https://wiki.roll20.net/api.php?action=feedcontributions&user=47784&feedformat=atomRoll20 Wiki - User contributions [en]2024-03-29T07:12:16ZUser contributionsMediaWiki 1.20.3https://wiki.roll20.net/API:DebuggingAPI:Debugging2013-11-02T23:04:33Z<p>47784: /* "Caveman" Debugging */</p>
<hr />
<div>{{apibox}}<br />
<br />
Whenever you're writing programs (from the simplest to the most advanced), inevitable you will encounter mistakes (often called "bugs") that cause the program to malfunction. Due to the Roll20 API's sandboxed nature, it can be a little difficult to tell exactly what's going on. So here are a few tips you can use to help diagnose problems with your scripts.<br />
<br />
=="Caveman" Debugging==<br />
<br />
Since you don't have direct access to the environment where the scripts are being run, you can rely on copious amounts of <code>log</code> calls to tell what's going on with your program. For example, if you're not sure why a token isn't moving correctly and you want to gain some insight into the values that are being tossed around, you might do:<br />
<br />
<pre data-language="javascript"><br />
on("change:graphic:left", function(obj) {<br />
//What's the object's left value coming into this?<br />
log(obj.get("left"));<br />
obj.set("left", obj.get("left") + 70);<br />
//What's it now?<br />
log(obj.get("left"));<br />
//You can also debug whole objects to see a list of their current attributes<br />
log(obj);<br />
});<br />
</pre><br />
<br />
You'll find the output of your log commands in the API Console, which is on the Scripts Editor page for your Campaign.<br />
<br />
== Error Locks ==<br />
<br />
The Roll20 API will automatically recover from small errors in your script by restarting your script as-needed. However, if the API detects a serious error that it can't recover from, rather than just restarting your script over and over again only to have it continue to error out, it will put an "error lock" on your Campaign which causes your API Scripts not to run until the error is resolved. If your scripts have been error locked, you'll see a message like this one on the Scripts Editor page:<br />
<br />
[[File:Error lock.png|frame|left]]<br />
<br />
<div style="clear: both;"></div><br />
<br />
Don't fret! Just make changes to your scripts to try and solve the problem, then click the "Save Script" button. When you do that, the error lock will be "cleared" and the API will attempt to run your scripts again. If there is another error, the error lock will be re-applied. You can repeat this process as often as needed to get the error fixed, the API won't ever keep you from clearing your error locks because you've failed too many times :-)<br />
<br />
=== Common Errors ===<br />
<br />
Some commonly encountered errors include:<br />
<br />
'''myvar is not defined'''<br />
<br />
<pre data-language="javascript"><br />
on("ready", function() {<br />
var myVar;<br />
log(myvar);<br />
});<br />
</pre><br />
<br />
While the error message says "not defined," what's actually happened is that the variable is not ''declared''. One of the most common causes of this is a typo in the name of one of your variables, such as missing a capital letter.<br />
<br />
'''Cannot read property 'myProperty'''' or '''Cannot call method 'myMethod''''<br />
<br />
<pre data-language="javascript"><br />
on("ready", function() {<br />
var myVar;<br />
log(myVar.myProperty);<br />
log(myVar.myMethod());<br />
});<br />
</pre><br />
<br />
<code>myVar</code> is not defined, so the script cannot figure out how to deal with you trying to access a property of <code>myVar</code>. This is likely due to one of:<br />
<br />
* You tried to find an object, but the result was undefined. Perform some error-checking to make sure your variable is defined before accessing its properties.<br />
* Your variable is being conditionally defined (with a series of <code>if</code> statements or something similar), and none of your conditions matched, so your variable sat there declared, but never defined. Make sure you have conditions for all possibilities, or make a default option, or perform error-checking to make sure your variable is defined before accessing its properties.<br />
<br />
'''Unexpected token'''<br />
<br />
You are either missing a character or have one too many characters. This can result from forgetting a comma between a list of properties in an object or elements in an array, or having one too many or too few closing parentheses at the end of a complicated nested method call.<br />
<br />
'''_displayname returns undefined, while get("_displayname") returns a name'''<br />
<br />
Most of the properties in the Roll20 objects need to be accessed via the <code>get</code> and <code>set</code> methods. When using <code>get</code>, you may omit the leading underscore on read-only properties.<br />
