also grab data onLoad
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@ -34,7 +34,7 @@
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"LayoutGroupSortIndex": 0,
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"Locked": false,
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"LuaScript": "require(\"accessories/TokenArranger\")",
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"LuaScriptState_path": "Fan-MadeAccessories.aa8b38/TokenArranger.022907.luascriptstate",
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"LuaScriptState": "",
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"MeasureMovement": false,
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"Name": "Custom_Token",
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"Nickname": "Token Arranger",
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@ -1 +0,0 @@
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{"":[0,11],"Auto-fail":[-100,7],"Bless":[101,8],"Cultist":[-2,4],"Curse":[-101,9],"Elder Sign":[100,2],"Elder Thing":[-4,6],"Frost":[-99,10],"Skull":[-1,3],"Tablet":[-3,5]}
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@ -1,17 +1,3 @@
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local TOKEN_PRECEDENCE = {}
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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"Tablet",
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"Elder Thing",
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"Auto-fail",
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"Bless",
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"Curse",
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"Frost",
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""
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}
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-- common parameters
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local buttonParameters = {}
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buttonParameters.function_owner = self
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@ -30,13 +16,35 @@ inputParameters.alignment = 3
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inputParameters.validation = 2
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inputParameters.tab = 2
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updating = false
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local latestLoad = "XXX"
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local updating = false
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local tokenPrecedence = {}
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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"Tablet",
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"Elder Thing",
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"Auto-fail",
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"Bless",
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"Curse",
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"Frost",
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""
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}
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function onSave() return JSON.encode(TOKEN_PRECEDENCE) end
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-- saving the precedence settings and information on the most recently loaded data
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function onSave()
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return JSON.encode({
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tokenPrecedence = tokenPrecedence,
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latestLoad = latestLoad
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})
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end
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function onLoad(saveState)
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if saveState ~= nil then
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TOKEN_PRECEDENCE = JSON.decode(saveState)
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if saveState ~= nil and saveState ~= "" then
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local loadedData = JSON.decode(saveState)
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tokenPrecedence = loadedData.tokenPrecedence
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latestLoad = loadedData.latestLoad or "XXX"
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else
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loadDefaultValues()
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end
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@ -57,7 +65,7 @@ function onLoad(saveState)
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buttonParameters.click_function = attachIndex("tokenClick", i)
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inputParameters.input_function = attachIndex2("tokenInput", i)
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inputParameters.value = TOKEN_PRECEDENCE[TOKEN_NAMES[i]][1]
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inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
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self.createButton(buttonParameters)
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self.createInput(inputParameters)
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@ -79,6 +87,12 @@ function onLoad(saveState)
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updateUI()
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layout()
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end)
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-- grab token metadata from mythos area
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local mythosArea = getObjectFromGUID("9f334f")
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Wait.time(function() mythosArea.call("fireTokenDataChangedEvent") end, 0.5)
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Wait.time(layout, 2)
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end
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-- delete temporary tokens when destroyed
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@ -110,8 +124,8 @@ end
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-- click_function for buttons on chaos tokens
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function tokenClick(isRightClick, index)
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local change = tonumber(isRightClick and "-1" or "1")
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TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] + change
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self.editInput({ index = index - 1, value = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] })
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tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change
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self.editInput({ index = index - 1, value = tokenPrecedence[TOKEN_NAMES[index]][1] })
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layout()
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end
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@ -120,7 +134,7 @@ function tokenInput(input, selected, index)
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if selected == false then
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local num = tonumber(input)
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if num ~= nil then
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TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = num
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tokenPrecedence[TOKEN_NAMES[index]][1] = num
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end
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layout()
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end
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@ -130,7 +144,7 @@ end
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function loadDefaultValues()
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-- token modifiers for sorting (and order for same modifier)
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-- order starts at 2 because there is a "+1" token
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TOKEN_PRECEDENCE = {
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tokenPrecedence = {
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["Elder Sign"] = { 100, 2 },
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["Skull"] = { -1, 3 },
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["Cultist"] = { -2, 4 },
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@ -147,17 +161,22 @@ end
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-- update input fields
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function updateUI()
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for i = 1, 10 do
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self.editInput({ index = i-1, value = TOKEN_PRECEDENCE[TOKEN_NAMES[i]][1] })
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self.editInput({ index = i - 1, value = tokenPrecedence[TOKEN_NAMES[i]][1] })
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end
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end
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-- order function for data sorting
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function token_value_comparator(left, right)
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if left.value > right.value then return true
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elseif right.value > left.value then return false
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elseif left.order < right.order then return true
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elseif right.order < left.order then return false
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else return left.token.getGUID() > right.token.getGUID()
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if left.value > right.value then
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return true
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elseif right.value > left.value then
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return false
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elseif left.order < right.order then
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return true
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elseif right.order < left.order then
