Add Unified Player Card panel
- Adds the new player card panel - Wires up buttons to functions for spawning cards - Adds cycle, weakness, bonded, and upgrade sheet spawn handling
This commit is contained in:
parent
195580c9f0
commit
aec6163e44
@ -250,7 +250,8 @@
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"TokenSpawnTracker.e3ffc9",
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"TokenSource.124381",
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"GameData.3dbe47",
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"SCEDTour.0e5aa8"
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"SCEDTour.0e5aa8",
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"PlayerCards.2d30ee"
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],
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"PlayArea": 1,
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"PlayerCounts": [
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57
objects/PlayerCards.2d30ee.json
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57
objects/PlayerCards.2d30ee.json
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@ -0,0 +1,57 @@
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{
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"AltLookAngle": {
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"x": 0,
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"y": 0,
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"z": 0
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},
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"Autoraise": true,
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"ColorDiffuse": {
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"b": 1,
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"g": 1,
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"r": 1
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},
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"CustomImage": {
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"CustomTile": {
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"Stackable": false,
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"Stretch": true,
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"Thickness": 0.1,
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"Type": 3
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},
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"ImageScalar": 1,
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"ImageSecondaryURL": "https://i.imgur.com/dISlnEk.jpg",
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"ImageURL": "https://i.imgur.com/dISlnEk.jpg",
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"WidthScale": 0
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},
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"Description": "",
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"DragSelectable": true,
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"GMNotes": "",
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"GUID": "2d30ee",
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"Grid": true,
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"GridProjection": false,
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"Hands": false,
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"HideWhenFaceDown": false,
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"IgnoreFoW": false,
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"LayoutGroupSortIndex": 0,
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"Locked": false,
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"LuaScript": "require(\"playercards/PlayerCardPanel\")",
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"LuaScriptState": "{\"spawnBagState\":{\"placed\":[],\"placedObjects\":[]}}",
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"MeasureMovement": false,
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"Name": "Custom_Tile",
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"Nickname": "Player Cards",
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"Snap": true,
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"Sticky": true,
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"Tooltip": false,
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"Transform": {
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"posX": -1.083,
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"posY": 1.255,
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"posZ": 69.985,
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"rotX": 0,
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"rotY": 270,
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"rotZ": 0,
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"scaleX": 9.39,
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"scaleY": 1,
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"scaleZ": 9.39
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},
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"Value": 0,
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"XmlUI": ""
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}
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@ -134,15 +134,6 @@ do
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internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
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log(table.concat({ "-", deck.name, "-" }))
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for k, v in pairs(deck) do
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if type(v) == "table" then
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log(table.concat { k, ": <table>" })
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else
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log(table.concat { k, ": ", tostring(v) })
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end
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end
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-- Initialize deck slot table and perform common transformations. The order of these should not
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-- be changed, as later steps may act on cards added in each. For example, a random weakness or
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-- investigator may have bonded cards or taboo entries, and should be present
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@ -7,6 +7,8 @@ local WEAKNESS_CHECK_Z = 37
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local cardIdIndex = { }
