commit
ecf2c23976
@ -124,22 +124,17 @@ function startSearch(messageColor, number)
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end
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-- get position and rotation for set aside cards
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local handData = Player[handColor].getHandTransform()
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local handCards = Player[handColor].getHandObjects()
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setAsidePosition = handData.position + offset * handData.right
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setAsideRotation = { handData.rotation.x, handData.rotation.y + 180, 180 }
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local handData = Player[handColor].getHandTransform()
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local handCards = Player[handColor].getHandObjects()
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setAsidePosition = (handData.position + offset * handData.right):setAt("y", 1.5)
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setAsideRotation = { handData.rotation.x, handData.rotation.y + 180, 180 }
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-- set y-value
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setAsidePosition.y = 1.5
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for i = #handCards, 1, -1 do
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handCards[i].setPosition(setAsidePosition + Vector(0, (#handCards - i) * 0.1, 0))
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handCards[i].setRotation(setAsideRotation)
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end
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-- place hand cards set aside
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deckLib.placeOrMergeIntoDeck(handCards, setAsidePosition, setAsideRotation)
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-- handling for Norman Withers
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if deckAreaObjects.topCard then
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deckAreaObjects.topCard.flip()
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deckAreaObjects.topCard.setRotation(setAsideRotation)
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topCardDetected = true
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end
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@ -155,35 +150,36 @@ end
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function endSearch(_, _, isRightClick)
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local handCards = Player[handColor].getHandObjects()
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local handCount = #handCards
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for i = handCount, 1, -1 do
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Wait.time(function() deckLib.placeOrMergeIntoDeck(handCards[i], drawDeckPosition, setAsideRotation) end,
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(handCount - i + 1) * 0.1)
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end
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-- place cards on deck
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deckLib.placeOrMergeIntoDeck(handCards, drawDeckPosition, setAsideRotation)
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-- draw set aside cards (from the ground!)
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Wait.time(drawSetAsideCards, 0.5 + #handCards * 0.1)
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normalView()
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Wait.time(function()
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-- maybe shuffle deck
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if not isRightClick then
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local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
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if deckAreaObjects.draw then
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deckAreaObjects.draw.shuffle()
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end
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end
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-- Norman Withers handling
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if topCardDetected then
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playermatApi.flipTopCardFromDeck(matColor)
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end
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end, 1 + #handCards * 0.1)
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end
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function drawSetAsideCards()
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for _, obj in ipairs(searchLib.atPosition(setAsidePosition, "isCardOrDeck")) do
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local count = 1
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if obj.type == "Deck" then
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count = #obj.getObjects()
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end
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Wait.time(function() obj.deal(count, handColor) end, 1)
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end
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normalView()
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-- delay is to wait for cards to enter deck
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if not isRightClick then
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Wait.time(function()
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local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
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if deckAreaObjects.draw then
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deckAreaObjects.draw.shuffle()
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end
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end, #handCards * 0.3 + 0.5)
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end
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-- Norman Withers handling
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if topCardDetected then
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Wait.time(function() playermatApi.flipTopCardFromDeck(matColor) end, #handCards * 0.3 + 0.75)
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obj.deal(count, handColor)
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end
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end
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@ -1,7 +1,8 @@
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local searchLib = require("util/SearchLib")
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local chaosBagApi = require("chaosbag/ChaosBagApi")
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local deckLib = require("util/DeckLib")
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local playAreaApi = require("core/PlayAreaApi")
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local searchLib = require("util/SearchLib")
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local tokenChecker = require("core/token/TokenChecker")
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local pendingCall = false
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@ -234,28 +235,30 @@ end
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-- places the provided card in the first empty spot
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function placeCard(card)
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local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
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local name = card.getName() or "Unnamed card"
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-- check snap point states
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-- get sorted list of snap points to check slots
