account for multiple pages with trauma values
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11ec6de043
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@ -1,5 +1,4 @@
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--[[
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Cleans up the table for the next scenario in a campaign:
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--[[ Cleans up the table for the next scenario in a campaign:
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- sets counters to default values (resources and doom) or trauma values (health and sanity, if not disabled) from campaign log
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- puts everything on playmats and hands into respective trashcans
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- use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore")]]
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@ -57,7 +56,14 @@ local PHYSICS_POSITION = {
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{ -00.0, 2, -27 }
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}
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local PHYSICS_ROTATION = { 270, 270, 0, 180, 270, 0 }
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local PHYSICS_ROTATION = {
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270,
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270,
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0,
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180,
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270,
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0
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}
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local PHYSICS_SCALE = {
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{ 36.6, 1, 14.5 },
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@ -77,6 +83,8 @@ options["removeDrawnLines"] = false
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local buttonParameters = {}
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buttonParameters.function_owner = self
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local loadingFailedBefore = false
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---------------------------------------------------------
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-- option loading and GUI setup
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---------------------------------------------------------
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@ -256,16 +264,7 @@ function getTrauma()
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return
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end
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campaignLog = campaignLog.hit_object
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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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campaignLog = campaignLog.setState(1)
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end
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-- small delay to account for potential state change
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local spawnDelay = 0.1
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Wait.time(loadTrauma, spawnDelay)
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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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@ -276,9 +275,21 @@ function loadTrauma()
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printToAll("Trauma values found in campaign log!", "Green")
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RESET_VALUES = campaignLog.call("returnTrauma")
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updateCounters(DAMAGE_HORROR_GUIDS, RESET_VALUES, "Damage / Horror")
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else
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loadingFailedBefore = false
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elseif loadingFailedBefore then
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printToAll("Trauma values could not be found in campaign log!", "Yellow")
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printToAll("Default values for health and sanity loaded.", "Yellow")
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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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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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local spawnDelay = 0.1
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Wait.time(loadTrauma, spawnDelay)
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end
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end
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