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local classAndLevelIndex = { }
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local basicWeaknessList = { }
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local uniqueWeaknessList = { }
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local cycleIndex = { }
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local indexingDone = false
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local allowRemoval = false
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@ -45,7 +47,9 @@ function clearIndexes()
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classAndLevelIndex["Survivor-level0"] = { }
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classAndLevelIndex["Rogue-level0"] = { }
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classAndLevelIndex["Neutral-level0"] = { }
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cycleIndex = { }
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basicWeaknessList = { }
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uniqueWeaknessList = { }
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end
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-- Clears the bag indexes and starts the coroutine to rebuild the indexes
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@ -121,27 +125,27 @@ function buildSupplementalIndexes()
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local cardMetadata = card.metadata
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-- If the ID key and the metadata ID don't match this is a duplicate card created by an
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-- alternate_id, and we should skip it
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if (cardId == cardMetadata.id) then
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if cardId == cardMetadata.id then
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-- Add card to the basic weakness list, if appropriate. Some weaknesses have
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-- multiple copies, and are added multiple times
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if (cardMetadata.weakness and cardMetadata.basicWeaknessCount ~= nil) then
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if cardMetadata.weakness and cardMetadata.basicWeaknessCount ~= nil then
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table.insert(uniqueWeaknessList, cardMetadata.id)
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for i = 1, cardMetadata.basicWeaknessCount do
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table.insert(basicWeaknessList, cardMetadata.id)
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end
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end
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end
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table.sort(basicWeaknessList, cardComparator)
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-- Add the card to the appropriate class and level indexes
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local isGuardian = false
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local isSeeker = false
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local isMystic = false
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local isRogue = false
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local isSurvivor = false
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local isNeutral = false
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local upgradeKey
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-- Excludes signature cards (which have no class or level) and alternate
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-- ID entries
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if (cardMetadata.class ~= nil and cardMetadata.level ~= nil) then
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-- Add the card to the appropriate class and level indexes
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local isGuardian = false
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local isSeeker = false
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local isMystic = false
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local isRogue = false
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local isSurvivor = false
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local isNeutral = false
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local upgradeKey
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-- Excludes signature cards (which have no class or level) and alternate
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-- ID entries
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if (cardMetadata.class ~= nil and cardMetadata.level ~= nil) then
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isGuardian = string.match(cardMetadata.class, "Guardian")
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isSeeker = string.match(cardMetadata.class, "Seeker")
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isMystic = string.match(cardMetadata.class, "Mystic")
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@ -171,12 +175,32 @@ function buildSupplementalIndexes()
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if (isNeutral) then
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table.insert(classAndLevelIndex["Neutral"..upgradeKey], cardMetadata.id)
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end
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local cycleName = cardMetadata.cycle
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if cycleName ~= nil then
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cycleName = string.lower(cycleName)
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if string.match(cycleName, "return") then
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cycleName = string.sub(cycleName, 11)
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end
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if cycleName == "the night of the zealot" then
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cycleName = "core"
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end
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if cycleIndex[cycleName] == nil then
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cycleIndex[cycleName] = { }
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end