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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.z < b.position.z end)
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-- get first empty slot
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local fullSlots = {}
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local positions = {}
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local emptyIndex, emptyPos
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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 searchResult = searchLib.atPosition(positions[i], "isCardOrDeck")
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fullSlots[i] = #searchResult > 0
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local snapPos = self.positionToWorld(snap.position)
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local searchResult = searchLib.atPosition(snapPos, "isCardOrDeck")
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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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-- remove tokens from the card
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for _, obj in ipairs(searchLib.onObject(card)) do
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-- don't touch decks / cards
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if obj.type == "Deck" or obj.type == "Card" then
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local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
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for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
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if tokenChecker.isChaosToken(obj) then
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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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chaosBag.putObject(obj)
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elseif obj.memo ~= nil and obj.getLock() == false then
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@ -263,18 +266,15 @@ function placeCard(card)
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end
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end
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-- place the 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 fullSlots[i] ~= true then
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local rot = { 0, 270, card.getRotation().z }
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card.setPositionSmooth(positions[i], false, true)
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card.setRotation(rot)
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broadcastToAll("Victory Display: " .. name .. " placed into slot " .. i .. ".", "Green")
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return
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end
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end
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-- use the first snap position in case all slots are full
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local pos = emptyPos or self.positionToWorld(snaps[1].position)
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local rot = card.getRotation():setAt("x", 0):setAt("y", 270)
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deckLib.placeOrMergeIntoDeck(card, pos, rot)
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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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-- give a feedback message
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if emptyPos then
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broadcastToAll("Victory Display: " .. name .. " placed into slot " .. emptyIndex .. ".", "Green")
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else
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broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
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end
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end
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@ -1,13 +1,20 @@
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require("playercards/CardsWithHelper")
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local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local playermatApi = require("playermat/PlayermatApi")
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local searchLib = require("util/SearchLib")
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local tokenManager = require("core/token/TokenManager")
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local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local playermatApi = require("playermat/PlayermatApi")
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local searchLib = require("util/SearchLib")
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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 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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self.script_state = JSON.encode({ isHelperEnabled = isHelperEnabled })
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end
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@ -57,37 +64,36 @@ function removeAndExtraAction()
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local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat")
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local rotation = mat.getRotation()
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-- find empty action token slots
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-- check snap point states
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-- find empty action token slots by checking snap points
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local snaps = mat.getSnapPoints()
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-- get first empty slot
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local fullSlots = {}
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local positions = {}
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for _, snap in ipairs(snaps) do
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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 searchResult = searchLib.atPosition(positions[#positions], "isUniversalToken")
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table.insert(fullSlots, #searchResult > 0)
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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 emptyPos = position -- default to card position
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for i, 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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local snapPos = mat.positionToWorld(snap.position)
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local searchResult = searchLib.atPosition(snapPos, "isUniversalToken")
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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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for i = 2, 6 do -- look at all 5 slots above investigator card
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if fullSlots[i] ~= true then
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callback = function(spawned) spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" }) spawned.addTag("Temporary") end
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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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callback = function(spawned)
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spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" })
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spawned.addTag("Temporary")
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end
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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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tokenManager.spawnToken(emptyPos + Vector(0, 0.7, 0), "universalActionAbility", rotation, callback)