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return false
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else
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return left.token.getGUID() > right.token.getGUID()
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end
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end
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@ -182,7 +201,10 @@ function layout(_, _, isRightClick)
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deleteCopiedTokens()
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-- stop here if right-clicked
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if isRightClick then return end
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if isRightClick then
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updating = false
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return
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end
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local chaosBag = findChaosBag()
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local data = {}
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@ -196,7 +218,7 @@ function layout(_, _, isRightClick)
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})
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local value = tonumber(obj["Nickname"])
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local precedence = TOKEN_PRECEDENCE[obj["Nickname"]]
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local precedence = tokenPrecedence[obj["Nickname"]]
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data[i] = {
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token = spawnedObj,
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@ -238,13 +260,23 @@ function layout(_, _, isRightClick)
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end
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-- called from outside to set default values for tokens
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function onTokenDataChanged(tokenData)
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function onTokenDataChanged(parameters)
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local tokenData = parameters.tokenData or {}
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local currentScenario = parameters.currentScenario or ""
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local useFrontData = parameters.useFrontData or "true"
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-- only update if this data is new
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local info = currentScenario .. useFrontData
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if latestLoad == info then return end
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latestLoad = info
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-- update token precedence
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for key, table in pairs(tokenData) do
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local modifier = table.modifier
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if modifier == -999 then modifier = 0 end
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TOKEN_PRECEDENCE[key][1] = modifier
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tokenPrecedence[key][1] = modifier
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end
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updateUI()
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layout()
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end
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@ -13,8 +13,12 @@ do
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-- updates the token modifiers with the provided data
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---@param tokenData Table Contains the chaos token metadata
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TokenArrangerApi.onTokenDataChanged = function(tokenData)
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callIfExistent("onTokenDataChanged", tokenData)
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TokenArrangerApi.onTokenDataChanged = function(tokenData, currentScenario, useFrontData)
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callIfExistent("onTokenDataChanged", {
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tokenData = tokenData,
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currentScenario = currentScenario,
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useFrontData = useFrontData
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})
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end
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-- deletes already laid out tokens
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@ -919,16 +919,7 @@ function spawnHelperObject(name, position, rotation, color)
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return
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end
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local spawnTable = {
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position = position,
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callback_function = function(object)
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if name == "Hand Helper" then
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Wait.time(function() object.call("externalColorChange", color) end, 0.1)
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elseif name == "Token Arranger" then
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Wait.time(function() object.call("layout") end, 0.1)
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end
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end
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}
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local spawnTable = {position = position}
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-- only overrride rotation if there is one provided (object's rotation used instead)
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if rotation then
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@ -13,6 +13,8 @@ local ENCOUNTER_DISCARD_AREA = {
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local currentScenario
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local useFrontData
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local tokenData
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-- we use this to turn off collision handling until onLoad() is complete
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local collisionEnabled = false
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@ -21,6 +23,7 @@ function onLoad(saveState)
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local loadedState = JSON.decode(saveState) or {}
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currentScenario = loadedState.currentScenario or ""
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useFrontData = loadedState.useFrontData or true
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tokenData = loadedState.tokenData or {}
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end
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collisionEnabled = true
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end
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@ -28,7 +31,8 @@ end
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function onSave()
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return JSON.encode({
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currentScenario = currentScenario,
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useFrontData = useFrontData
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useFrontData = useFrontData,
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tokenData = tokenData
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})
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end
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@ -54,12 +58,13 @@ function onCollisionEnter(collisionInfo)
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updateNeeded = true
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fireScenarioChangedEvent()
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end
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-- trigger update if a change was detected and push new data
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if updateNeeded then
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if not metadata["tokens"] then return end
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local tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
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fireTokenDataChangedEvent(tokenData)
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tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
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fireTokenDataChangedEvent()
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end
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end
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@ -78,13 +83,15 @@ function onObjectEnterContainer(container, object)
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end
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end
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-- fires if the scenario title changes
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function fireScenarioChangedEvent()
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Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
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playAreaApi.onScenarioChanged(currentScenario)
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end
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function fireTokenDataChangedEvent(tokenData)
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tokenArrangerApi.onTokenDataChanged(tokenData)
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-- fires if the scenario title or the difficulty changes
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function fireTokenDataChangedEvent()
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tokenArrangerApi.onTokenDataChanged(tokenData, currentScenario, tostring(useFrontData))
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end
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-- Simple method to check if the given point is in a specified area. Local use only,
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