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table.insert(cycleIndex[cycleName], cardMetadata.id)
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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 _, indexTable in pairs(classAndLevelIndex) do
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table.sort(indexTable, cardComparator)
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end
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for _, indexTable in pairs(cycleIndex) do
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table.sort(indexTable)
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end
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table.sort(basicWeaknessList, cardComparator)
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table.sort(uniqueWeaknessList, cardComparator)
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end
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-- Comparison function used to sort the class card bag indexes. Sorts by card
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@ -235,6 +259,14 @@ function getCardsByClassAndLevel(params)
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return classAndLevelIndex[params.class..upgradeKey];
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end
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function getCardsByCycle(cycleName)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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return cycleIndex[string.lower(cycleName)]
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end
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-- Searches the bag for cards which match the given name and returns a list. Note that this is
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-- an O(n) search without index support. It may be slow.
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-- Parameter array must contain these fields to define the search:
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@ -303,6 +335,10 @@ function getBasicWeaknesses()
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return basicWeaknessList
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end
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function getUniqueWeaknesses()
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return uniqueWeaknessList
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end
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-- Helper function that adds one to the table entry for the number of weaknesses in play
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function incrementWeaknessCount(table, cardMetadata)
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if (isBasicWeakness(cardMetadata)) then
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@ -322,6 +358,7 @@ function isInPlayArea(object)
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return position.x < WEAKNESS_CHECK_X
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and position.z < WEAKNESS_CHECK_Z
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end
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function isBasicWeakness(cardMetadata)
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return cardMetadata ~= nil
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and cardMetadata.weakness
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@ -2,24 +2,49 @@ require("playercards/PlayerCardPanelData")
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local spawnBag = require("playercards/spawnbag/SpawnBag")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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-- TODO: Update when the real UI image is in place
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local BUTTON_WIDTH = 150
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local BUTTON_HEIGHT = 550
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-- Size and position information for the three rows of class buttons
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local CIRCLE_BUTTON_SIZE = 250
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local CLASS_BUTTONS_X_OFFSET = 0.1325
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local INVESTIGATOR_ROW_START = Vector(0.125, 0.1, -0.447)
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local LEVEL_ZERO_ROW_START = Vector(0.125, 0.1, -0.007)
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local UPGRADED_ROW_START = Vector(0.125, 0.1, 0.333)
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-- Size and position information for the two blocks of other buttons
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local MISC_BUTTONS_X_OFFSET = 0.155
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local WEAKNESS_ROW_START = Vector(0.157, 0.1, 0.666)
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local OTHER_ROW_START = Vector(0.605, 0.1, 0.666)
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-- Size and position information for the Cycle (box) buttons
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local CYCLE_BUTTON_SIZE = 468
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local CYCLE_BUTTON_START = Vector(-0.716, 0.1, -0.39)
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local CYCLE_COLUMN_COUNT = 3
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local CYCLE_BUTTONS_X_OFFSET = 0.267
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local CYCLE_BUTTONS_Z_OFFSET = 0.2665
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local ALL_CARDS_BAG_GUID = "15bb07"
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local STARTER_DECK_MODE_SELECTED_COLOR = { 0.2, 0.2, 0.2, 0.8 }
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local TRANSPARENT = { 0, 0, 0, 0 }
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local STARTER_DECK_MODE_STARTERS = "starters"
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local STARTER_DECK_MODE_CARDS_ONLY = "cards"
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local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
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local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
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-- Coordinates to begin laying out cards to match the reserved areas of the
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-- table. Cards will lay out horizontally, then create additional rows
