Merge branch 'argonui:main' into entrox-main

This commit is contained in:
Entrox-Licher 2023-06-14 17:33:12 -04:00 committed by GitHub
commit f562f441cf
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41 changed files with 2575 additions and 3136 deletions

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"MeasureMovement": false,
"Memo": "resource",
"Name": "Custom_Token",
"Nickname": "Resource",
"Snap": false,
"States": {
"2": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230067/741BC33D398801C4BC8368C345EAEF3BE2522823/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "00d19a",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "ammo",
"Name": "Custom_Token",
"Nickname": "Ammo",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"3": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230179/E3A30A2D661A12205D98D4D0E374591586C5C486/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "a5ce94",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "charge",
"Name": "Custom_Token",
"Nickname": "Charge",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"4": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230311/11AD08ED0D8BF5B237444DAD0AF4F8144297A485/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "7a4a9a",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "secret",
"Name": "Custom_Token",
"Nickname": "Secret",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"5": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230402/6486457CE96C04945473D4E079CBFFAF54C7EE1B/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "2b4628",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "supply",
"Name": "Custom_Token",
"Nickname": "Supply",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
}
},
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
}

View File

@ -14,11 +14,11 @@
"r": 0.15842
},
"ContainedObjects_order": [
"ClueDoom.a3fb6c",
"Damage.cd2a02",
"Horror.36be72",
"ClueDoom.a3fb6c",
"Path.7234af",
"Resource.00d19a",
"Resource.910e09",
"ResourceCounter.498ec0"
],
"ContainedObjects_path": "TokenSource.124381",

View File

@ -46,8 +46,8 @@
"posX": 78.661,
"posY": 2.398,
"posZ": -1.064,
"rotX": 8,
"rotY": 90,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.25,
"scaleY": 1,

View File

@ -1,58 +0,0 @@
{
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 5,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "00d19a",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "resource",
"Name": "Custom_Token",
"Nickname": "Resource",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 78.848,
"posY": 2.273,
"posZ": -1.469,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
}

View File

@ -0,0 +1,292 @@
{
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 5,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "910e09",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "resource",
"Name": "Custom_Token",
"Nickname": "Resource",
"Snap": false,
"States": {
"2": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230067/741BC33D398801C4BC8368C345EAEF3BE2522823/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "00d19a",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "ammo",
"Name": "Custom_Token",
"Nickname": "Ammo",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"3": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230179/E3A30A2D661A12205D98D4D0E374591586C5C486/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "a5ce94",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "charge",
"Name": "Custom_Token",
"Nickname": "Charge",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"4": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230311/11AD08ED0D8BF5B237444DAD0AF4F8144297A485/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "7a4a9a",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "secret",
"Name": "Custom_Token",
"Nickname": "Secret",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
},
"5": {
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 10,
"Stackable": true,
"StandUp": false,
"Thickness": 0.3
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/2028355744161230402/6486457CE96C04945473D4E079CBFFAF54C7EE1B/",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "2b4628",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "",
"LuaScriptState": "",
"MeasureMovement": false,
"Memo": "supply",
"Name": "Custom_Token",
"Nickname": "Supply",
"Snap": false,
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
}
},
"Sticky": true,
"Tooltip": true,
"Transform": {
"posX": 44,
"posY": 1.5,
"posZ": 8,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.17,
"scaleY": 0.17,
"scaleZ": 0.17
},
"Value": 0,
"XmlUI": ""
}

View File

@ -20,7 +20,6 @@ inputParameters.tab = 2
-- variables with save function
local tokenPrecedence = {}
local latestLoad = "XXX"
local percentage = false
-- variables without save function
@ -42,7 +41,6 @@ local TOKEN_NAMES = {
function onSave()
return JSON.encode({
tokenPrecedence = tokenPrecedence,
latestLoad = latestLoad,
percentage = percentage
})
end
@ -52,10 +50,12 @@ function onLoad(saveState)
if saveState ~= nil and saveState ~= "" then
local loadedData = JSON.decode(saveState)
tokenPrecedence = loadedData.tokenPrecedence
latestLoad = loadedData.latestLoad or "XXX"
percentage = loadedData.percentage
else
loadDefaultValues()
-- grab token metadata from mythos area
Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.2)
end
createButtonsAndInputs(true)
@ -63,7 +63,6 @@ function onLoad(saveState)
-- context menu items
self.addContextMenuItem("Load default values", function()
latestLoad = "XXX"
loadDefaultValues()
updateUI()
layout()
@ -90,9 +89,6 @@ function onLoad(saveState)
"Yellow")
layout()
end)
-- grab token metadata from mythos area
Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.2)
end
-- delete temporary tokens when destroyed
@ -383,11 +379,6 @@ function onTokenDataChanged(parameters)
local currentScenario = parameters.currentScenario or ""
local useFrontData = parameters.useFrontData
-- only update if this data is new
local info = currentScenario .. tostring(useFrontData)
if latestLoad == info then return end
latestLoad = info
-- update token precedence
for key, table in pairs(tokenData) do
local modifier = table.modifier

View File

@ -199,7 +199,7 @@ do
local altArt = { front = "normal", back = "normal" }
-- translating front ID
if altFrontId > 90000 and altFrontId < 90006 then
if altFrontId > 90000 and altFrontId < 90038 then
altArt.front = "parallel"
elseif altFrontId > 01500 and altFrontId < 01506 then
altArt.front = "revised"
@ -208,7 +208,7 @@ do
end
-- translating back ID
if altBackId > 90000 and altBackId < 90006 then
if altBackId > 90000 and altBackId < 90038 then
altArt.back = "parallel"
elseif altBackId > 01500 and altBackId < 01506 then
altArt.back = "revised"

