This commit is contained in:
Adam Goldsmith 2021-11-16 23:41:43 -05:00
parent 84a7c2e845
commit bee1dfe804
600 changed files with 10608 additions and 95893 deletions

View File

@ -38,6 +38,8 @@ ComponentTags:
normalized: custom_memory_object
- displayed: AllCardsHotfix
normalized: allcardshotfix
- displayed: LinkedPhaseTracker
normalized: linkedphasetracker
CustomUIAssets:
- Name: refresh
URL: http://cloud-3.steamusercontent.com/ugc/1695031152736214852/EC3BBEF1A1788381A8F4C5ACB7FB27770CAF03C5/
@ -53,7 +55,11 @@ CustomUIAssets:
URL: http://cloud-3.steamusercontent.com/ugc/1782854877010107442/43BC029410751208A90AE7FDEBCB587A0E9403D7/
- Name: devourer
URL: http://cloud-3.steamusercontent.com/ugc/1782854877010106784/6E00433E3425D0A7C6121E0DDB6A79167BA78569/
Date: 10/14/2021 9:05:37 PM
- Name: OverlayLarge
URL: http://cloud-3.steamusercontent.com/ugc/1745699502804112656/A34D1F30E0DA0E283F300AE6D6B63F59FFC97730/
- Name: OverlaySmall
URL: http://cloud-3.steamusercontent.com/ugc/1745699502804112719/CFFC89BF9FB8439204EE19CF94180EC99450CD38/
Date: 11/6/2021 8:00:29 PM
DecalPallet:
- ImageURL: http://cloud-3.steamusercontent.com/ugc/1474319121424323663/BC5570ECF747F1B30224461B576E8B0FE7FA5F33/
Name: Achivement Checkmark
@ -213,7 +219,7 @@ Decals:
scaleX: 11.0497236
scaleY: 5.0
scaleZ: 5.0
EpochTime: 1634263537
EpochTime: 1636246829
GameComplexity: ''
GameMode: Arkham Horror LCG - Super Complete Edition
GameType: ''
@ -470,7 +476,6 @@ ObjectStates:
- !include 'unpacked/Custom_Model_Bag Bless tokens afa06b.yaml'
- !include 'unpacked/Custom_Model_Bag Curse tokens bd0253.yaml'
- !include 'unpacked/Custom_Tile 666973.yaml'
- !include 'unpacked/Custom_Tile 39a22e.yaml'
- !include 'unpacked/Custom_Model Custom Data Helper 2547b3.yaml'
- !include 'unpacked/Custom_Tile Whimsical''s Token Remover 0a5a29.yaml'
- !include 'unpacked/Custom_Token BlessCurse Token Manager 5933fb.yaml'
@ -486,7 +491,6 @@ ObjectStates:
- !include 'unpacked/Custom_Model Neutral 29fae0.yaml'
- !include 'unpacked/Deck Tarot Deck 77f1e5.yaml'
- !include 'unpacked/Bag Tarot Deck (Scripted) a230f9.yaml'
- !include 'unpacked/Custom_Model_Bag Touhou Project Investigators c5c294.yaml'
- !include 'unpacked/Custom_Model_Bag Fan-Made Accessories aa8b38.yaml'
- !include 'unpacked/Checker_white Configuration 03804b.yaml'
- !include 'unpacked/Checker_black UI Builder ddd2eb.yaml'
@ -495,12 +499,10 @@ ObjectStates:
- !include 'unpacked/Checker_white Zone Command ec5b5f.yaml'
- !include 'unpacked/Checker_white Proxy Investigator Command 80eac7.yaml'
- !include 'unpacked/Bag Deck Importer Reference Guide cb2ce4.yaml'
- !include 'unpacked/Custom_Tile White Hand Size Counter 7bf6c3.yaml'
- !include 'unpacked/Checker_black Command Manager a0b1de.yaml'
- !include 'unpacked/Checker_white Include Command f4b112.yaml'
- !include 'unpacked/Bag Metadata Helper d932ff.yaml'
- !include 'unpacked/3DText 8553dc.yaml'
- !include 'unpacked/Custom_Model_Bag Darkham Horror bc7fa7.yaml'
- !include 'unpacked/Custom_Model CoreNight of the Zealot 64a613.yaml'
- !include 'unpacked/Custom_Model The Dunwich Legacy 2898f6.yaml'
- !include 'unpacked/Custom_Model The Path to Carcosa aca04c.yaml'
@ -539,7 +541,13 @@ ObjectStates:
- !include 'unpacked/Custom_Model The Forgotten Age 03b888.yaml'
- !include 'unpacked/Custom_Model The Circle Undone 0dcbe8.yaml'
- !include 'unpacked/Custom_Model The Dream-Eaters a34f34.yaml'
- !include 'unpacked/Notecard Arkham SCE 2.0.0 - 10142021 Page 1 d3abc7.yaml'
- !include 'unpacked/ScriptingTrigger fe2ae4.yaml'
- !include 'unpacked/Custom_Model_Bag The Fall of the House of Usher b46db2.yaml'
- !include 'unpacked/Custom_Tile Phase Tracker d0c8fa.yaml'
- !include 'unpacked/Custom_Tile Navigation Overlay Tile 0ffbc5.yaml'
- !include 'unpacked/Bag Navigation Overlay InstructionsSetup a8affa.yaml'
- !include 'unpacked/Checker_red Draw Token Button Tooltip Renamer cc77a8.yaml'
- !include 'unpacked/Notecard Arkham SCE 2.0.1 - 1162021 Page 1 d3abc7.yaml'
PlayArea: 1.0
PlayerCounts:
- 0
@ -547,7 +555,7 @@ PlayerCounts:
PlayingTime:
- 0
- 0
SaveName: Arkham SCE - 2.0.0
SaveName: Arkham SCE - 2.0.1
Sky: Sky_Museum
SkyURL: https://i.imgur.com/GkQqaOF.jpg
SnapPoints:

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@ -0,0 +1,44 @@
Autoraise: true
Bag:
Order: 0
ColorDiffuse:
b: 0.0
g: 0.366520882
r: 0.7058823
ContainedObjects:
- !include 'Bag Navigation Overlay InstructionsSetup a8affa/Notecard Navigation Overlay
739ee5.yaml'
- !include 'Bag Navigation Overlay InstructionsSetup a8affa/Custom_Assetbundle cecc3e.yaml'
Description: ''
DragSelectable: true
GMNotes: ''
GUID: a8affa
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: ''
LuaScriptState: ''
MaterialIndex: -1
MeasureMovement: false
MeshIndex: -1
Name: Bag
Nickname: Navigation Overlay Instructions/Setup
Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 40.37
posY: 1.24
posZ: -6.65
rotX: 0.02
rotY: 180.0
rotZ: 0.08
scaleX: 1.0
scaleY: 1.0
scaleZ: 1.0
Value: 0
XmlUI: ''

View File

@ -0,0 +1,162 @@
--On-demand save function, remembers pitch and distance values
function updateSave()
saved_data = JSON.encode({pitch=pitch, distance=distance})
self.script_state = saved_data
end
--Startup, loading memory
function onload(saved_data)
--Loads the tracking for if the game has started yet
if saved_data ~= "" then
local loaded_data = JSON.decode(saved_data)
pitch = loaded_data.pitch
distance = loaded_data.distance
else
pitch = 45
distance = 30
end
createInputs()
createButtons()
end
--Activated by finishing writing in the input box, updates save info
function input_entered(inputString, stillEditing , typeIndex)
if stillEditing == false then
--Check to avoid empty input strings
if tonumber(inputString) == nil then inputString = 0 end
--Update save data
if typeIndex==0 then
pitch = inputString
else
distance = inputString
end
updateSave()
end
end
--Activated by button, the -5 -1 +1 +5 buttons
function click_modify(amount, typeIndex)
if typeIndex==0 then
pitch = pitch + amount
self.editInput({index=typeIndex, value=pitch})
else
distance = distance + amount
self.editInput({index=typeIndex, value=distance})
end
updateSave()
end
--Activated by button, uses the data to move the camera
function click_setCamera(_, color)
--Check if there is another object to use instead of self
local targetObj = self
local nameGUID = string.sub(self.getName(), 1, 6)
if getObjectFromGUID(nameGUID) ~= nil then
targetObj = getObjectFromGUID(nameGUID)
end
--Check if there is an offset to use instead of 180
local offsetY = 180
local offsetString = string.sub(self.getName(), 7)
if tonumber(string.match(offsetString, "%d+")) ~= nil then
offsetY = tonumber(string.match(offsetString, "%d+"))
end
--Move camera into position around object
local pos = targetObj.getPosition()
local rot = targetObj.getRotation()
rot.y = rot.y + offsetY
Player[color].lookAt({position=pos, pitch=pitch, yaw=rot.y, distance=distance})
local objectList = getObjects()
local AHLCGNavTile = nil
for i,v in ipairs(objectList) do
if v.getName() == 'Navigation Overlay Tile' then
AHLCGNavTile = v
break
end
end
-- local AHLCGNavTile = getObjectFromGUID("0ffbc5")
if AHLCGNavTile then
AHLCGNavTile.call('updateEditCamera', {pos, pitch, rot.y, distance})
end
end
--Button/Input creation
--Text boxes for number input
function createInputs()
local funcName = "inputFuncNamePitch"
local func = function(_,_,x,z) input_entered(x,z,0) end
self.setVar(funcName, func)