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-- Coordinates to begin laying out cards. These vary based on the cards that are being placed
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local START_POSITIONS = {
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skill = Vector(58.384, 1.36, 92.4),
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event = Vector(53.229, 1.36, 92.4),
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asset = Vector(40.960, 1.36, 92.4),
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investigator = Vector(60, 1.36, 80)
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classCards = Vector(58.384, 1.36, 92.4),
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investigator = Vector(60, 1.36, 86),
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cycle = Vector(48, 1.36, 92.4),
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other = Vector(56, 1.36, 86),
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summonedServitor = Vector(55.5, 1.36, 60.2),
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randomWeakness = Vector(55, 1.36, 75)
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}
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-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
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local CARD_ROW_OFFSET = 3.7
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local CARD_GROUP_OFFSET = 2
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-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
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-- rows and columns are laid out
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local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(-11, 0, 0)
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@ -31,7 +56,21 @@ local INVESTIGATOR_MAX_COLS = 6
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local INVESTIGATOR_CARD_OFFSET = Vector(-2.55, 0, 0)
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local INVESTIGATOR_SIGNATURE_OFFSET = Vector(-5.75, 0, 0)
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local spawnStarterDecks = false
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local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
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local CYCLE_LIST = {
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"Core",
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"The Dunwich Legacy",
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"The Path to Carcosa",
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"The Forgotten Age",
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"The Circle Undone",
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"The Dream-Eaters",
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"The Innsmouth Conspiracy",
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"Edge of the Earth",
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"The Scarlet Keys",
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"Investigator Packs"
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}
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local starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
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function onSave()
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local saveState = {
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@ -48,232 +87,223 @@ function onLoad(savedData)
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spawnBag.loadFromSave(saveState.spawnBagState)
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end
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end
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createButtons()
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end
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self.createButton({
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label="Guardian", click_function="spawnInvestigatorsGuardian", function_owner=self,
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position={-0.3,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Seeker", click_function="spawnInvestigatorsSeeker", function_owner=self,
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position={0,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Mystic", click_function="spawnInvestigatorsMystic", function_owner=self,
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position={0.3,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Rogue", click_function="spawnInvestigatorsRogue", function_owner=self,
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position={-0.3,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Survivor", click_function="spawnSurvivor", function_owner=self,
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position={0,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Neutral", click_function="spawnNeutral", function_owner=self,
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position={0.3,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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function createButtons()
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createInvestigatorButtons()
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createLevelZeroButtons()
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createUpgradedButtons()
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createWeaknessButtons()
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createOtherButtons()
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createCycleButtons()
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createClearButton()
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-- Create investigator mode buttons last so the indexes are set when we need to update them
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createInvestigatorModeButtons()
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end
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self.createButton({
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label="Core", click_function="spawnCore", function_owner=self,
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position={-0.3,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Dunwich", click_function="spawnDunwich", function_owner=self,
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position={0,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Carcosa", click_function="spawnCarcosa", function_owner=self,