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end
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function elderSignAbility()
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blessCurseManagerApi.addToken("Bless")
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blessCurseManagerApi.addToken("Curse")
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updated = false
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Wait.frames(maybeUpdateButtonState, 2)
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end
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-- count tokens in the bag and show appropriate buttons
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@ -97,37 +103,39 @@ function maybeUpdateButtonState()
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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.ElderSign = true
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end
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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.ElderSign = true
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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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end
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state.ElderSign = true
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setUiState(state)
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updated = true
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end
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function setUiState(params)
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for _, tokenName in ipairs({ "Bless", "Curse", "Action", "ElderSign" }) do
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if params[tokenName] then
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self.UI.show(tokenName)
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self.UI.hide("inactive" .. tokenName)
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for buttonId, state in pairs(params) do
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if state then
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self.UI.setAttribute(buttonId, "color", xmlData[buttonId].color)
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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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self.UI.show("inactive" .. tokenName)
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self.UI.hide(tokenName)
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self.UI.setAttribute(buttonId, "color", "#353535E6")
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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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function errorMessage(_, _, triggeringButton)
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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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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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@ -314,7 +314,7 @@ function doUpkeep(_, clickedByColor, isRightClick)
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local rot = self.getRotation()
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for _, obj in ipairs(searchAroundSelf()) do
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if obj.hasTag("Temporary") == true then
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discardListOfObjects({obj})
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discardListOfObjects({ obj })
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elseif obj.hasTag("UniversalToken") == true and obj.is_face_down then
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obj.flip()
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elseif obj.type == "Card" and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then
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@ -389,35 +389,29 @@ function doUpkeep(_, clickedByColor, isRightClick)
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local handCards = Player[playerColor].getHandObjects()
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local cardsToDiscard = {}
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for i = 1, #handCards do
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local md = JSON.decode(handCards[i].getGMNotes())
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for _, card in ipairs(handCards) do
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local md = JSON.decode(card.getGMNotes())
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if md ~= nil and (not md.weakness and not md.hidden and md.type ~= "Enemy") then
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table.insert(cardsToDiscard, handCards[i])
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table.insert(cardsToDiscard, card)
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end
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end
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-- perform discarding 1 by 1
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local pos = returnGlobalDiscardPosition()
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local count = #cardsToDiscard
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for i = count, 1, -1 do
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Wait.time(function() deckLib.placeOrMergeIntoDeck(cardsToDiscard[i], pos, rot) end,
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(count - i + 1) * 0.1)
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end
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deckLib.placeOrMergeIntoDeck(cardsToDiscard, pos, self.getRotation())
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-- add some time if there are any cards to discard, if not, draw up to 5 immediately
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local k = 0
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if count > 0 then
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k = 0.5 + (count * 0.1)
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end
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-- draw up to 5 cards
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local cardsToDraw = 5 - #handCards + #cardsToDiscard
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if cardsToDraw > 0 then
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printToColor("Discarding " .. #cardsToDiscard .. " and drawing " .. cardsToDraw .. " card(s). (Patrice)", messageColor)
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Wait.time(function()
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local handSize = #Player[playerColor].getHandObjects()
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if handSize < 5 then
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local cardsToDraw = 5 - handSize
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printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor)
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drawCardsWithReshuffle(cardsToDraw)
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-- add some time if there are any cards to discard
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local k = 0
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if #cardsToDiscard > 0 then
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k = 0.8 + (#cardsToDiscard * 0.1)
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end
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end, k)
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Wait.time(function() drawCardsWithReshuffle(cardsToDraw) end, k)
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end
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end
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elseif forcedLearning then
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printToColor("Drawing 2 cards, discard 1 (Forced Learning)", messageColor)