View File

@ -6,44 +6,8 @@ local playAreaApi = require("core/PlayAreaApi")
local arkhamDb = require("arkhamdb/ArkhamDb")
local zones = require("playermat/Zones")
local DEBUG = false
local ALL_CARDS_GUID = "15bb07"
local customizationRowsWithFields = { }
-- inputMap maps from (our 1-indexes) customization row index to inputValue table index
-- The Raven Quill
customizationRowsWithFields["09042"] = {}
customizationRowsWithFields["09042"].inputCount = 2
customizationRowsWithFields["09042"].inputMap = {}
customizationRowsWithFields["09042"].inputMap[1] = 1
customizationRowsWithFields["09042"].inputMap[5] = 2
-- Friends in Low Places
customizationRowsWithFields["09060"] = {}
customizationRowsWithFields["09060"].inputCount = 2
customizationRowsWithFields["09060"].inputMap = {}
customizationRowsWithFields["09060"].inputMap[1] = 1
customizationRowsWithFields["09060"].inputMap[3] = 2
-- Living Ink
customizationRowsWithFields["09079"] = {}
customizationRowsWithFields["09079"].inputCount = 3
customizationRowsWithFields["09079"].inputMap = {}
customizationRowsWithFields["09079"].inputMap[1] = 1
customizationRowsWithFields["09079"].inputMap[5] = 2
customizationRowsWithFields["09079"].inputMap[6] = 3
-- Summoned Servitor
customizationRowsWithFields["09080"] = {}
customizationRowsWithFields["09080"].inputCount = 1
customizationRowsWithFields["09080"].inputMap = {}
customizationRowsWithFields["09080"].inputMap[6] = 1
-- Grizzled
customizationRowsWithFields["09101"] = {}
customizationRowsWithFields["09101"].inputCount = 3
customizationRowsWithFields["09101"].inputMap = {}
customizationRowsWithFields["09101"].inputMap[1] = 1
customizationRowsWithFields["09101"].inputMap[2] = 2
customizationRowsWithFields["09101"].inputMap[3] = 3
function onLoad(script_state)
initializeUi(JSON.decode(script_state))
math.randomseed(os.time())
@ -142,6 +106,8 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
if (zone == "SetAside4") then
-- SetAside4 is reserved for customization cards, and we want them spread on the table
-- so their checkboxes are visible
-- TO-DO: take into account that spreading will make multiple rows
-- (this is affected by the user's local settings!)
if (playerColor == "White") then
deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
elseif (playerColor == "Green") then
@ -197,7 +163,7 @@ function deckSpawned(deck, playerColor)
end
end
-- Conver the Raven Quill's selections from card IDs to card names. This could be more elegant
-- Converts the Raven Quill's selections from card IDs to card names. This could be more elegant
-- but the inputs are very static so we're using some brute force.
---@param selectionString String provided by ArkhamDB, indicates the customization selections
-- Should be either a single card ID or two separated by a ^ (e.g. XXXXX^YYYYY)
@ -209,10 +175,17 @@ function convertRavenQuillSelections(selectionString)
end
end
-- Converts Grizzled's selections from a single string with "^".
---@param selectionString String provided by ArkhamDB, indicates the customization selections
-- Should be two Traits separated by a ^ (e.g. XXXXX^YYYYY)
function convertGrizzledSelections(selectionString)
return selectionString:gsub("%^", ", ")
end
-- Returns the simple name of a card given its ID. This will find the card and strip any trailing
-- SCED-specific suffixes such as (Taboo) or (Level)
function getCardName(cardId)
local allCardsBag = getObjectFromGUID("15bb07")
local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
local card = allCardsBag.call("getCardById", { id = cardId })
if (card ~= nil) then
local name = card.data.Nickname
@ -360,65 +333,60 @@ function handleCustomizableUpgrades(cardList, customizations)
if card.metadata.type == "UpgradeSheet" then
local baseId = string.sub(card.metadata.id, 1, 5)
local upgrades = customizations["cus_" .. baseId]
log(upgrades)
log(baseId)
if upgrades ~= nil then
-- initialize tables
-- markedBoxes: contains the amount of markedBoxes (left to right) per row (starting at row 1)
-- inputValues: contains the amount of inputValues per row (starting at row 0)
local markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
local inputValues = {}
local selectedUpgrades = { }
local index_xp = {}
-- get the index and xp values (looks like this: X|X,X|X, ..)
-- input string from ArkhamDB is split by ","
for str in string.gmatch(customizations["cus_" .. baseId], "([^,]+)") do
table.insert(index_xp, str)
end
-- split each pair and assign it to the proper position in markedBoxes
if (customizationRowsWithFields[baseId] ~= nil) then
for i = 1, customizationRowsWithFields[baseId].inputCount do
table.insert(inputValues, "")
end
end
for key, value in pairs(inputValues) do
log("Key " .. key.." Value " .. value)
end
local inputCount = 0
for _, entry in ipairs(index_xp) do
-- counter increments from 1 to 3 and indicates the part of the string we are on
-- usually: 1 = row, 2 = amount of check boxes, 3 = entry in inputfield
local counter = 0
local index = 0
local row = 0
-- if found number is 0, then only get inputvalue
for str in string.gmatch(entry, "([^|]+)") do
-- parsing the string for each row
for str in entry:gmatch("([^|]+)") do
counter = counter + 1
if counter == 1 then
index = tonumber(str) + 1
row = tonumber(str) + 1
elseif counter == 2 then
markedBoxes[index] = tonumber(str)
if selectedUpgrades[row] == nil then
selectedUpgrades[row] = { }
end
selectedUpgrades[row].xp = tonumber(str)
elseif counter == 3 and str ~= "" then
if (baseId == "09042") then
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
elseif customizationRowsWithFields[baseId] ~= nil then
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
log(str)
if baseId == "09042" then
selectedUpgrades[row].text = convertRavenQuillSelections(str)
elseif baseId == "09101" then
selectedUpgrades[row].text = convertGrizzledSelections(str)
elseif baseId == "09079" then -- Living Ink skill selection
-- All skills, regardless of row, are placed in upgrade slot 1 as a comma-delimited
-- list
if selectedUpgrades[1].text == nil then
selectedUpgrades[1].text = str
else
selectedUpgrades[1].text = selectedUpgrades[1].text .. "," .. str
end
else
selectedUpgrades[row].text = str
end
end
end
end
-- remove first entry in markedBoxes if row 0 has textbox
if customizationRowsWithFields[baseId] ~= nil and customizationRowsWithFields[baseId].inputCount > 0 then
if (baseId == "09080" and markedBoxes[6] == 2 and inputValues[customizationRowsWithFields[baseId].inputMap[6]] == "") then
inputValues[customizationRowsWithFields[baseId].inputMap[6]] = "0"
else
table.remove(markedBoxes, 1)
end
end
-- write the loaded values to the save_data of the sheets
card.data["LuaScriptState"] = JSON.encode({ markedBoxes, inputValues })
card.data["LuaScriptState"] = JSON.encode({ selections = selectedUpgrades })
end
end
end
@ -440,7 +408,3 @@ function loadAltArt(card, loadAltInvestigator)
card.setState(#states)
end
end
function log(message)
if DEBUG then print(message) end
end