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position={0.3,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Forgotten Age", click_function="spawnForgottenAge", function_owner=self,
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position={-0.3,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Circle Undone", click_function="spawnCircleUndone", function_owner=self,
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position={0,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Dream Eaters", click_function="spawnDreamEaters", function_owner=self,
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position={0.3,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Innsmouth", click_function="spawnInnsmouth", function_owner=self,
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position={-0.3,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="EotE", click_function="spawnEotE", function_owner=self,
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position={0,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Scarlet Keys", click_function="spawnScarletKeys", function_owner=self,
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position={0.3,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="InvPacks", click_function="spawnInvestigatorDecks", function_owner=self,
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position={-0.3,0.2,0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
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font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
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})
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self.createButton({
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label="Investigators", click_function="setInvestigators", function_owner=self,
|
||||
position={-0.15,0.2,-0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="Starters", click_function="setStarters", function_owner=self,
|
||||
position={0.15,0.2,-0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
|
||||
self.createButton({
|
||||
label="L0 Guardian", click_function="spawnBasicGuardian", function_owner=self,
|
||||
position={-0.15,0.2,0.3}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Guardian", click_function="spawnUpgradedGuardian", function_owner=self,
|
||||
position={0.15,0.2,0.3}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L0 Seeker", click_function="spawnBasicSeeker", function_owner=self,
|
||||
position={-0.15,0.2,0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Seeker", click_function="spawnUpgradedSeeker", function_owner=self,
|
||||
position={0.15,0.2,0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L0 Mystic", click_function="spawnBasicMystic", function_owner=self,
|
||||
position={-0.15,0.2,0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Mystic", click_function="spawnUpgradedGuardian", function_owner=self,
|
||||
position={0.15,0.2,0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L0 Rogue", click_function="spawnBasicRogue", function_owner=self,
|
||||
position={-0.15,0.2,0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Rogue", click_function="spawnUpgradedRogue", function_owner=self,
|
||||
position={0.15,0.2,0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L0 Survivor", click_function="spawnBasicSurvivor", function_owner=self,
|
||||
position={-0.15,0.2,0.7}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Survivor", click_function="spawnUpgradedSurvivor", function_owner=self,
|
||||
position={0.15,0.2,0.7}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L0 Neutral", click_function="spawnBasicNeutral", function_owner=self,
|
||||
position={-0.15,0.2,0.8}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="L1-5 Neutral", click_function="spawnUpgradedNeutral", function_owner=self,
|
||||
position={0.15,0.2,0.8}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="Clear", click_function="deleteAll", function_owner=self,
|
||||
position={0.5,0.2,0.9}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
self.createButton({
|
||||
label="Weaknesses", click_function="spawnWeaknesses", function_owner=self,
|
||||
position={-0.5,0.2,0.9}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
|
||||
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
|
||||
})
|
||||
local classList = { "Guardian", "Seeker", "Mystic", "Rogue", "Survivor", "Neutral" }
|
||||
for _, className in ipairs(classList) do
|
||||
local funcName = "spawnInvestigators"..className
|
||||
self.setVar(funcName, function(_, _, _) spawnGroup(className) end)
|
||||
funcName = "spawnBasic"..className
|
||||
self.setVar(funcName, function(_, _, _) spawnClassCards(className, false) end)
|
||||
funcName = "spawnUpgraded"..className
|
||||
self.setVar(funcName, function(_, _, _) spawnClassCards(className, true) end)
|
||||
function createInvestigatorButtons()
|
||||
local invButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CIRCLE_BUTTON_SIZE,
|
||||
width = CIRCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = INVESTIGATOR_ROW_START:copy()
|
||||
for _, class in ipairs(CLASS_LIST) do
|
||||
invButtonParams.click_function = "spawnInvestigators" .. class
|
||||
invButtonParams.position = buttonPos
|
||||
self.createButton(invButtonParams)
|
||||
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
|
||||
self.setVar(invButtonParams.click_function, function(_, _, _) spawnInvestigatorGroup(class) end)
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO: Replace these with something less manual once the full data in in place so we know what
|
||||
-- keys to use
|
||||
function placeCore()
|
||||
spawnGroup("Core")
|
||||
function createLevelZeroButtons()
|
||||
local l0ButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CIRCLE_BUTTON_SIZE,
|
||||
width = CIRCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = LEVEL_ZERO_ROW_START:copy()
|
||||
for _, class in ipairs(CLASS_LIST) do
|
||||
l0ButtonParams.click_function = "spawnBasic" .. class
|
||||
l0ButtonParams.position = buttonPos
|
||||
self.createButton(l0ButtonParams)
|
||||
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
|
||||
self.setVar(l0ButtonParams.click_function, function(_, _, _) spawnClassCards(class, false) end)
|
||||
end
|
||||
end
|
||||
|
||||
function placeDunwich()
|
||||
spawnGroup("Dunwich")
|
||||
function createUpgradedButtons()
|
||||
local upgradedButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CIRCLE_BUTTON_SIZE,
|
||||
width = CIRCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = UPGRADED_ROW_START:copy()
