You can hold a main-hand, off-hand, and two implements. Press OK and you'll be equipped. You can verify what you have equipped if you hover over your token and look at the pop-up sheet.
7. Press the pink macro labeled "Rest" (it's under Tools) to get yourself to full HPs.
7. Now you might want to delete some of those other powers taking up space. Maybe you don't like Bull Rush and never plan on using it in a million years. Simply click "Delete a Power Macro" and select each power you want to delete.
8. Right-click your token, and click Save. Put it in a place where you'll remember it.
9. See that strange, ferret-looking token named "Lib:Veg"? That's the library token. It needs to go everywhere your token goes, or your macros won't work. If you have to update, delete the ferret and replace it with a new ferret. Your GM needs to have only 1 copy of this token loaded somewhere in his campaign.

10. You're done. Play with some of the buttons, or move onto
How to Create a Power Macro.
How to Create a Monster:1. GMs have it much easier. You do have to edit a character sheet, though it looks a little different. You don't have to edit weapons, because a monster's stats, attack rolls, and damage dice remain static.
2. After you fill in the character sheet, press "Rest." Now you're ready to create powers.
How to Create a Power Macro:1. Click on either your token (either a PC or NPC), and look at all of the colorful macro buttons on the Selection dialog. Under "Setup" click "Create a Power Macro." (Alternatively, you might want to press "Load a Power Macro" and then load the blank power template. When you create, you are actually looking at the most recently saved power).
2. Enter in the details exactly as they appear in the PHB or other source. The onscreen help should be enough to guide you. Most options are completely optional, especially Execution, Custom Code, and Miscellaneous Options.
3. When you're done, press OK and the macro will appear in the "-Powers" group at the top of the macro list. Click it to test it out.
4. A new dialog will pop up, asking for any temporary attack and damage modifiers (do you have combat advantage? is an allied warlord granting you bonus damage?). Next you set how many times you should repeat the attack roll (these repetitions are useful for anyone with AOE attacks). Finally, you can set a critical threshold. If your power has a secondary attack, you'll have two sets of modifiers to work with.
5. CHECK YOUR WORK! Roll the macro a few times, mouse-over the die rolls, and make sure everything is adding up correctly. The last thing you want is to be called out in-game for messing something up!
6. If you have any adjustments to make, click "Load a Power", then select the power you want to edit. All of your previous information will be recalled.
Picture of my recommended layout for the frameworkI want to thank knizia.fan, trevor, Craig, jay, and others for the excellent tutorials and function lists. PyroMancer2k has done some great work with his fully-managed token, AidyBaby drew some beautiful token states, and TK has created a good campaign properties primer. Dorpond even wrote some light properties that I found useful. Thanks Farmer-Senship for helping me test, and Rumble (and other forum goons) for answering my newbish questions. Also Zalarian for working on the DN/Veg Hybrid framework. I've modified, borrowed, and outright stole some things for this campaign file without permission--if I forgot to credit someone, I apologize, and if you would like me to remove something of yours, I can oblige. Thanks all.