View File

@ -122,6 +122,7 @@ function onLoad(savedData)
if obj ~= nil then obj.interactable = false end
end
resetChaosTokenStatTracker()
getModVersion()
math.randomseed(os.time())
end
@ -353,42 +354,67 @@ end
-- Left-click: print stats, Right-click: reset stats
function handleStatTrackerClick(_, _, isRightClick)
if isRightClick then
for key, _ in pairs(tokenDrawingStats) do
tokenDrawingStats[key] = {}
end
resetChaosTokenStatTracker()
else
local squidKing = "Nobody"
local maxSquid = 0
local playerColor, playerName
for key, personalStats in pairs(tokenDrawingStats) do
if personalStats ~= {} then
if key == "Overall" then
playerColor = "White"
playerName = "Overall"
else
playerColor = playmatApi.getPlayerColor(MAT_GUID_TO_COLOR[key])
playerName = Player[playerColor].steam_name or playerColor
local foundAnyStats = false
local playerSquidCount = personalStats["Auto-fail"] or 0
if playerSquidCount > maxSquid then
squidKing = playerName
maxSquid = playerSquidCount
end
for key, personalStats in pairs(tokenDrawingStats) do
local playerColor, playerName
if key == "Overall" then
playerColor = "White"
playerName = "Overall"
else
playerColor = playmatApi.getPlayerColor(MAT_GUID_TO_COLOR[key])
playerName = Player[playerColor].steam_name or playerColor
local playerSquidCount = personalStats["Auto-fail"]
if playerSquidCount > maxSquid then
squidKing = playerName
maxSquid = playerSquidCount
end
end
-- get the total count of drawn tokens for the player
local totalCount = 0
for tokenName, value in pairs(personalStats) do
totalCount = totalCount + value
end
-- only print the personal stats if any tokens were drawn
if totalCount > 0 then
foundAnyStats = true
printToAll("------------------------------")
printToAll(playerName .. " Stats", playerColor)
for tokenName, value in pairs(personalStats) do
if value then
if value ~= 0 then
printToAll(tokenName .. ': ' .. tostring(value))
end
end
printToAll('Total: ' .. tostring(totalCount))
end
end
printToAll("------------------------------")
printToAll(squidKing .. " is an auto-fail magnet.", {255, 0, 0})
-- detect if any player drew tokens
if foundAnyStats then
printToAll("------------------------------")
printToAll(squidKing .. " is an auto-fail magnet.", {255, 0, 0})
else
printToAll("No tokens have been drawn yet.", "Yellow")
end
end
end
-- resets the count for each token to 0
function resetChaosTokenStatTracker()
for key, _ in pairs(tokenDrawingStats) do
tokenDrawingStats[key] = {}
for _, token in pairs(ID_URL_MAP) do
tokenDrawingStats[key][token.name] = 0
end
end
end

View File

@ -43,37 +43,28 @@ end
-- TTS event handler. Handles scenario name event triggering and encounter card token resets.
function onCollisionEnter(collisionInfo)
if not collisionEnabled then
return
end
if not collisionEnabled then return end
local object = collisionInfo.collision_object
if object.getName() == "Scenario" then
local updateNeeded = false
local description = object.getDescription()
-- detect if orientation of scenario card changed (flipped to other side)
if object.is_face_down == useFrontData then
useFrontData = not useFrontData
updateNeeded = true
end
-- detect if another scenario card is placed down
-- detect if a new scenario card is placed down
if currentScenario ~= description then
currentScenario = description
updateNeeded = true
fireScenarioChangedEvent()
end
-- trigger update if a change was detected and push new data
if updateNeeded then
local metadata = JSON.decode(object.getGMNotes()) or {}
if not metadata["tokens"] then
tokenData = {}
return
end
tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
fireTokenDataChangedEvent()
local metadata = JSON.decode(object.getGMNotes()) or {}
if not metadata["tokens"] then
tokenData = {}
return
end
-- detect orientation of scenario card (for difficulty)
useFrontData = not object.is_face_down
tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
fireTokenDataChangedEvent()
end
local localPos = self.positionToLocal(object.getPosition())

View File

@ -107,6 +107,14 @@ do
}
}
-- stateIDs for the multi-stated resource tokens
local stateTable = {
["Ammo"] = 2,
["Charge"] = 3,
["Secret"] = 4,
["Supply"] = 5
}
-- Source for tokens
local TOKEN_SOURCE_GUID = "124381"
@ -148,7 +156,8 @@ do
---@param tokenCount Number How many tokens to spawn. For damage or horror this value will be set to the
-- spawned state object rather than spawning multiple tokens
---@param shiftDown Number An offset for the z-value of this group of tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown)
---@param stateID Number Index of the state to load for this token
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, stateID)
local optionPanel = Global.getTable("optionPanel")
if tokenType == "damage" or tokenType == "horror" then
@ -156,7 +165,7 @@ do
elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown)
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, stateID)
end
end
@ -187,7 +196,8 @@ do
-- Other types should use spawnCounterToken()
---@param tokenCount Number How many tokens to spawn
---@param shiftDown Number An offset for the z-value of this group of tokens
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown)
---@param stateID Number Index of the state to load for this token
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, stateID)
if tokenCount < 1 or tokenCount > 12 then
return
end
@ -219,8 +229,14 @@ do
return
end
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
local callback = nil
if tokenType == "resource" and stateID ~= nil then
callback = function(spawned) spawned.setState(stateID) end
end
for i = 1, tokenCount do
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation())
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
end
end
@ -325,38 +341,20 @@ do
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
internal.spawnTokensFromUses = function(card, extraUses)
local uses = internal.getUses(card)
if uses == nil then
return
end
local type = nil
local token = nil
local tokenCount = 0
-- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is
-- a single entry or an array. This is ugly and duplicated, but impossible to replicate the
-- multi-spawn vs. single spawn otherwise. TODO: Clean this up when 2.4.0 has been out long
-- enough that saved decks don't have old data
if uses.count != nil then
type = cardMetadata.uses.type
token = cardMetadata.uses.token
tokenCount = cardMetadata.uses.count
if uses == nil then return end
-- go through tokens to spawn
local type, token, tokenCount
for i, useInfo in ipairs(uses) do
type = useInfo.type
token = useInfo.token
tokenCount = (useInfo.count or 0)
+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
if extraUses ~= nil and extraUses[type] ~= nil then
tokenCount = tokenCount + extraUses[type]
end
--log("Spawning single use tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
TokenManager.spawnTokenGroup(card, token, tokenCount)
else
for i, useInfo in ipairs(uses) do
type = useInfo.type
token = useInfo.token
tokenCount = (useInfo.count or 0)
+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
if extraUses ~= nil and extraUses[type] ~= nil then
tokenCount = tokenCount + extraUses[type]
end
--log("Spawning use array tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8)
end
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8, stateTable[type])
end
tokenSpawnTracker.markTokensSpawned(card.getGUID())
end
@ -463,5 +461,4 @@ do
end
return TokenManager
end

