This Module adds some Tools for gridless play to the GURPS Game Aid System. :
- Replaces the border shown on the selected token and on mouse hover on a token with a border indicating facing.
- Displays an indicator for reach and front, side, back angles on a key press (Default: R for the current token, shift + R for all tokens). You can change the key binds under "configure Controls" in Foundry.
- Support for non square tokens and all token sizes with proper Gurps movement (centered on the head of the creature with the body following). See below how to set up the token.
With version 0.6 for Foundry 12 I had to remove the following features
-
Shift the center of rotation. With Foundry 12 the center of rotation can nativly shifted with the Anchor X and Y settings on the appearace tab.
-
fixing Foundry scaling for token images that the token image scales with the longest token dimension. This is not longer possible and not desirable anyway. Foundry 12 will scale the image to fit into the token dimension, according to the Image Fit Mode you select on the Appearance tab. If your token image has the same aspect ratio as the token, any of the modes will work. If your image is square (common for token art meant for D&D) you have to chose Full Width or Full Height corresponding to the larger demension of the token.
-
Rotate token art to face in the correct direction (downward) inside the token border. This is not longer possible with Foundry 12 in some situations. It was quite hacky anyway. Use downward facing Token images as recomendet by Foundry. if nessesary use an image editing programm to rotate the images beforhand.
Foundry 12 also broke the ability to use the movement adjustments for bigger, none square, creatures on hex maps. I am trying to figure out a way the get that functionality back.
Configuration:
Token configuration:
The Module requires the GURPS Game Aid System and the About Face Module.
In the Foundry scene set the Grid Type to gridless, the Grid Scale to 1, the Grid Unit to Yd and the Grid Size to the number of pixel for 1 yard. Note that most maps for foundry are made with an unrealistic large scale to allow play with the 5 feet grid of DnD. That is in most cases unnecessary for GURPS gridless play. I usually set the number of pixels given for one DnD 5 feet square for 1 yard and get a realistic scale. Individual maps may require adjustments.
If you use portrait style tokens just set the dimension of the Token on the Appearance tab and "Look rotation" on the Identity tab.
For rotating top down style tokens set the dimension of the Token on the Appearance tab. If the token image has the same aspect ratio as the token, use the Image Fit Mode "Contain". If the token image is square, use the image fit mode "Full Height" for long tokens and "Full Width" for wide tokens. I don't think any differnt aspect ratio will work.
For multi hex tokens adjust the Anchor settings to move center of rotation to the head of the creature, if nessesary.
To move the the center of rotation to center of the first hex of a token of lenght X (in hexes), set the Anchor Y to
1 - 0.5 / x
If you have to scale your token image, this will be interfer with the translation, because the anchor is used as the center of scaling. In this case, the formular will become
(0.5 - 0.5 / x) / scale + 0.5
Examples:
One hex creatures like humans: Width: 1, Height: 1, Anchor X: 0.5, Anchor Y: 0.5, Image Fit Mode: Contain.
Long two hex creature like a lion: Width: 1, Height: 2, Anchor X: 0.5, Anchor Y: 0.75, If using a square image, Image Fit Mode: Full Height.
Broad two hex creature like an large humanoid: Width: 2, Height: 1, Anchor X: 0.5, Anchor Y: 0.5, If using a square image, Image Fit Mode: Full Width.
Long tree hex creatures like an horse: Width: 1, Height: 3, Anchor X: 0.5, Anchor Y: 0.83, If using a square image, Image Fit Mode: Full Height.
Long 2 x 3 hex creature: Width: 2, Height: 3, Anchor X: 0.5, Anchor Y: 0.83, If using a square image, Image Fit Mode: Full Height.
Long three hex creatures with an image scaling of 1.5: Width: 1, Height: 3, Anchor X: 0.5, Anchor Y: 0.72, If using a square image, Image Fit Mode: Full Height.
The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
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 tool is the original creation of Stefan Leng and is released for free distributionunder the permissions granted in the Steve Jackson Games Online Policy
This moduel can be installed via the Foundry Package Manager. To install it manually, user thhis Manifest URL. https://github.com/StefanLeng/gurps-gridless/releases/latest/download/module.json
In order to build this module, recent versions of node
and npm
are
required. Most likely, using yarn
also works, but only npm
is officially
supported. We recommend using the latest lts version of node
. If you use nvm
to manage your node
versions, you can simply run
nvm install
in the project's root directory.
You also need to install the project's dependencies. To do so, run
npm install
You can build the project by running
npm run build
Alternatively, you can run
npm run build:watch
to watch for changes and automatically build as necessary.
In order to provide a fluent development experience, it is recommended to link
the built module to your local Foundry VTT installation's data folder. In
order to do so, first add a file called foundryconfig.json
to the project root
with the following content:
{
"dataPath": ["/absolute/path/to/your/FoundryVTT"]
}
(if you are using Windows, make sure to use \
as a path separator instead of
/
)
Then run
npm run link-project
On Windows, creating symlinks requires administrator privileges, so unfortunately you need to run the above command in an administrator terminal for it to work.
You can also link to multiple data folders by specifying multiple paths in the
dataPath
array.
The workflow works basically the same as the workflow of the League Basic JS Module Template, please follow the instructions given there.
This project is being developed under the terms of the LIMITED LICENSE AGREEMENT FOR MODULE DEVELOPMENT for Foundry Virtual Tabletop.
Please add your licensing information here. Add your chosen license as
LICENSE
file to the project root and mention it here. If you don't know which
license to choose, take a look at Choose an open source license.