<br />
[[Category:API|Debugging]]</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-10-04T16:00:31Z<p>47784: /* Setting the Battlefield */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a of lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure out where cover is, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending a day figuring out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, let's make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''Background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feedback like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': Full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': Full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however.<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also add modifiers when calling a macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#Macro Name -1" OR "#Macro name +2" (you must include the space between the macro call and the modifier).<br />
<br />
Currently the Roll20 Die Roller / Macro Engine only does individual die roll comparisons vs. a target number and not the total of the dice rolled. Eg. if you were to roll 3D6 vs 13 -> 3 + 4 + 2 = 9 it would show 3 successes (the individual die rolls) instead of 1 (the total of 9). You '''can''' create a macro '''(/r {3d6, 0d1+100}<13)''' to give you one success but it does not give the die result total and is not ideal for use in GURPS or CHAMPIONS (another game with similar die mechanics). <br />
<br />
Ryan L. on the Roll20 forums has graciously created an API script that compares the die roll result vs. the target number and tells you the number of successes. If you have a mentor level account you can download the script [https://gist.github.com/rlittlefield/5545693 HERE] and add it to your campaign on the development server. The roll commands below output the number of successes, failures and list ties as Success By 0.<br />
<br />
'''/r 3D6 |<=| 12'''<br />
<br />
'''/r 3D6 |<=| @DEX +2'''<br />
<br />
To make target number comparing macros even easier to type, you can create a macro called "vs" with |<=| inside it. You can then type the macros above as follows:<br />
<br />
'''/r 3D6 #vs 12'''<br />
<br />
'''/r 3D6 #vs @DEX +2'''<br />
<br />
or if you have some Ability macros setup in your character sheet you could do the following:<br />
<br />
'''#Melee:Sword -2 #vs 13'''<br />
<br />
=API Scripts=<br />
<br />
API Scripts have the potential to be very powerful in Roll20 for GURPS 4e. As a "Crunch" heavy (well as heavy as you want to make it) simulation type RPG, the API has a lot of potential to make playing GURPS via Roll20 much more streamlined and "automated". The negative side of this is that the more automated or script heavy you make your GURPS Roll20 game in Roll20, the less you and your players need to know the rules. While this may not seem bad from your perspective, it is not necessarily good for SJG in the long run (why buy the books when the rules are built into some freely available Roll20 scripts?). When creating and publishing API scripts in the Wiki or Forum I'd suggest keeping in mind [http://www.sjgames.com/general/online_policy.html SJG Online Policy].<br />
<br />
[https://gist.github.com/rlittlefield/5545693 Roll vs. Target Number Comparison Script] - developed by Ryan L.<br />
<br />
=Character Sheets=<br />
<br />
'''ABILITY MACROS:'''<br />
<br />
When setting up Ability Macros in Roll20 for GURPS 4e. You first need to setup the appropriate attributes on the character sheet (ST, DX, SPEED, DR, HP, etc). Then you create your Ability / Skill. You can also use add comment text by using an ! mark infront of the text to be a comment. This text will not show in the chat window. The ! is a specific API call and if not included in a script then it is ignored. You can read more about it here: https://app.roll20.net/forum/post/146294/macro-slash-ability-comment-text#post-207263<br />
<br />
The Ability Macro below relies on the installation of the script listed above developed by Ryan L. on the Roll20 forums.<br />
<br />
:'''Acrobatics Macro / Ability'''<br />
<pre><br />
/emas Fentu rolls Acrobatics<br />
/r 3D6 |<=| @DEX +1<br />
<br />
! Skill Level: DX+1 (17)<br />
! Advancement Cost: DX Hard<br />
! Spent Character Points: 8<br />
<br />
</pre><br />
<br />
'''NOTE:''' if you create a macro for |<=| called "vs" you can then replace all instances of |<=| with #vs (it is much easier to type). The ! is a specific API call and as an added bonus acts as a comment tag (everything after the ! is ignored by the macro and can be used as notes in that macro).<br />
<br />