View File

@ -1,19 +1,11 @@
-- Customizable Cards: Alchemical Distillation
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 40
-- static values
x_1 = -0.933
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.933
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
@ -28,154 +20,51 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 2, 4, 5 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.892,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.665,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.43,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.092,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.142,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.376,
count = 4,
}
},
[7] = {
checkboxes = {
posZ = 0.815,
count = 5,
}
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Custom Modifications
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 38
-- static values
x_1 = -0.935
x_offset = 0.0735
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.0735
-- z-values (lines on the sheet)
posZ = {
@ -26,154 +19,45 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 2, 2, 3, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.895,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.455,
count = 2,
}
},
[3] = {
checkboxes = {
posZ = -0.215,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = 0.115,
count = 3,
}
},
[5] = {
checkboxes = {
posZ = 0.453,
count = 3,
},
},
[6] = {
checkboxes = {
posZ = 0.794,
count = 4,
}
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Damning Testimony
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 40
-- static values
x_1 = -0.935
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
@ -26,154 +19,44 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 2, 2, 3, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
checkboxes = {
posZ = -0.925,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.475,
count = 2,
}
},
[3] = {
checkboxes = {
posZ = -0.25,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = -0.01,
count = 3,
}
},
[5] = {
checkboxes = {
posZ = 0.428,
count = 3,
},
},
[6] = {
checkboxes = {
posZ = 0.772,
count = 4,
}
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Empirical Hypothesis
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 37
-- static values
x_1 = -0.935
x_offset = 0.069
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.069
-- z-values (lines on the sheet)
posZ = {
@ -28,154 +21,56 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 2, 2, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
checkboxes = {
posZ = -0.905,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.7,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.505,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.3,
count = 1,
}
},
[5] = {
checkboxes = {
posZ = -0.09,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.3,
count = 2,
}
},
[7] = {
checkboxes = {
posZ = 0.592,
count = 3,
},
},
[8] = {
checkboxes = {
posZ = 0.888,
count = 4,
}
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,19 +1,12 @@
-- Customizable Cards: Friends in Low Places
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons and input boxes
boxSize = 36
inputFontsize = 50
-- static values
x_1 = -0.935
x_offset = 0.0685
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.0685
-- z-values (lines on the sheet)
posZ = {
@ -28,156 +21,62 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 2, 2, 2, 2, 3, 3 }
inputBoxes = { 1, 1 }
inputWidth = { 640, 290 }
inputPos = { { 0.275, 0.25, -0.91 }, { 0.6295, 0.25, -0.44 } }
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
textField = {
position = { 0.275, 0.25, -0.91 },
width = 640
}
},
[2] = {
checkboxes = {
posZ = -0.725,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.44,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = -0.05,
count = 2,
},
textField = {
position = { 0.6295, 0.25, -0.44 },
width = 290
}
},
[5] = {
checkboxes = {
posZ = 0.25,
count = 2,
}
},
[6] = {
checkboxes = {
posZ = 0.545,
count = 2,
},
},
[7] = {
checkboxes = {
posZ = 0.75,
count = 3,
}
},
[8] = {
checkboxes = {
posZ = 0.95,
count = 3,
}
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,19 +1,12 @@
-- Customizable Cards: Grizzled
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons and input boxes
boxSize = 40
inputFontsize = 50
-- static values
x_1 = -0.933
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.933
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
@ -26,156 +19,53 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 2, 3, 4, 5 }
inputBoxes = { 1, 1, 1 }
inputWidth = { 600, 875, 875 }
inputPos = { { 0.3, 0.25, -0.91 }, { 0.005, 0.25, -0.58 }, { 0.005, 0.25, -0.32 } }
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
textField = {
position = { 0.3, 0.25, -0.91 },
width = 600
}
},
[2] = {
checkboxes = {
posZ = -0.71,
count = 1,
},
textField = {
position = { 0.005, 0.25, -0.58 },
width = 875
}
},
[3] = {
checkboxes = {
posZ = -0.458,
count = 2,
},
textField = {
position = { 0.005, 0.25, -0.32 },
width = 875
}
},
[4] = {
checkboxes = {
posZ = -0.205,
count = 3,
}
},
[5] = {
checkboxes = {
posZ = 0.362,
count = 4,
},
},
[6] = {
checkboxes = {
posZ = 0.82,
count = 5,
},
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Honed Instinct
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 38
-- static values
x_1 = -0.935
x_offset = 0.069
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.069
-- z-values (lines on the sheet)
posZ = {
@ -28,154 +21,57 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.905,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.705,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.5,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.29,
count = 1,
}
},
[5] = {
checkboxes = {
posZ = -0.09,
count = 1,
},
},
[6] = {
checkboxes = {
posZ = 0.12,
count = 2,
}
},
[7] = {
checkboxes = {
posZ = 0.325,
count = 3,
},
},
[8] = {
checkboxes = {
posZ = 0.62,
count = 5,
}
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Hunter's Armor
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 40
-- static values
x_1 = -0.933
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.933
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
@ -27,154 +20,50 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 2, 2, 2, 2, 3, 3 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
checkboxes = {
posZ = -0.892,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.560,
count = 2,
}
},
[3] = {
checkboxes = {
posZ = -0.220,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = -0.092,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.047,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.376,
count = 3,
}
},
[7] = {
checkboxes = {
posZ = 0.820,
count = 3,
},
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Hyperphysical Shotcaster
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 38
-- static values
x_1 = -0.935
x_offset = 0.069
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.069
-- z-values (lines on the sheet)
posZ = {
@ -27,154 +20,51 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 2, 2, 2, 2, 2, 4, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.9,
count = 2,
}
},
[2] = {
checkboxes = {
posZ = -0.615,
count = 2,
}
},
[3] = {
checkboxes = {
posZ = -0.237,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = 0.232,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.61,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.988,
count = 4,
}
},
[7] = {
checkboxes = {
posZ = 1.185,
count = 4,
},
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,265 +1,79 @@
-- Customizable Cards: Living Ink
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Size information for buttons
boxSize = 40
-- static values
x_1 = -0.935
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
-0.69,
-0.355,
