kohaku, victory display and decklob
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ce2a301d56
commit
77c2fdafa7
@ -234,28 +234,28 @@ end
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-- places the provided card in the first empty spot
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-- places the provided card in the first empty spot
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function placeCard(card)
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function placeCard(card)
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local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
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-- get sorted list of snap points to check slots
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-- check snap point states
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local snaps = self.getSnapPoints()
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local snaps = self.getSnapPoints()
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table.sort(snaps, function(a, b) return a.position.x > b.position.x end)
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table.sort(snaps, function(a, b) return a.position.x > b.position.x end)
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table.sort(snaps, function(a, b) return a.position.z < b.position.z end)
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table.sort(snaps, function(a, b) return a.position.z < b.position.z end)
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-- get first empty slot
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-- get first empty slot
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local fullSlots = {}
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local emptyIndex, emptyPos
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local positions = {}
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for i, snap in ipairs(snaps) do
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for i, snap in ipairs(snaps) do
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positions[i] = self.positionToWorld(snap.position)
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local snapPos = self.positionToWorld(snap.position)
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local searchResult = searchLib.atPosition(positions[i], "isCardOrDeck")
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local searchResult = searchLib.atPosition(snapPos, "isCardOrDeck")
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fullSlots[i] = #searchResult > 0
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if #searchResult == 0 then
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emptyPos = snapPos
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emptyIndex = i
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break
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end
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end
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end
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-- remove tokens from the card
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-- remove tokens from the card
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for _, obj in ipairs(searchLib.onObject(card)) do
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local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
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-- don't touch decks / cards
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for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
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if obj.type == "Deck" or obj.type == "Card" then
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if tokenChecker.isChaosToken(obj) then
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-- put chaos tokens back into bag
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-- put chaos tokens back into bag
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elseif tokenChecker.isChaosToken(obj) then
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local chaosBag = chaosBagApi.findChaosBag()
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local chaosBag = chaosBagApi.findChaosBag()
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chaosBag.putObject(obj)
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chaosBag.putObject(obj)
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elseif obj.memo ~= nil and obj.getLock() == false then
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elseif obj.memo ~= nil and obj.getLock() == false then
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@ -264,17 +264,14 @@ function placeCard(card)
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end
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end
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-- place the card
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-- place the card
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card.setRotation({ 0, 270, card.getRotation().z })
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local name = card.getName() or "Unnamed card"
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local name = card.getName() or "Unnamed card"
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for i = 1, 10 do
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if emptyPos then
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if fullSlots[i] ~= true then
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card.setPositionSmooth(emptyPos, false, true)
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local rot = { 0, 270, card.getRotation().z }
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broadcastToAll("Victory Display: " .. name .. " placed into slot " .. emptyIndex .. ".", "Green")
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card.setPositionSmooth(positions[i], false, true)
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else
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card.setRotation(rot)
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-- use the first snap position in case all slots are full
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broadcastToAll("Victory Display: " .. name .. " placed into slot " .. i .. ".", "Green")
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card.setPositionSmooth(self.positionToWorld(snaps[1].position), false, true)
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return
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end
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end
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broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
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broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
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card.setPositionSmooth(positions[1], false, true)
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end
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end
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end
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@ -8,6 +8,13 @@ local tokenManager = require("core/token/TokenManager")
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local isHelperEnabled = false
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local isHelperEnabled = false
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local updated
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local updated
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local xmlData = {
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Action = { color = "#6D202CE6", onClick = "removeAndExtraAction" },
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Bless = { color = "#9D702CE6", onClick = "addTokenToBag" },
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Curse = { color = "#633A84E6", onClick = "addTokenToBag" },
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ElderSign = { color = "#50A8CEE6", onClick = "elderSignAbility" }
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}
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function updateSave()
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function updateSave()
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self.script_state = JSON.encode({ isHelperEnabled = isHelperEnabled })
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self.script_state = JSON.encode({ isHelperEnabled = isHelperEnabled })
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end
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end
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@ -57,32 +64,29 @@ function removeAndExtraAction()
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local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat")
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local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat")
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local rotation = mat.getRotation()
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local rotation = mat.getRotation()
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-- find empty action token slots
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-- find empty action token slots by checking snap points
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-- check snap point states
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local snaps = mat.getSnapPoints()
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local snaps = mat.getSnapPoints()
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-- get first empty slot
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-- get first empty slot in the top row (so the second empty slot because of the ability token)
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local fullSlots = {}
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local emptyPos = position -- default to card position
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local positions = {}
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for i, snap in ipairs(snaps) do
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for _, snap in ipairs(snaps) do
