edit slots by dropping Charisma/Relic Hunter
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@ -1177,6 +1177,33 @@ function resetSlotSymbols()
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updateSlotSymbols()
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end
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function modifySlot(newSlot, cardPosition)
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local slotSnaps = {}
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local snaps = self.getSnapPoints()
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for i, snap in ipairs(snaps) do
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if inArea(snap.position, MAIN_PLAY_AREA) then
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table.insert(slotSnaps, snap)
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end
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end
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cardPosition.x = tonumber(string.format("%.3f", cardPosition.x))
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cardPosition.z = tonumber(string.format("%.3f", cardPosition.z))
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for snapId, snap in ipairs(slotSnaps) do
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local snapPosX = tonumber(string.format("%.3f", snap.position.x))
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local snapPosZ = tonumber(string.format("%.3f", snap.position.z))
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if snapPosX == cardPosition.x and snapPosZ == cardPosition.z then
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slotData[snapId] = newSlot
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if Player[playerColor].seated then
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printToColor(newSlot .. " slot added to player mat", playerColor, Color.fromString(playerColor))
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else
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local hostColor = Player.getPlayers()[1].color
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printToColor(newSlot .. " slot added to player mat", hostColor, Color.fromString(hostColor))
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end
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end
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end
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updateSave()
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updateSlotSymbols()
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end
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---------------------------------------------------------
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-- playermat token spawning
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---------------------------------------------------------
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@ -1255,6 +1282,11 @@ function onCollisionEnter(collisionInfo)
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-- main uses spawning
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if inArea(localCardPos, MAIN_PLAY_AREA) and (md.type == "Asset" or md.type == "Event") then
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spawnTokensOrShowHelper(object)
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if md.id == "02158" or id == "01694" then
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modifySlot("Ally", localCardPos)
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elseif md.id == "02157" or id == "01695" then
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modifySlot("Accessory", localCardPos)
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end
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end
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-- encounter types / committed skill cards in the threat area
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