0.0855,
0.425,
0.555,
0.685,
1.02
posZ = {
-0.69,
-0.355,
0.0855,
0.425,
0.555,
0.685,
1.02
}
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
inputBoxes = {}
-- Locations of the skill selectors
local SKILL_ICON_POSITIONS = {
willpower = { x = 0.085, z = -0.88},
intellect = { x = -0.183, z = -0.88},
combat = { x = -0.473, z = -0.88},
agility = { x = -0.74, z = -0.88},
SKILL_ICON_POSITIONS = {
willpower = { x = 0.085, z = -0.88 },
intellect = { x = -0.183, z = -0.88 },
combat = { x = -0.473, z = -0.88 },
agility = { x = -0.74, z = -0.88 },
}
local selectedSkills = {
willpower = false,
intellect = false,
combat = false,
agility = false
customizations = {
[1] = { }, -- Empty placeholder for skill selection row, handled by custom skill display
[2] = {
checkboxes = {
posZ = -0.69,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.355,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = 0.0855,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.425,
count = 2,
}
},
[6] = {
checkboxes = {
posZ = 0.555,
count = 3,
},
},
[7] = {
checkboxes = {
posZ = 0.685,
count = 3,
}
},
[8] = {
checkboxes = {
posZ = 1.02,
count = 3,
},
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave()
local skillArray = { }
for skill, isSelected in pairs(selectedSkills) do
if (isSelected) then
table.insert(skillArray, skill)
end
end
return JSON.encode({ markedBoxes, skillArray })
end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
log(loaded_data[2])
for _, skill in ipairs(loaded_data[2]) do
if (skill ~= "") then
log("Skill from load "..skill)
selectedSkills[skill] = true
end
end
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
local selectedSkills = {
willpower = false,
intellect = false,
combat = false,
agility = false
}
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() updateScale(1) end)
self.addContextMenuItem("Scale: double", function() updateScale(2) end)
self.addContextMenuItem("Scale: triple", function() updateScale(3) end)
updateSkillDisplay()
end
function updateScale(scale)
self.setScale({ scale, 1, scale })
updateSkillDisplay()
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
updateSkillDisplay()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
function click_willpower()
selectedSkills.willpower = not selectedSkills.willpower
updateSkillDisplay()
end
function click_intellect()
selectedSkills.intellect = not selectedSkills.intellect
updateSkillDisplay()
end
function click_combat()
selectedSkills.combat = not selectedSkills.combat
updateSkillDisplay()
end
function click_agility()
selectedSkills.agility = not selectedSkills.agility
updateSkillDisplay()
end
function createButtonsAndBoxes()
self.clearButtons()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
makeSkillSelectionButtons()
end
-- Creates the invisible buttons overlaying the skill icons
function makeSkillSelectionButtons()
local buttonPositions = { x = -1 * SKILL_ICON_POSITIONS.willpower.x, y = 0.2, z = SKILL_ICON_POSITIONS.willpower.z }
local buttonData = {
click_function = "click_willpower",
function_owner = self,
position = buttonPositions,
height = 130,
width = 130,
scale = { 1, 1, 1 },
color = { 0, 0, 0, 0 },
}
self.createButton(buttonData)
buttonData.click_function = "click_intellect"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.intellect.x
buttonData.position = buttonPositions
self.createButton(buttonData)
buttonData.click_function = "click_combat"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.combat.x
buttonData.position = buttonPositions
self.createButton(buttonData)
buttonData.click_function = "click_agility"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.agility.x
buttonData.position = buttonPositions
self.createButton(buttonData)
end
-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
-- vectors set, have to refresh all 4 at once
function updateSkillDisplay()
local circles = { }
for skill, isSelected in pairs(selectedSkills) do
if isSelected then
local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
if circle ~= nil then
table.insert(circles, circle)
end
end
end
self.setVectorLines(circles)
end
function getCircleVector(center)
local diameter = Vector(0, 0, 0.1)
local pointOfOrigin = Vector(center.x, 0.3, center.z)
-- Declare Results vectors
local vec = Vector(0, 0, 0)
local vecList = {}
local arcStep = 5
for i = 0, 360, arcStep do
diameter:rotateOver('y', arcStep)
vec = pointOfOrigin + diameter
vec.y = pointOfOrigin.y
table.insert(vecList, vec)
end
return {
points = vecList,
color = {0.597, 0.195, 0.796},
thickness = 0.02,
}
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Makeshift Trap
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 39
-- static values
x_1 = -0.935
x_offset = 0.0735
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.0735
-- z-values (lines on the sheet)
posZ = {
@ -27,154 +20,51 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.889,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.655,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.325,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = -0.085,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.252,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.585,
count = 3,
}
},
[7] = {
checkboxes = {
posZ = 0.927,
count = 4,
},
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Pocket Multi Tool
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 40
-- static values
x_1 = -0.933
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.933
xOffset = 0.075
-- z-values (lines on the sheet)
posZ = {
@ -27,154 +20,50 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
customizations = {
[1] = {
checkboxes = {
posZ = -0.892,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.560,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.326,
count = 2,
}
},
[4] = {
checkboxes = {
posZ = -0.092,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = 0.142,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.376,
count = 3,
}
},
[7] = {
checkboxes = {
posZ = 0.610,
count = 4,
},
},
}
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Power Word
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 38
-- static values
x_1 = -0.933
x_offset = 0.069
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.933
xOffset = 0.069
-- z-values (lines on the sheet)
posZ = {
@ -28,154 +21,57 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 2, 3, 3, 3 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.905,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.6,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.32,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.02,
count = 1,
}
},
[5] = {
checkboxes = {
posZ = 0.28,
count = 2,
},
},
[6] = {
checkboxes = {
posZ = 0.48,
count = 3,
}
},
[7] = {
checkboxes = {
posZ = 0.775,
count = 3,
},
},
[8] = {
checkboxes = {
posZ = 0.975,
count = 3,
},
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,18 +1,11 @@
-- Customizable Cards: Runic Axe
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 38
-- static values
x_1 = -0.935
x_offset = 0.0705
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.0705
-- z-values (lines on the sheet)
posZ = {
@ -28,154 +21,57 @@ posZ = {
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 1, 3, 3, 4 }
inputBoxes = {}
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
customizations = {
[1] = {
checkboxes = {
posZ = -0.92,
count = 1,
}
},
[2] = {
checkboxes = {
posZ = -0.715,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.415,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.018,
count = 1,
}
},
[5] = {
checkboxes = {
posZ = 0.265,
count = 1,
},
},
[6] = {
checkboxes = {
posZ = 0.66,
count = 3,
}
},
[7] = {
checkboxes = {
posZ = 0.86,
count = 3,
},
},
[8] = {
checkboxes = {
posZ = 1.065,
count = 4,
},
},
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

