Update prelude list and some small code changes
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@ -18,7 +18,6 @@ local IGNORE_TAG = "CleanUpHelper_ignore"
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-- colors and order for following tables
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local COLORS = { "White", "Orange", "Green", "Red" }
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local campaignLog
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local RESET_VALUES = {}
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local loadingFailedBefore = false
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local optionsVisible = false
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@ -32,7 +31,11 @@ local removeIgnoreLater = {}
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-- don't clean playermats for preludes
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local scenarioName
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local preludeList = {
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["Prelude: Welcome to Hemlock Vale!"] = true
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["Prelude: Welcome to Hemlock Vale!"] = true, -- real prelude, don't clean playermats
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["Prelude: The First Evening"] = true, -- interlude, but maybe players already imported decks
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["Prelude: Dawn of the Second Day"] = true, -- real prelude, don't clean playermats
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["Prelude: The Second Evening"] = true, -- interlude, but maybe players already imported decks
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["Prelude: Dawn of the Final Day"] = true -- real prelude, don't clean playermats
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}
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local buttonParameters = {}
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@ -198,17 +201,17 @@ function getTrauma()
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end
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-- get campaign log
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campaignLog = getObjectsWithTag("CampaignLog")[1]
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if campaignLog == nil then
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local campaignLog = getObjectsWithTag("CampaignLog")[1]
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if campaignLog ~= nil then
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loadTrauma(campaignLog)
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else
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printToAll("Campaign log not found in standard position!", "Yellow")
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printToAll("Default values for health and sanity loaded.", "Yellow")
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return
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end
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loadTrauma()
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end
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-- gets data from campaign log if possible
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function loadTrauma()
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function loadTrauma(campaignLog)
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-- check if "returnTrauma" function exists to avoid calling nil
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local trauma = campaignLog.getVar("returnTrauma")
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@ -229,15 +232,13 @@ function loadTrauma()
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loadingFailedBefore = false
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else
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-- set campaign log to first state
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local stateId = campaignLog.getStateId()
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if stateId ~= 1 then
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if campaignLog.getStateId() ~= 1 then
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campaignLog = campaignLog.setState(1)
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end
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loadingFailedBefore = true
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-- small delay to account for potential state change
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Wait.time(loadTrauma, 0.1)
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Wait.time(function() loadTrauma(campaignLog) end, 0.1)
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end
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end
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