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if i > 1 then
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if snap.tags[1] == "UniversalToken" then
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if snap.tags[1] == "UniversalToken" then
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table.insert(positions, mat.positionToWorld(snap.position))
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local snapPos = mat.positionToWorld(snap.position)
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local searchResult = searchLib.atPosition(positions[#positions], "isUniversalToken")
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local searchResult = searchLib.atPosition(snapPos, "isUniversalToken")
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table.insert(fullSlots, #searchResult > 0)
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if #searchResult == 0 then
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emptyPos = snapPos
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break
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end
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end
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end
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end
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end
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end
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for i = 2, 6 do -- look at all 5 slots above investigator card
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callback = function(spawned)
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if fullSlots[i] ~= true then
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spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" })
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callback = function(spawned) spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" }) spawned.addTag("Temporary") end
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spawned.addTag("Temporary")
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tokenManager.spawnToken(positions[i] + Vector(0, 0.7, 0), "universalActionAbility", rotation, callback)
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return
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end
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end
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end
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tokenManager.spawnToken(emptyPos + Vector(0, 0.7, 0), "universalActionAbility", rotation, callback)
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-- if all slots are full
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callback = function(spawned) spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" }) spawned.addTag("Temporary") end
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tokenManager.spawnToken(position + Vector(0, 0.7, 0), "universalActionAbility", rotation, callback)
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end
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end
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function elderSignAbility()
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function elderSignAbility()
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@ -97,37 +101,39 @@ function maybeUpdateButtonState()
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if numInBag.Bless <= numInBag.Curse and numInBag.Bless < 10 then
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if numInBag.Bless <= numInBag.Curse and numInBag.Bless < 10 then
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state.Bless = true
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state.Bless = true
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state.ElderSign = true
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end
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end
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if numInBag.Curse <= numInBag.Bless and numInBag.Curse < 10 then
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if numInBag.Curse <= numInBag.Bless and numInBag.Curse < 10 then
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state.Curse = true
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state.Curse = true
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state.ElderSign = true
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end
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end
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if numInBag.Curse >= 2 and numInBag.Bless >= 2 then
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if numInBag.Curse >= 2 and numInBag.Bless >= 2 then
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state.Action = true
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state.Action = true
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end
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end
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state.ElderSign = true
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setUiState(state)
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setUiState(state)
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updated = true
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updated = true
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end
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end
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function setUiState(params)
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function setUiState(params)
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for _, tokenName in ipairs({ "Bless", "Curse", "Action", "ElderSign" }) do
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for buttonId, state in ipairs(params) do
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if params[tokenName] then
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if state then
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self.UI.show(tokenName)
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self.UI.setAttribute(buttonId, "color", xmlData[buttonId].color)
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self.UI.hide("inactive" .. tokenName)
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self.UI.setAttribute(buttonId, "onClick", xmlData[buttonId].onClick)
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self.UI.setAttribute(buttonId, "textColor", "white")
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else
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else
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self.UI.show("inactive" .. tokenName)
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self.UI.setAttribute(buttonId, "color", "#353535E6")
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self.UI.hide(tokenName)
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self.UI.setAttribute(buttonId, "onClick", "errorMessage")
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self.UI.setAttribute(buttonId, "textColor", "#A0A0A0")
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end
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end
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end
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end
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end
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end
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function errorMessage(_, _, triggeringButton)
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function errorMessage(_, _, triggeringButton)
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local numInBag = blessCurseManagerApi.getBlessCurseInBag()
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local numInBag = blessCurseManagerApi.getBlessCurseInBag()
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if triggeringButton == "inactiveAction" then
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if triggeringButton == "Action" then
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broadcastToAll("There are not enough Blesses and/or Curses in the chaos bag.", "Red")
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broadcastToAll("There are not enough Blesses and/or Curses in the chaos bag.", "Red")
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elseif numInBag.Bless == 10 and numInBag.Curse == 10 then
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elseif numInBag.Bless == 10 and numInBag.Curse == 10 then
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broadcastToAll("No more tokens can be added to the chaos bag.", "Red")
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broadcastToAll("No more tokens can be added to the chaos bag.", "Red")
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@ -2,23 +2,25 @@ do
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local DeckLib = {}
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local DeckLib = {}
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local searchLib = require("util/SearchLib")
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local searchLib = require("util/SearchLib")
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-- places a card/deck at a position or merges into an existing deck
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-- places a card/deck at a position or merges into an existing deck below
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---@param obj tts__Object Object to move
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---@param obj tts__Object Object to move
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---@param pos table New position for the object
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---@param pos table New position for the object
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---@param rot? table New rotation for the object
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---@param rot? table New rotation for the object
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---@param below? boolean Should the object be placed below an existing deck?
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---@param below? boolean Should the object be placed below an existing deck?