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@ -2,23 +2,33 @@ do
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local DeckLib = {}
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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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---@param obj tts__Object Object to move
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-- places a card/deck at a position or merges into an existing deck below
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---@param objOrTable tts__Object|table Object or table of objects to move
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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 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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if obj == nil or pos == nil then return end
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DeckLib.placeOrMergeIntoDeck = function(objOrTable, pos, rot, below)
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if objOrTable == nil or pos == nil then return end
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-- handle 'objOrTable' parameter
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local objects = {}
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if type(objOrTable) == "table" then
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objects = objOrTable
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else
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table.insert(objects, objOrTable)
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end
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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 targetObj
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-- get new position
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local offset = 0.5
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local newPos = Vector(pos) + Vector(0, offset, 0)
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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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newPos = Vector(pos):setAt("y", bounds.center.y - bounds.size.y / 2)
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else
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@ -26,25 +36,39 @@ do
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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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obj.use_hands = false
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-- process objects in reverse order
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for i = #objects, 1, -1 do
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local obj = objects[i]
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-- add a 0.1 delay for each object (for animation purposes)
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Wait.time(function()
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-- allow moving smoothly out of hand and temporarily lock it
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obj.setLock(true)
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obj.use_hands = false
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if rot then
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obj.setRotationSmooth(rot, false, true)
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if rot then
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obj.setRotationSmooth(rot, false, true)
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end
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obj.setPositionSmooth(newPos, false, true)
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-- wait for object to finish movement (or 2 seconds)
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Wait.condition(
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function()
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-- revert toggles
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obj.setLock(false)
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obj.use_hands = true
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-- use putObject to avoid a TTS bug that merges unrelated cards that are not resting
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if #searchResult == 1 and targetObj ~= obj and not targetObj.isDestroyed() and not obj.isDestroyed() then
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targetObj = targetObj.putObject(obj)
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else
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targetObj = obj
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end
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end,
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-- check state of the object (make sure it's not moving)
|
||||
function() return obj.isDestroyed() or not obj.isSmoothMoving() end,
|
||||
2)
|
||||
end, (#objects- i) * 0.1)
|
||||
end
|
||||
obj.setPositionSmooth(newPos, false, true)
|
||||
|
||||
-- continue if the card stops smooth moving
|
||||
Wait.condition(
|
||||
function()
|
||||
obj.use_hands = true
|
||||
-- this avoids a TTS bug that merges unrelated cards that are not resting
|
||||
if #searchResult == 1 and searchResult[1] ~= obj and searchResult[1] ~= nil then
|
||||
-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
|
||||
pcall(function() searchResult[1].putObject(obj) end)
|
||||
end
|
||||
end,
|
||||
function() return not obj.isSmoothMoving() end, 3)
|
||||
end
|
||||
|
||||
return DeckLib
|
||||
|
@ -4,14 +4,6 @@
|
||||
fontSize="200"
|
||||
iconWidth="300"
|
||||
iconAlignment="Right"/>
|
||||
<Button class="inactive"
|
||||
onClick="errorMessage"
|
||||
color="#353535E6"
|
||||
textColor="#A0A0A0"/>
|
||||
<Button class="active"
|
||||
onClick="addTokenToBag"
|
||||
textColor="white"
|
||||
active="false"/>
|
||||
<TableLayout position="0 188 -22"
|
||||
rotation="0 0 90"
|
||||
height="1800"
|
||||
@ -21,74 +13,30 @@
|
||||
cellBackgroundColor="rgba(1,1,1,0)"/>
|
||||
</Defaults>
|
||||
|
||||
<Panel id="Helper"
|
||||
active="false">
|
||||
<TableLayout>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Bless"
|
||||
icon="token-bless"
|
||||
color="#9D702CE6"
|
||||
class="active"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Curse"
|
||||
icon="token-curse"
|
||||
color="#633A84E6"
|
||||
class="active"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Action"
|
||||
text="Remove tokens"
|
||||
color="#6D202CE6"
|
||||
class="active"
|
||||
onClick="removeAndExtraAction"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="ElderSign"
|
||||
icon="token-eldersign"
|
||||
color="#50A8CEE6"
|
||||
class="active"
|
||||
onClick="elderSignAbility"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
</TableLayout>
|
||||
<TableLayout>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="inactiveBless"
|
||||
icon="token-bless"
|
||||
class="inactive"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="inactiveCurse"
|
||||
icon="token-curse"
|
||||
class="inactive"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="inactiveAction"
|
||||
text="Remove tokens"
|
||||
class="inactive"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="inactiveElderSign"
|
||||
text="Elder Sign"
|
||||
icon="token-eldersign"
|
||||
class="inactive"
|
||||
onClick="elderSignAbility"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
</TableLayout>
|
||||
</Panel>
|
||||
<TableLayout id="Helper"
|
||||
active="false">
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Bless"
|
||||
icon="token-bless"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Curse"
|
||||
icon="token-curse"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="Action"
|
||||
text="Remove tokens"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
<Row>
|
||||
<Cell>
|
||||
<Button id="ElderSign"
|
||||
icon="token-eldersign"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
</TableLayout>
|
||||
|
Loading…
Reference in New Issue
Block a user