=GURPS tips on Roll20=<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions (stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. <br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll On Crit Table (if necessary)<br />
:<br />
:* Roll Hit Location (if not a targeted attack)<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
You can make the turn order reminders as basic or detailed as you want and eventually remove them as everyone learns the flow of combat.<br />
<br />
The Turn Order tracker can also be used for timed effects. Just add entry's below the character effected like:<br />
<br />
:* Toxic Spell Damage 1D6 per turn, ends on turn 6<br />
:<br />
:* Illusion, treats friends as foes, ends on turn 11<br />
:<br />
:* Poisoned, 1D6+2 damage per turn, ends on turn 3 <br />
:<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the players journals so that they can quickly look up various rules or modifiers. Some suggestions are:<br />
<br />
:* Basic Damage (Thrust / Swing values based on ST)<br />
:<br />
:* Combat Maneuvers<br />
:<br />
:* Defence & Attack Modifiers<br />
:<br />
:* Penetration, Armour & Damage Modifiers<br />
:<br />
:* List of basic weapon stats<br />
:<br />
<br />
'''ROLLABLE TABLES:'''<br />
<br />
In GURPS 4e the standard die roll is 3D6. If you were to create a Rollable Table with standard 3D6 probabilities (weights in Roll20 terms) it would look like this:<br />
<br />
{| class="wikitable"<br />
|-<br />
! ROLL !! PROBABILITY / WEIGHT<br />
|-<br />
| 3 || 1<br />
|-<br />
| 4 || 3<br />
|-<br />
| 5 || 6<br />
|-<br />
| 6 || 10<br />
|-<br />
| 7 || 15<br />
|-<br />
| 8 || 21<br />
|-<br />
| 9 || 25<br />
|-<br />
| 10 || 27<br />
|-<br />
| 11 || 27<br />
|-<br />
| 12 || 25<br />
|-<br />
| 13 || 21<br />
|-<br />
| 14 || 15<br />
|-<br />
| 15 || 10<br />
|-<br />
| 16 || 6<br />
|-<br />
| 17 || 3<br />
|-<br />
| 18 || 1<br />
|}<br />
<br />
The total weight on a 3D6 table must equal 6 to the 3rd power = 216.<br />
<br />
Therefore if you wanted to simulate one of the standard tables in GURPS 4e where certain die rolls are grouped together, you'd just add the probabilities (weights) together when creating the table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! ROLL !! PROBABILITY / WEIGHT<br />
|-<br />
| 3 - 4 || 4<br />
|-<br />
| 5 || 6<br />
|-<br />
| 6 - 7 || 25<br />
|-<br />
| 8 || 21<br />
|-<br />
| 9 - 10 || 52<br />
|-<br />
| 11 || 27<br />
|-<br />
| 12 || 25<br />
|-<br />
| 13 - 14 || 36<br />
|-<br />
| 15 || 10<br />
|-<br />
| 16 || 6<br />
|-<br />
| 17 - 18 || 4<br />
|}</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-05-04T11:34:02Z<p>47784: /* GURPS tips on Roll20 */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending an day to figure out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, let's make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feedback like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': Full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': Full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:21, 4 May 2013 (EDT)<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)<br />
<br />
=Setting Characters=<br />
<br />
TO DO.<br />
<br />
=GURPS tips on Roll20=<br />
<br />
<br />
<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions (stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:16, 4 May 2013 (EDT)<br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the players' journals so that they can quickly look up various rules or modifiers.<br />
--[[User:84725|84725]] ([[User talk:84725|talk]]) 00:14, 4 May 2013 (EDT)</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-05-04T11:33:21Z<p>47784: /* Setting the Battlefield */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending an day to figure out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, let's make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feedback like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': Full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': Full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:21, 4 May 2013 (EDT)<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)<br />
<br />
=Setting Characters=<br />
<br />
TO DO.<br />
<br />
=GURPS tips on Roll20=<br />
<br />
<br />
<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions(stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:16, 4 May 2013 (EDT)<br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the player's journals so that they can quickly look up various rules or modifiers.<br />
--[[User:84725|84725]] ([[User talk:84725|talk]]) 00:14, 4 May 2013 (EDT)</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-05-04T11:33:03Z<p>47784: /* Setting the Battlefield */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending an day to figure out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, let's make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feedback like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': Full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:21, 4 May 2013 (EDT)<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)<br />