|
||||
for _, class in ipairs(CLASS_LIST) do
|
||||
upgradedButtonParams.click_function = "spawnUpgraded" .. class
|
||||
upgradedButtonParams.position = buttonPos
|
||||
self.createButton(upgradedButtonParams)
|
||||
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
|
||||
self.setVar(upgradedButtonParams.click_function, function(_, _, _) spawnClassCards(class, true) end)
|
||||
end
|
||||
end
|
||||
|
||||
function placeCarcosa()
|
||||
spawnGroup("Carcosa")
|
||||
function createWeaknessButtons()
|
||||
local weaknessButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CIRCLE_BUTTON_SIZE,
|
||||
width = CIRCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = WEAKNESS_ROW_START:copy()
|
||||
weaknessButtonParams.click_function = "spawnWeaknesses"
|
||||
weaknessButtonParams.tooltip = "Basic Weaknesses"
|
||||
weaknessButtonParams.position = buttonPos
|
||||
self.createButton(weaknessButtonParams)
|
||||
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
|
||||
weaknessButtonParams.click_function = "spawnRandomWeakness"
|
||||
weaknessButtonParams.tooltip = "Random Weakness"
|
||||
weaknessButtonParams.position = buttonPos
|
||||
self.createButton(weaknessButtonParams)
|
||||
end
|
||||
|
||||
function placeForgottenAge()
|
||||
spawnGroup("ForgottenAge")
|
||||
function createOtherButtons()
|
||||
local otherButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CIRCLE_BUTTON_SIZE,
|
||||
width = CIRCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = OTHER_ROW_START:copy()
|
||||
otherButtonParams.click_function = "spawnBonded"
|
||||
otherButtonParams.tooltip = "Bonded Cards"
|
||||
otherButtonParams.position = buttonPos
|
||||
self.createButton(otherButtonParams)
|
||||
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
|
||||
otherButtonParams.click_function = "spawnUpgradeSheets"
|
||||
otherButtonParams.tooltip = "Customization Upgrade Sheets"
|
||||
otherButtonParams.position = buttonPos
|
||||
self.createButton(otherButtonParams)
|
||||
end
|
||||
|
||||
function placeCircleUndone()
|
||||
spawnGroup("CircleUndone")
|
||||
function createCycleButtons()
|
||||
local cycleButtonParams = {
|
||||
function_owner = self,
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = CYCLE_BUTTON_SIZE,
|
||||
width = CYCLE_BUTTON_SIZE,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
}
|
||||
local buttonPos = CYCLE_BUTTON_START:copy()
|
||||
local rowCount = 0
|
||||
local colCount = 0
|
||||
for _, cycle in ipairs(CYCLE_LIST) do
|
||||
cycleButtonParams.click_function = "spawnCycle" .. cycle
|
||||
cycleButtonParams.position = buttonPos
|
||||
cycleButtonParams.tooltip = cycle
|
||||
self.createButton(cycleButtonParams)
|
||||
self.setVar(cycleButtonParams.click_function, function(_, _, _) spawnCycle(cycle) end)
|
||||
colCount = colCount + 1
|
||||
-- If we've reached the end of a row, shift down and back to the first column
|
||||
if colCount >= CYCLE_COLUMN_COUNT then
|
||||
buttonPos = CYCLE_BUTTON_START:copy()
|
||||
rowCount = rowCount + 1
|
||||
colCount = 0
|
||||
buttonPos.z = buttonPos.z + CYCLE_BUTTONS_Z_OFFSET * rowCount
|
||||
if rowCount == 3 then
|
||||
-- Account for centered button on the final row
|
||||
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
|
||||
end
|
||||
else
|
||||
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function placeDreamEaters()
|
||||
spawnGroup("DreamEaters")
|
||||
function createClearButton()
|
||||
self.createButton({
|
||||
function_owner = self,
|
||||
click_function = "deleteAll",
|
||||
position = Vector(0, 0.1, 0.852),
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = 170,
|
||||
width = 750,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = TRANSPARENT,
|
||||
})
|
||||
end
|
||||
|
||||
function placeInnsmouth()
|
||||
spawnGroup("Innsmouth")
|
||||
function createInvestigatorModeButtons()
|
||||
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
|
||||
|
||||
self.createButton({
|
||||
function_owner = self,
|
||||
click_function = "setCardsOnlyMode",
|
||||
position = Vector(0.251, 0.1, -0.322),
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = 170,
|
||||
width = 760,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = starterMode and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
|
||||
})
|
||||
self.createButton({
|
||||
function_owner = self,
|
||||
click_function = "setStarterDeckMode",
|
||||
position = Vector(0.66, 0.1, -0.322),
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = 170,
|
||||
width = 760,
|
||||
scale = Vector(0.25, 1, 0.25),
|
||||
color = starterMode and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
|
||||
})
|
||||
local checkX = starterMode and 0.52 or 0.11
|
||||
self.createButton({
|
||||
function_owner = self,
|
||||
label = "✓",
|
||||
click_function = "doNothing",
|
||||
position = Vector(checkX, 0.11, -0.317),
|
||||
rotation = Vector(0, 0, 0),
|
||||
height = 0,
|
||||
width = 0,
|
||||
scale = Vector(0.3, 1, 0.3),
|
||||
font_color = { 0, 0, 0 },
|
||||
color = { 1, 1, 1 }
|
||||
})
|
||||
end
|
||||
|
||||
function placeEotE()
|
||||
spawnGroup("EotE")
|
||||
function setStarterDeckMode()
|
||||
starterDeckMode = STARTER_DECK_MODE_STARTERS
|
||||
updateStarterModeButtons()
|
||||
end
|
||||
|
||||
function placeScarletKeys()
|
||||
spawnGroup("ScarletKeys")
|
||||
function setCardsOnlyMode()
|
||||
starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
|
||||
updateStarterModeButtons()
|
||||
end
|
||||
|
||||
function placeInvestigatorDecks()
|
||||
spawnGroup("InvestigatorDecks")
|
||||
end
|
||||
|
||||
-- UI handler to put the investigator spawn in investigator mode.
|
||||
function setInvestigators()
|
||||
spawnStarterDecks = false
|
||||
printToAll("Spawning investigator piles")
|
||||
end
|
||||
|
||||
-- UI handler to put the investigator spawn in starter deck mode.
|
||||
function setStarters()
|
||||
spawnStarterDecks = true
|
||||
printToAll("Spawning starter decks")
|
||||
function updateStarterModeButtons()
|
||||
local buttonCount = #self.getButtons()
|
||||
-- Buttons are 0-indexed, so the last three are -1, -2, and -3 from the size
|
||||
self.removeButton(buttonCount - 1)
|
||||
self.removeButton(buttonCount - 2)
|
||||
self.removeButton(buttonCount - 3)
|
||||
createInvestigatorModeButtons()
|
||||
end
|
||||
|
||||
-- Deletes all cards currently placed on the table
|
||||
@ -284,10 +314,11 @@ end
|
||||
-- Spawn an investigator group, based on the current UI setting for either investigators or starter
|
||||
-- decks.