View File

@ -1,276 +1,89 @@
-- Customizable Cards: Summoned Servitor
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons
boxSize = 35
-- static values
x_1 = -0.935
x_offset = 0.068
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.068
-- z-values (lines on the sheet)
posZ = {
-0.92,
-0.625,
-0.33,
0.055,
0.26,
0.56,
0.765,
1.06
posZ = {
-0.92,
-0.625,
-0.33,
0.055,
0.26,
0.56,
0.765,
1.06
}
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
inputBoxes = {}
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
inputBoxes = {}
-- Locations of the slot selectors
local SLOT_ICON_POSITIONS = {
arcane = { x = 0.160, z = 0.65},
ally = { x = -0.073, z = 0.65}
SLOT_ICON_POSITIONS = {
arcane = { x = 0.160, z = 0.65 },
ally = { x = -0.073, z = 0.65 }
}
-- These match with ArkhamDB's way of storing the data in the dropdown menu
local slotIndices = {arcane = "1", ally = "0", none = ""}
SLOT_INDICES = { arcane = "1", ally = "0", none = "" }
--selectedSlot = SLOT_INDICES.none
local selectedSlot = slotIndices.none
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, {selectedSlot} }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
selectedSlot = loaded_data[2][1]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
selectedSlot = ""
end
makeData()
createButtonsAndBoxes()
updateSlotDisplay()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
updateSlotDisplay()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
makeSlotSelectionButtons()
end
-- Creates the invisible buttons overlaying the slot words
function makeSlotSelectionButtons()
local buttonPositions = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z }
local buttonData = {
click_function = "click_arcane",
function_owner = self,
position = buttonPositions,
height = 130,
width = 130,
scale = { 1, 1, 1 },
color = { 0, 0, 0, 0 },
customizations = {
[1] = {
checkboxes = {
posZ = -0.92,
count = 1,
}
self.createButton(buttonData)
buttonData.click_function = "click_ally"
buttonPositions.x = -1 * SLOT_ICON_POSITIONS.ally.x
buttonData.position = buttonPositions
self.createButton(buttonData)
end
function click_arcane()
if selectedSlot == slotIndices.arcane then
selectedSlot = slotIndices.none
else
selectedSlot = slotIndices.arcane
end
updateSlotDisplay()
end
function click_ally()
if selectedSlot == slotIndices.ally then
selectedSlot = slotIndices.none
else
selectedSlot = slotIndices.ally
end
updateSlotDisplay()
end
-- Refresh the vector circles indicating a slot is selected.
function updateSlotDisplay()
local box = {}
local center = {}
center = SLOT_ICON_POSITIONS["arcane"]
local arcaneVecList = {
Vector(center.x + 0.12, 0.3, center.z + 0.05),
Vector(center.x - 0.12, 0.3, center.z + 0.05),
Vector(center.x - 0.12, 0.3, center.z - 0.05),
Vector(center.x + 0.12, 0.3, center.z - 0.05),
Vector(center.x + 0.12, 0.3, center.z + 0.05),
},
[2] = {
checkboxes = {
posZ = -0.625,
count = 1,
}
center = SLOT_ICON_POSITIONS["ally"]
local allyVecList = {
Vector(center.x + 0.07, 0.3, center.z + 0.05),
Vector(center.x - 0.07, 0.3, center.z + 0.05),
Vector(center.x - 0.07, 0.3, center.z - 0.05),
Vector(center.x + 0.07, 0.3, center.z - 0.05),
Vector(center.x + 0.07, 0.3, center.z + 0.05),
},
[3] = {
checkboxes = {
posZ = -0.33,
count = 1,
}
local arcaneVecColor = {0.5, 0.5, 0.5, 0.75}
local allyVecColor = {0.5, 0.5, 0.5, 0.75}
if selectedSlot == slotIndices.arcane then
arcaneVecColor = {0.597, 0.195, 0.796}
elseif selectedSlot == slotIndices.ally then
allyVecColor = {0.597, 0.195, 0.796}
end
},
[4] = {
checkboxes = {
posZ = 0.055,
count = 1,
}
},
[5] = {
checkboxes = {
posZ = 0.26,
count = 1,
},
},
[6] = {
checkboxes = {
posZ = 0.56,
count = 2,
}
-- Row 6 includes the selection of Arcane/Ally slot, presented with buttons but stored
-- as a text field
},
[7] = {
checkboxes = {
posZ = 0.765,
count = 3,
},
},
[8] = {
checkboxes = {
posZ = 1.06,
count = 5,
},
},
}
self.setVectorLines({
{
points = arcaneVecList,
color = arcaneVecColor,
thickness = 0.02,
},
{
points = allyVecList,
color = allyVecColor,
thickness = 0.02,
},
})
end
require("playercards/customizable/UpgradeSheetLibrary")

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@ -1,183 +1,66 @@
-- Customizable Cards: The Raven Quill
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Color information for buttons and input boxes
boxSize = 37
boxSize = 37
inputFontsize = 38
-- static values
x_1 = -0.935
x_offset = 0.0705
y_visible = 0.25
y_invisible = -0.5
xInitial = -0.935
xOffset = 0.0705
-- z-values (lines on the sheet)
posZ = {
-0.72,
-0.52,
-0.305,
-0.105,
0.1,
0.4,
0.695
customizations = {
[1] = {
textField = {
position = { 0.5, 0.25, -0.905 },
width = 425
}
},
[2] = {
checkboxes = {
posZ = -0.72,
count = 1,
}
},
[3] = {
checkboxes = {
posZ = -0.52,
count = 1,
}
},
[4] = {
checkboxes = {
posZ = -0.305,
count = 2,
}
},
[5] = {
checkboxes = {
posZ = -0.105,
count = 2,
},
textField = {
position = { 0.125, 0.25, 0 },
width = 775
}
},
[6] = {
checkboxes = {
posZ = 0.1,
count = 2,
}
},
[7] = {
checkboxes = {
posZ = 0.4,
count = 3,
}
},
[8] = {
checkboxes = {
posZ = 0.695,
count = 4,
}
},
}
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
inputBoxes = { 1, 1 }
inputWidth = { 425, 775 }
inputPos = { { 0.5, 0.25, -0.905 }, { 0.125, 0.25, 0 } }
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
inputValues = loaded_data[2]
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
-- repeat this for each entry (= line) in inputBoxes
local totalCount = 0
for i = 1, #inputBoxes do
-- repeat this for each textbox per line
for j = 1, inputBoxes[i] do
totalCount = totalCount + 1
Data.textbox[totalCount] = {}
Data.textbox[totalCount].pos = inputPos[totalCount]
Data.textbox[totalCount].width = inputWidth[totalCount]
Data.textbox[totalCount].value = inputValues[totalCount]
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
-- updates saved value for given text box
function click_textbox(i, value, selected)
if selected == false then
inputValues[i] = value
end
end
function createButtonsAndBoxes()
self.clearButtons()
self.clearInputs()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
for i, box_data in ipairs(Data.textbox) do
local funcName = "textbox" .. i
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = box_data.pos,
scale = buttonScale,
width = box_data.width,
height = (inputFontsize * 1) + 24,
font_size = inputFontsize,
color = "White",
font_color = buttonFontColor,
value = box_data.value
})
end
end
require("playercards/customizable/UpgradeSheetLibrary")

