The Aaron said: I don't think you'll be able to leverage hover, but you can set up API Buttons for the locations and have the player click them. They could back end to something like !select-target torso, and have your script waiting for a !select-target command from a given player that issued an earlier !begin-attack command, or some such. We need hover mostly to give feedback to the player about what they're targeting. It's not strictly necessary, but it's a major usability thing that helps prevent a player from accidentally picking the wrong body part. We already have the button thing down. The Aaron said: You'll start running into issues updating that handout too frequently with the API (rapid updates to handouts get slowed down). This is a dealbreaker. If it can't handle rapid updates with frequent turns, then it's as good as useless. It defeats the point of the UI, which is to speed up GURPS turns to twenty seconds or less. The Aaron said: Have you considered printing the Paper Doll to the chat via a whisper to the player that needs to make the choice? I've considered this before, but the issue that comes up is size. The chat doesn't give the necessary screen real estate. Popping out or resizing the entire chat is an ugly solution from the POV of the player. HoneyBadger said: Instead
of a paper doll, use buttons with an image of the area they're
targeting. Using icons, you should be able squeeze all that info into a
reasonably sized table. We're desperately trying to avoid this. GURPS has a lot of hit locations, and we're hoping to include the extra fiddly ones eventually. Listing them all with pictures is impractical, and just listing them as text kind of defeats the point. It's a worst case scenario.