self.createInput({
input_function=funcName, function_owner=self, label="input",
alignment=2, position={-3.4,0.35,-0.21}, rotation={0,0,0}, height=420, width=1400,
font_size=400, color={57/255,46/255,40/255},
font_color={1,1,1}, value=pitch,
validation=3 -- int (1 = None, 2 = Integer, 3 = Float, 4 = Alphanumeric, 5 = Username, 6 = Name),
})
local funcName = "inputFuncNameDistance"
local func = function(_,_,x,z) input_entered(x,z,1) end
self.setVar(funcName, func)
self.createInput({
input_function=funcName, function_owner=self, label="input",
alignment=4, position={3.4,0.35,-0.21}, rotation={0,0,0}, height=420, width=1400,
font_size=400, color={57/255,46/255,40/255},
font_color={1,1,1}, value=distance,
validation=3 -- int (1 = None, 2 = Integer, 3 = Float, 4 = Alphanumeric, 5 = Username, 6 = Name),
})
end
--Center button and -5 - +5 buttons
function createButtons()
self.createButton({
click_function="click_setCamera", function_owner=self,
position={0,0.4,0}, height=900, width=900, color={1,1,1,0},
tooltip="Set camera to this angle"
})
for i, ref in ipairs(ref_modifyPitchButtons) do
local funcName = "pitchModifyFunction_"..i
self.setVar(funcName, ref.func)
local pos = {-3.4+ref.offset,0.3,0.6}
self.createButton({
click_function=funcName, function_owner=self,
position=pos, height=240, width=320, color={1,1,1,0}
})
end
for i, ref in ipairs(ref_modifyDistanceButtons) do
local funcName = "distanceModifyFunction_"..i
self.setVar(funcName, ref.func)
local pos = {3.4+ref.offset,0.3,0.6}
self.createButton({
click_function=funcName, function_owner=self,
position=pos, height=240, width=320, color={1,1,1,0}
})
end
end
--Data tables used in button creation
ref_modifyPitchButtons = {
{offset=-0.37, func=function() click_modify(-1, 0) end},
{offset=-1.11, func=function() click_modify(-5, 0) end},
{offset=0.37, func=function() click_modify(1, 0) end},
{offset=1.11, func=function() click_modify(5, 0) end},
}
ref_modifyDistanceButtons = {
{offset=-0.37, func=function() click_modify(-1, 1) end},
{offset=-1.11, func=function() click_modify(-5, 1) end},
{offset=0.37, func=function() click_modify(1, 1) end},
{offset=1.11, func=function() click_modify(5, 1) end},
}

View File

@ -0,0 +1,57 @@
Autoraise: true
ColorDiffuse:
b: 0.18381986
g: 0.18381986
r: 0.18381986
CustomAssetbundle:
AssetbundleSecondaryURL: ''
AssetbundleURL: http://cloud-3.steamusercontent.com/ugc/880873968289806692/67F62868DF65CD9CC43F3CDCDED7BACA0F075422/
LoopingEffectIndex: 0
MaterialIndex: 2
TypeIndex: 4
Description: '[b]Camera Placement Helper[/b]
If you want to use another object as the focus for the camera, you may do so by
enter its GUID into this object''s NAME field.
If you put a space and a number, the camera rotation will be offset by that amount.
POSITIVE NUMBERS ONLY.
[i]Example:[/i]
cecc3e 90
'
DragSelectable: true
GMNotes: ''
GUID: cecc3e
Grid: false
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: !include 'Custom_Assetbundle cecc3e.ttslua'
LuaScriptState: '{"distance":15,"pitch":75}'
MeasureMovement: false
Name: Custom_Assetbundle
Nickname: ''
Snap: false
Sticky: true
Tooltip: true
Transform:
posX: 18.15
posY: 3.5
posZ: -26.63
rotX: 0.31
rotY: 270.0
rotZ: 0.13
scaleX: 0.58
scaleY: 0.58
scaleZ: 0.58
Value: 0
XmlUI: ''