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@ -0,0 +1,433 @@
-- Common code for handling customizable card upgrade sheets
-- Define UI elements in the base card file, then include this
-- UI element definition is an array of tables, each with this structure. A row may include
-- checkboxes (number defined by count), a text field, both, or neither (if the row has custom
-- handling, as Living Ink does)
-- {
-- checkboxes = {
-- posZ = -0.71,
-- count = 1,
-- },
-- textField = {
-- position = { 0.005, 0.25, -0.58 },
-- width = 875
-- }
-- }
-- Fields should also be defined for xInitial (left edge of the checkboxes) and xOffset (amount to
-- shift X from one box to the next) as well as boxSize (checkboxes) and inputFontSize.
--
-- selectedUpgrades holds the state of checkboxes and text input, each element being:
-- selectedUpgrades[row] = { xp = #, text = "" }
-- Y position for UI elements. Visibility of checkboxes moves the checkbox inside the card object
-- when not selected.
local Y_VISIBLE = 0.25
local Y_INVISIBLE = -0.5
-- Used for Summoned Servitor and Living Ink
local VECTOR_COLOR = {
unselected = { 0.5, 0.5, 0.5, 0.75 },
mystic = { 0.597, 0.195, 0.796 }
}
-- These match with ArkhamDB's way of storing the data in the dropdown menu
local SUMMONED_SERVITOR_SLOT_INDICES = { arcane = "1", ally = "0", none = "" }
local rowCheckboxFirstIndex = { }
local rowInputIndex = { }
local selectedUpgrades = { }
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave()
return JSON.encode({
selections = selectedUpgrades
})
end
-- Startup procedure
function onLoad(savedData)
if savedData ~= "" then
local loadedData = JSON.decode(savedData)
if loadedData.selections ~= nil then
selectedUpgrades = loadedData.selections
end
end
selfId = getSelfId()
maybeLoadLivingInkSkills()
createUi()
maybeUpdateLivingInkSkillDisplay()
maybeUpdateServitorSlotDisplay()
self.addContextMenuItem("Clear Selections", function() resetSelections() end)
self.addContextMenuItem("Scale: 1x", function() self.setScale({ 1, 1, 1 }) end)
self.addContextMenuItem("Scale: 2x", function() self.setScale({ 2, 1, 2 }) end)
self.addContextMenuItem("Scale: 3x", function() self.setScale({ 3, 1, 3 }) end)
end
-- Grabs the ID from the metadata for special functions (Living Ink, Summoned Servitor)
function getSelfId()
local metadata = JSON.decode(self.getGMNotes())
return metadata.id
end
function resetSelections()
selectedUpgrades = { }
updateDisplay()
end
function createUi()
if customizations == nil then
return
end
for i = 1, #customizations do
if customizations[i].checkboxes ~= nil then
createRowCheckboxes(i)
end
if customizations[i].textField ~= nil then
createRowTextField(i)
end
end
maybeMakeLivingInkSkillSelectionButtons()
maybeMakeServitorSlotSelectionButtons()
updateDisplay()
end
function createRowCheckboxes(rowIndex)
local checkboxes = customizations[rowIndex].checkboxes
rowCheckboxFirstIndex[rowIndex] = 0
local previousButtons = self.getButtons()
if previousButtons ~= nil then
rowCheckboxFirstIndex[rowIndex] = #previousButtons
end
for col = 1, checkboxes.count do
local funcName = "checkboxRow" .. rowIndex .. "Col" .. col
local func = function() clickCheckbox(rowIndex, col) end
self.setVar(funcName, func)
local checkboxPos = getCheckboxPosition(rowIndex, col)
self.createButton({
click_function = funcName,
function_owner = self,
position = checkboxPos,
height = boxSize * 10,
width = boxSize * 10,
font_size = 1000,
scale = { 0.1, 0.1, 0.1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
end
function getCheckboxPosition(row, col)
return {
x = xInitial + col * xOffset,
y = Y_VISIBLE,
z = customizations[row].checkboxes.posZ
}
end
function createRowTextField(rowIndex)
local textField = customizations[rowIndex].textField
rowInputIndex[rowIndex] = 0
local previousInputs = self.getInputs()
if previousInputs ~= nil then
rowInputIndex[rowIndex] = #previousInputs
end
local funcName = "textbox" .. rowIndex
local func = function(_, _, val, sel) clickTextbox(rowIndex, val, sel) end
self.setVar(funcName, func)
self.createInput({
input_function = funcName,
function_owner = self,
label = "Click to type",
alignment = 2,
position = textField.position,
scale = { 0.1, 0.1, 0.1 },
width = textField.width * 10,
height = inputFontsize * 10 + 75,
font_size = inputFontsize * 10.5,
color = "White",
value = ""
})
end
function updateDisplay()
for i = 1, #customizations do
updateRowDisplay(i)
end
maybeUpdateLivingInkSkillDisplay()
maybeUpdateServitorSlotDisplay()
end
function updateRowDisplay(rowIndex)
if customizations[rowIndex].checkboxes ~= nil then
updateCheckboxes(rowIndex)
end
if customizations[rowIndex].textField ~= nil then
updateTextField(rowIndex)
end
end
function updateCheckboxes(rowIndex)
local checkboxCount = customizations[rowIndex].checkboxes.count
local selected = 0
if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].xp ~= nil then
selected = selectedUpgrades[rowIndex].xp
end
local checkboxIndex = rowCheckboxFirstIndex[rowIndex]
for col = 1, checkboxCount do
local pos = getCheckboxPosition(rowIndex, col)
if col <= selected then
pos.y = Y_VISIBLE
else
pos.y = Y_INVISIBLE
end
self.editButton({
index = checkboxIndex,
position = pos
})
checkboxIndex = checkboxIndex + 1
end
end
function updateTextField(rowIndex)
local inputIndex = rowInputIndex[rowIndex]
if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].text ~= nil then
self.editInput({
index = inputIndex,
value = " " .. selectedUpgrades[rowIndex].text
})
end
end
function clickCheckbox(row, col, buttonIndex)
if selectedUpgrades[row] == nil then
selectedUpgrades[row] = { }
selectedUpgrades[row].xp = 0
end
if selectedUpgrades[row].xp == col then
selectedUpgrades[row].xp = col - 1
else
selectedUpgrades[row].xp = col