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DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot, below)
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DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot, below)
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if obj == nil or pos == nil then return end
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if obj == nil or obj.isDestroyed() or pos == nil then return end
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-- search the new position for existing card/deck
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-- search the new position for existing card/deck
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local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
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local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
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local targetObj
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-- get new position
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-- get new position
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local offset = 0.5
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local offset = 0.5
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local newPos = Vector(pos) + Vector(0, offset, 0)
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local newPos = Vector(pos) + Vector(0, offset, 0)
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if #searchResult == 1 then
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if #searchResult == 1 then
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local bounds = searchResult[1].getBounds()
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targetObj = searchResult[1]
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local bounds = targetObj.getBounds()
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if below then
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if below then
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newPos = Vector(pos):setAt("y", bounds.center.y - bounds.size.y / 2)
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newPos = Vector(pos):setAt("y", bounds.center.y - bounds.size.y / 2)
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else
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else
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@ -26,7 +28,8 @@ do
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end
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end
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end
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end
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-- allow moving the objects smoothly out of the hand
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-- allow moving the objects smoothly out of the hand and temporarily lock it
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obj.setLock(true)
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obj.use_hands = false
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obj.use_hands = false
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if rot then
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if rot then
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@ -34,16 +37,16 @@ do
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end
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end
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obj.setPositionSmooth(newPos, false, true)
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obj.setPositionSmooth(newPos, false, true)
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-- continue if the card stops smooth moving
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-- use putObject if the card stops smooth moving to avoid a TTS bug that merges unrelated cards that are not resting
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-- pcall avoids errors (physics is sometimes too fast so the object doesn't exist for the put)
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Wait.condition(
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Wait.condition(
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function()
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pcall(function()
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obj.setLock(false)
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obj.use_hands = true
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obj.use_hands = true
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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if #searchResult == 1 and targetObj ~= obj then
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if #searchResult == 1 and searchResult[1] ~= obj and searchResult[1] ~= nil then
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targetObj.putObject(obj)
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-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
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pcall(function() searchResult[1].putObject(obj) end)
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end
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end
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end,
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end),
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function() return not obj.isSmoothMoving() end, 3)
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function() return not obj.isSmoothMoving() end, 3)
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end
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end
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@ -4,14 +4,6 @@
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fontSize="200"
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fontSize="200"
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iconWidth="300"
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iconWidth="300"
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iconAlignment="Right"/>
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iconAlignment="Right"/>
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<Button class="inactive"
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onClick="errorMessage"
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color="#353535E6"
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textColor="#A0A0A0"/>
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<Button class="active"
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onClick="addTokenToBag"
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textColor="white"
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active="false"/>
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<TableLayout position="0 188 -22"
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<TableLayout position="0 188 -22"
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rotation="0 0 90"
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rotation="0 0 90"
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height="1800"
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height="1800"
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cellBackgroundColor="rgba(1,1,1,0)"/>
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cellBackgroundColor="rgba(1,1,1,0)"/>
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</Defaults>
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</Defaults>
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<Panel id="Helper"
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<TableLayout id="Helper"
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active="false">
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active="false">
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<TableLayout>
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<Row>
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<Row>
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<Cell>
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<Cell>
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<Button id="Bless"
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<Button id="Bless"
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icon="token-bless"
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icon="token-bless"/>
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color="#9D702CE6"
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class="active"/>
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</Cell>
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</Cell>
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</Row>
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</Row>
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<Row>
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<Row>
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<Cell>
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<Cell>
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<Button id="Curse"
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<Button id="Curse"
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icon="token-curse"
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icon="token-curse"/>
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color="#633A84E6"
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class="active"/>
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</Cell>
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</Cell>
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</Row>
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</Row>
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<Row>
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<Row>
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<Cell>
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<Cell>
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<Button id="Action"
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<Button id="Action"
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text="Remove tokens"
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text="Remove tokens"/>
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color="#6D202CE6"
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class="active"
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onClick="removeAndExtraAction"/>
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</Cell>
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</Cell>
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</Row>
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</Row>
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<Row>
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<Row>
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<Cell>
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<Cell>
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<Button id="ElderSign"
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<Button id="ElderSign"
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icon="token-eldersign"
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icon="token-eldersign"/>
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color="#50A8CEE6"
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class="active"
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onClick="elderSignAbility"/>
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</Cell>
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</Cell>
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</Row>
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</Row>
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</TableLayout>
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</TableLayout>
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<TableLayout>
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<Row>
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<Cell>
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<Button id="inactiveBless"
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icon="token-bless"
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class="inactive"/>
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</Cell>
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</Row>
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<Row>
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<Cell>
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<Button id="inactiveCurse"
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icon="token-curse"
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class="inactive"/>
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</Cell>
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</Row>
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<Row>
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<Cell>
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<Button id="inactiveAction"
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text="Remove tokens"
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class="inactive"/>
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</Cell>
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</Row>
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<Row>
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<Cell>
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<Button id="inactiveElderSign"
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text="Elder Sign"
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icon="token-eldersign"
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class="inactive"
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onClick="elderSignAbility"/>
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</Cell>
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</Row>
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</TableLayout>
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</Panel>
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