|
||||
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
|
||||
function spawnGroup(groupName)
|
||||
function spawnInvestigatorGroup(groupName)
|
||||
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
|
||||
spawnBag.recall(true)
|
||||
Wait.frames(function()
|
||||
if spawnStarterDecks then
|
||||
if starterMode then
|
||||
spawnStarters(groupName)
|
||||
else
|
||||
spawnInvestigators(groupName)
|
||||
@ -359,13 +390,13 @@ function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneC
|
||||
return {
|
||||
{
|
||||
name = investigatorName.."minicards",
|
||||
cards = oneCardOnly and investigatorData.minicards[1] or investigatorData.minicards,
|
||||
cards = oneCardOnly and { investigatorData.minicards[1] } or investigatorData.minicards,
|
||||
globalPos = position,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
},
|
||||
{
|
||||
name = investigatorName.."cards",
|
||||
cards = oneCardOnly and investigatorData.cards[1] or investigatorData.cards,
|
||||
cards = oneCardOnly and { investigatorData.cards[1] } or investigatorData.cards,
|
||||
globalPos = cardPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
},
|
||||
@ -452,31 +483,34 @@ function placeClassCards(cardClass, isUpgraded)
|
||||
table.insert(assetList, cardId)
|
||||
end
|
||||
end
|
||||
local groupPos = Vector(START_POSITIONS.classCards)
|
||||
if #skillList > 0 then
|
||||
spawnBag.spawn({
|
||||
name = cardClass .. (isUpgraded and "upgraded" or "basic"),
|
||||
cards = skillList,
|
||||
globalPos = START_POSITIONS.skill,
|
||||
globalPos = groupPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
groupPos.x = groupPos.x - math.ceil(#skillList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
|
||||
end
|
||||
if #eventList > 0 then
|
||||
spawnBag.spawn({
|
||||
name = cardClass .. "event" .. (isUpgraded and "upgraded" or "basic"),
|
||||
cards = eventList,
|
||||
globalPos = START_POSITIONS.event,
|
||||
globalPos = groupPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
groupPos.x = groupPos.x - math.ceil(#eventList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
|
||||
end
|
||||
if #assetList > 0 then
|
||||
spawnBag.spawn({
|
||||
name = cardClass .. "asset" .. (isUpgraded and "upgraded" or "basic"),
|
||||
cards = assetList,
|
||||
globalPos = START_POSITIONS.asset,
|
||||
globalPos = groupPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
@ -484,26 +518,108 @@ function placeClassCards(cardClass, isUpgraded)
|
||||
end
|
||||
end
|
||||
|
||||
-- Clears the current cards, and places all basic weaknesses on the table.
|
||||
function spawnWeaknesses()
|
||||
spawnBag.recall(fast)
|
||||
-- Spawns the investigator sets and all cards for the given cycle
|
||||
---@param cycle String Name of a cycle, should match the standard used in card metadata
|
||||
function spawnCycle(cycle)
|
||||
spawnBag.recall(true)
|
||||
spawnInvestigators(cycle)
|
||||
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
|
||||
local indexReady = allCardsBag.call("isIndexReady")
|
||||
if (not indexReady) then
|
||||
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
local weaknessIdList = allCardsBag.call("getBasicWeaknesses")
|
||||
local cycleCardList = allCardsBag.call("getCardsByCycle", cycle)
|
||||
local copiedList = { }
|
||||
for i, id in ipairs(weaknessIdList) do
|
||||
for i, id in ipairs(cycleCardList) do
|
||||
copiedList[i] = id
|
||||
end
|
||||
spawnBag.spawn({
|
||||
name = "weaknesses",
|
||||
name = "cycle"..cycle,
|
||||
cards = copiedList,
|
||||
globalPos = START_POSITIONS.asset,
|
||||
globalPos = START_POSITIONS.cycle,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
end
|
||||
|
||||
function spawnBonded()
|
||||
spawnBag.recall(true)
|
||||
spawnBag.spawn({
|
||||
name = "bonded",
|
||||
cards = BONDED_CARD_LIST,
|
||||
globalPos = START_POSITIONS.classCards,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
end
|
||||
|
||||
function spawnUpgradeSheets()
|
||||
spawnBag.recall(true)
|
||||
spawnBag.spawn({
|
||||
name = "upgradeSheets",
|
||||
cards = UPGRADE_SHEET_LIST,
|
||||
globalPos = START_POSITIONS.classCards,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
spawnBag.spawn({
|
||||
name = "servitor",
|
||||
cards = { "09080-m" },
|
||||
globalPos = START_POSITIONS.summonedServitor,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
})
|
||||
end
|
||||
|
||||
-- Clears the current cards, and places all basic weaknesses on the table.