end
updateCheckboxes(row)
end
-- Updates saved value for given text box when it loses focus
function clickTextbox(rowIndex, value, selected)
if selected == false then
if selectedUpgrades[rowIndex] == nil then
selectedUpgrades[rowIndex] = { }
end
selectedUpgrades[rowIndex].text = value:gsub("^%s*(.-)%s*$", "%1")
-- Editing isn't actually done yet, and will block the update. Wait a frame so it's finished
Wait.frames(function() updateRowDisplay(rowIndex) end, 1)
end
end
---------------------------------------------------------
-- Living Ink related functions
---------------------------------------------------------
-- Builds the list of boolean skill selections from the Row 1 text field
function maybeLoadLivingInkSkills()
if selfId ~= "09079-c" then return end
selectedSkills = {
willpower = false,
intellect = false,
combat = false,
agility = false
}
if selectedUpgrades[1] ~= nil and selectedUpgrades[1].text ~= nil then
for skill in string.gmatch(selectedUpgrades[1].text, "([^,]+)") do
selectedSkills[skill] = true
end
end
end
function clickSkill(skillname)
selectedSkills[skillname] = not selectedSkills[skillname]
maybeUpdateLivingInkSkillDisplay()
updateSelectedLivingInkSkillText()
end
-- Creates the invisible buttons overlaying the skill icons
function maybeMakeLivingInkSkillSelectionButtons()
if selfId ~= "09079-c" then return end
local buttonData = {
function_owner = self,
position = { y = 0.2 },
height = 130,
width = 130,
color = { 0, 0, 0, 0 },
}
for skillname, _ in pairs(selectedSkills) do
local funcName = "clickSkill" .. skillname
self.setVar(funcName, function() clickSkill(skillname) end)
buttonData.click_function = funcName
buttonData.position.x = -1 * SKILL_ICON_POSITIONS[skillname].x
buttonData.position.z = SKILL_ICON_POSITIONS[skillname].z
self.createButton(buttonData)
end
end
-- Builds a comma-delimited string of skills and places it in the Row 1 text field
function updateSelectedLivingInkSkillText()
local skillString = ""
if selectedSkills.willpower then
skillString = skillString .. "willpower" .. ","
end
if selectedSkills.intellect then
skillString = skillString .. "intellect" .. ","
end
if selectedSkills.combat then
skillString = skillString .. "combat" .. ","
end
if selectedSkills.agility then
skillString = skillString .. "agility" .. ","
end
if selectedUpgrades[1] == nil then
selectedUpgrades[1] = { }
end
selectedUpgrades[1].text = skillString
end
-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
-- vectors set, have to refresh all 4 at once
function maybeUpdateLivingInkSkillDisplay()
if selfId ~= "09079-c" then return end
local circles = {}
for skill, isSelected in pairs(selectedSkills) do
if isSelected then
local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
if circle ~= nil then
table.insert(circles, circle)
end
end
end
self.setVectorLines(circles)
end
function getCircleVector(center)
local diameter = Vector(0, 0, 0.1)
local pointOfOrigin = Vector(center.x, Y_VISIBLE, center.z)
local vec
local vecList = {}
local arcStep = 5
for i = 0, 360, arcStep do
diameter:rotateOver('y', arcStep)
vec = pointOfOrigin + diameter
vec.y = pointOfOrigin.y
table.insert(vecList, vec)
end
return {
points = vecList,
color = VECTOR_COLOR.mystic,
thickness = 0.02,
}
end
---------------------------------------------------------
-- Summoned Servitor related functions
---------------------------------------------------------
-- Creates the invisible buttons overlaying the slot words
function maybeMakeServitorSlotSelectionButtons()
if selfId ~= "09080-c" then return end
local buttonData = {
click_function = "clickArcane",
function_owner = self,
position = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z },
height = 130,
width = 130,
color = { 0, 0, 0, 0 },
}
self.createButton(buttonData)
buttonData.click_function = "clickAlly"
buttonData.position.x = -1 * SLOT_ICON_POSITIONS.ally.x
self.createButton(buttonData)
end
-- toggles the clicked slot
function clickArcane()
if selectedUpgrades[6] == nil then
selectedUpgrades[6] = { }
end
if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
else
selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.arcane
end
maybeUpdateServitorSlotDisplay()
end
-- toggles the clicked slot
function clickAlly()
if selectedUpgrades[6] == nil then
selectedUpgrades[6] = { }
end
if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
else
selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.ally
end
maybeUpdateServitorSlotDisplay()
end
-- Refresh the vector circles indicating a slot is selected.
function maybeUpdateServitorSlotDisplay()
if selfId ~= "09080-c" then return end
local center = SLOT_ICON_POSITIONS["arcane"]
local arcaneVecList = {
Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
Vector(center.x - 0.12, Y_VISIBLE, center.z + 0.05),
Vector(center.x - 0.12, Y_VISIBLE, center.z - 0.05),
Vector(center.x + 0.12, Y_VISIBLE, center.z - 0.05),
Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
}
center = SLOT_ICON_POSITIONS["ally"]
local allyVecList = {
Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
Vector(center.x - 0.07, Y_VISIBLE, center.z + 0.05),
Vector(center.x - 0.07, Y_VISIBLE, center.z - 0.05),
Vector(center.x + 0.07, Y_VISIBLE, center.z - 0.05),
Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
}
local arcaneVecColor = VECTOR_COLOR.unselected
local allyVecColor = VECTOR_COLOR.unselected
if selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
arcaneVecColor = VECTOR_COLOR.mystic
elseif selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
allyVecColor = VECTOR_COLOR.mystic
end
self.setVectorLines({
{
points = arcaneVecList,
color = arcaneVecColor,
thickness = 0.02,
},
{
points = allyVecList,
color = allyVecColor,
thickness = 0.02,
}
})
end