<br />
=Setting Characters=<br />
<br />
TO DO.<br />
<br />
=GURPS tips on Roll20=<br />
<br />
<br />
<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions(stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:16, 4 May 2013 (EDT)<br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the player's journals so that they can quickly look up various rules or modifiers.<br />
--[[User:84725|84725]] ([[User talk:84725|talk]]) 00:14, 4 May 2013 (EDT)</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-05-04T11:32:47Z<p>47784: /* Setting the Battlefield */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending an day to figure out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, let's make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feedback like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:21, 4 May 2013 (EDT)<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)<br />
<br />
=Setting Characters=<br />
<br />
TO DO.<br />
<br />
=GURPS tips on Roll20=<br />
<br />
<br />
<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions(stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:16, 4 May 2013 (EDT)<br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the player's journals so that they can quickly look up various rules or modifiers.<br />
--[[User:84725|84725]] ([[User talk:84725|talk]]) 00:14, 4 May 2013 (EDT)</div>47784https://wiki.roll20.net/GURPS_4th_EditionGURPS 4th Edition2013-05-04T11:30:57Z<p>47784: /* Intro */</p>
<hr />
<div>=Intro=<br />
GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dodge, and they can face still more different ways to get killed if they don't "get" the big picture of the situation.<br />
<br />
Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.<br />
<br />
However, remember to keep your game in a level of complexity that everybody will enjoy; not everyone likes spending an day to figure out if a sniper shot will hit.<br />
<br />
=Setting the Battlefield=<br />
<br />
[[File:Gurps.png|thumbnail|left|Suggested Setup]]<br />
<br />
So, lets make your battlefield more GURPS oriented.<br />
<br />
Open your page menu and set it like so:<br />
<br />
'''Page size''': any by any<br />
Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this<br />
IF (and only IF) everyone is a giant or piloting a MECHA or something.<br />
<br />
'''background''': I like to keep it a simple white.<br /><br /><br />
'''Grid''': Enabled, size 1 unit.<br /><br /><br />
'''Diagonals''': Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.<br /><br />
'''Type''': Hex (H) works best.<br /><br /><br />
<br />
'''Show labels''' Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feed back like "I am moving to Hex V18".<br /><br />
<br />
'''Opacity''': full on!<br /><br /><br />
'''Fog of war''': Your mileage may vary, but for me it adds another layer of complexity to something pretty complex.<br />
so I prefer to turn it off.<br /><br /><br />
'''GM opacity''': full on!<br /><br /><br />
<br />
'''Fog of War & Dynamic Lighting:''' add a lot to the atmosphere of the VTT and can be used (even on outdoor maps) to simulate line of sight as well as limited vision due to ranged light sources. There is a bit of a learning curve however. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:21, 4 May 2013 (EDT)<br />
<br />
=Macros=<br />
<br />
At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.<br />
<br />
just get a "/r 3d6" [[Macros|macro]] and you are all set.<br />
<br />
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)<br />
<br />
=Setting Characters=<br />
<br />
TO DO.<br />
<br />
=GURPS tips on Roll20=<br />
<br />
<br />
<br />
<br />
[[Category:NeedsUpdates]]<br />
[[Category:Guides]]<br />
<br />
'''CONDITION CARDS:'''<br />
Create an infinite card deck for the various GURPS conditions(stunned, wounded, bleeding, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card. --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:16, 4 May 2013 (EDT)<br />
<br />
'''TURN ORDER:'''<br />
Below each player's entry in the TURN ORDER add the following:<br />
<br />
:* Affected by Conditions and / or Modifiers?<br />
:<br />
:* Movement<br />
:<br />
:* Roll Defence or Attack<br />
:<br />
:* Roll Damage<br />
:<br />
:* Apply Damage Modifiers<br />
:<br />
:* Apply Damage<br />
<br />
'''MODIFIERS & BASIC RULES:'''<br />
Create various handouts and add them to the player's journals so that they can quickly look up various rules or modifiers.<br />
--[[User:84725|84725]] ([[User talk:84725|talk]]) 00:14, 4 May 2013 (EDT)</div>47784