|
||||
function spawnWeaknesses()
|
||||
spawnBag.recall(true)
|
||||
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
|
||||
local indexReady = allCardsBag.call("isIndexReady")
|
||||
if (not indexReady) then
|
||||
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
local weaknessIdList = allCardsBag.call("getUniqueWeaknesses")
|
||||
local copiedList = { }
|
||||
for i, id in ipairs(weaknessIdList) do
|
||||
copiedList[i] = id
|
||||
end
|
||||
local groupPos = Vector(START_POSITIONS.classCards)
|
||||
spawnBag.spawn({
|
||||
name = "weaknesses",
|
||||
cards = copiedList,
|
||||
globalPos = groupPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
groupPos.x = groupPos.x - math.ceil(#copiedList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
|
||||
spawnBag.spawn({
|
||||
name = "evolvedWeaknesses",
|
||||
cards = EVOLVED_WEAKNESSES,
|
||||
globalPos = groupPos,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
spreadCols = 20
|
||||
})
|
||||
end
|
||||
|
||||
function spawnRandomWeakness()
|
||||
spawnBag.recall(true)
|
||||
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
|
||||
local weaknessId = allCardsBag.call("getRandomWeaknessId")
|
||||
if (weaknessId == nil) then
|
||||
broadcastToAll("All basic weaknesses are in play!", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
spawnBag.spawn({
|
||||
name = "randomWeakness",
|
||||
cards = { weaknessId },
|
||||
globalPos = START_POSITIONS.randomWeakness,
|
||||
rotation = FACE_UP_ROTATION,
|
||||
})
|
||||
end
|
||||
|
@ -1,3 +1,45 @@
|
||||
BONDED_CARD_LIST = {
|
||||
"05314", -- Soothing Melody
|
||||
"06277", -- Wish Eater
|
||||
"06019", -- Bloodlust
|
||||
"06022", -- Pendant of the Queen
|
||||
"05317", -- Blood-rite
|
||||
"06113", -- Essence of the Dream
|
||||
"06028", -- Stars Are Right
|
||||
"06025", -- Guardian of the Crystallizer
|
||||
"06283", -- Unbound Beast
|
||||
"06032", -- Zeal
|
||||
"06031", -- Hope
|
||||
"06033", -- Augur
|
||||
"06331", -- Dream Parasite
|
||||
"06015a", -- Dream-Gate
|
||||
}
|
||||
|
||||
UPGRADE_SHEET_LIST = {
|
||||
"09040-c", -- Alchemical Distillation
|
||||
"09023-c", -- Custom Modifications
|
||||
"09059-c", -- Damning Testimony
|
||||
"09041-c", -- Emperical Hypothesis
|
||||
"09060-c", -- Friends in Low Places
|
||||
"09101-c", -- Grizzled
|
||||
"09061-c", -- Honed Instinct
|
||||
"09021-c", -- Hunter's Armor
|
||||
"09119-c", -- Hyperphysical Shotcaster
|
||||
"09079-c", -- Living Ink
|
||||
"09100-c", -- Makeshift Trap
|
||||
"09099-c", -- Pocket Multi Tool
|
||||
"09081-c", -- Power Word
|
||||
"09022-c", -- Runic Axe
|
||||
"09080-c", -- Summoned Servitor
|
||||
"09042-c", -- Raven's Quill
|
||||
}
|
||||
|
||||
EVOLVED_WEAKNESSES = {
|
||||
"04039",
|
||||
"04041",
|
||||
"04042",
|
||||
}
|
||||
|
||||
------------------ START INVESTIGATOR DATA DEFINITION ------------------
|
||||
INVESTIGATOR_GROUPS = {
|
||||
Guardian = {
|
||||
@ -13,10 +55,6 @@ INVESTIGATOR_GROUPS = {
|
||||
"D2",
|
||||
"R3",
|
||||
"D3",
|
||||
"R4",
|
||||
"D4",
|
||||
"R5",
|
||||
"D5",
|
||||
},
|
||||
}
|
||||
|
||||
@ -25,13 +63,13 @@ INVESTIGATORS["Roland Banks"] = {
|
||||
cards = { "01001", "01001-promo", "01001-p", "01001-pf", "01001-pb", },
|
||||
minicards = { "01001-m", "01001-promo-m", },
|
||||
signatures = { "01006", "01007", "90030", "90031", },
|
||||
starterDeck = "1462",
|
||||
starterDeck = "2624931",
|
||||
}
|
||||
INVESTIGATORS["Daisy Walker"] = {
|
||||
cards = { "01002", "01002-p", "01002-pf", "01002-pb", },
|
||||
minicards = { "01002-m", },
|
||||
signatures = { "01008", "01009", "90002", "90003" },
|
||||
starterDeck = "42652",
|
||||
starterDeck = "2624938",
|
||||
}
|
||||
------------------ END INVESTIGATOR DATA DEFINITION ------------------
|
||||
INVESTIGATORS["R2"] = INVESTIGATORS["Roland Banks"]
|
||||
|
Loading…
Reference in New Issue
Block a user