View File

@ -0,0 +1,175 @@
Autoraise: true
ColorDiffuse:
b: 1.0
g: 1.0
r: 1.0
Description: 'Controls a movable overlay allowing for quick movement to various parts
of the table. There should only be one tile per table.
Full Table: Displays a larger overlay corresponding to the whole table.
Play Area: Displays a much smaller overlay only covering the play area.'
DragSelectable: true
GMNotes: ''
GUID: 739ee5
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: ''
LuaScriptState: ''
MeasureMovement: false
Name: Notecard
Nickname: Navigation Overlay
Snap: true
States:
'2':
Autoraise: true
ColorDiffuse:
b: 1.0
g: 1.0
r: 1.0
Description: 'If there is only 1 player, clicking a button to move to a playmat
will change the player''s color to that playmat''s color. Changes to camera
settings will apply to all colors.
If there is more than 1 player, displaying the overlay or editing a camera setting
will only apply to your color.'
DragSelectable: true
GMNotes: ''
GUID: 3051f2
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: ''
LuaScriptState: ''
MeasureMovement: false
Name: Notecard
Nickname: Navigation Overlay
Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 6.08392429
posY: 1.53338218
posZ: -32.7559
rotX: 0.07987893
rotY: 89.9998
rotZ: 359.983124
scaleX: 0.7
scaleY: 1.0
scaleZ: 0.7
Value: 0
XmlUI: ''
'3':
Autoraise: true
ColorDiffuse:
b: 1.0
g: 1.0
r: 1.0
Description: 'Edit Camera: TTS does not make accessing camera settings easy,
so this is done using a modified version of MrStump''s Camera Placement Helper.
To use the Helper, place it in the position you want the camera to look, with
the desired rotation. Set the Pitch and Distance values. Click "Set camera
to this angle".'
DragSelectable: true
GMNotes: ''
GUID: 579a11
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: ''
LuaScriptState: ''
MeasureMovement: false
Name: Notecard
Nickname: 'Navigation Overlay: Edit Camera (1/2)'
Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 6.083923
posY: 1.53338218
posZ: -32.75589
rotX: 0.07987937
rotY: 89.99992
rotZ: 359.983124
scaleX: 0.7
scaleY: 1.0
scaleZ: 0.7
Value: 0
XmlUI: ''
'4':
Autoraise: true
ColorDiffuse:
b: 1.0
g: 1.0
r: 1.0
Description: '1. Click "Edit Camera"
2. Click a button in the overlay, it will turn green.
3. Use the Camera Placement Helper to set the camera view.
4. When clicking "Set camera to this angle" produces the correct camera view,
click the green button in the overlay again to set the camera. Click a red button
to cancel.'
DragSelectable: true
GMNotes: ''
GUID: 045a3e
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: ''
LuaScriptState: ''
MeasureMovement: false
Name: Notecard
Nickname: 'Navigation Overlay: Edit Camera (2/2)'
Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 6.08392334
posY: 1.53338218
posZ: -32.7558937
rotX: 0.07987977
rotY: 89.9998856
rotZ: 359.983124
scaleX: 0.7
scaleY: 1.0
scaleZ: 0.7
Value: 0
XmlUI: ''
Sticky: true
Tooltip: true
Transform:
posX: 18.45
posY: 3.6
posZ: -25.85
rotX: 0.41
rotY: 89.99
rotZ: 0.31
scaleX: 0.7
scaleY: 1.0
scaleZ: 0.7
Value: 0
XmlUI: ''

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@ -3,7 +3,7 @@ Bag:
Order: 0
ColorDiffuse:
b: 0.9411765
g: 0.125487715
g: 0.1254875
r: 0.627451062
ContainedObjects:
- !include "Bag Tarot Deck (Scripted) a230f9/Card The Magician \xB7 I 0fd716.yaml"

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@ -0,0 +1,455 @@
function onLoad()
spawnButton("symbols", "Change Tooltips",
"Changes tooltip for 'draw chaos token' buttons.", 0, 0.5, 0, 600, 400, 70)
end
function spawnButton( func, text, tool_tip, xPosition, yPosition, zPosition, button_width, button_height, fontsize )
scale = self.getScale()
scale = scale[1]
params = {
click_function = func,
function_owner = self,
label = text,
position = {scale * xPosition, yPosition, scale * zPosition},
rotation = {0, 0, 0},
width = button_width * scale,
height = button_height * scale,
font_size = fontsize * scale,
color = {1, 1, 1},
font_color = {0, 0, 0},
tooltip = tool_tip
}
self.createButton(params)
end
function symbols()
local tool = "no scenario selected"
for _, scenario in ipairs(getObjectFromGUID("fe2ae4").getObjects()) do
if scenario.getDescription() == "The Gathering" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull] -2. If you fail, after this skill test, search the encounter deck and discard pile for a [[Ghoul]] enemy, and draw it. Shuffle the encounter deck.\n\n[cultist] Reveal another token. If you fail, take 2 horror.\n\n[tablet] -4. If there is a [[Ghoul]] enemy at your location, take 1 damage and 1 horror."
else
tool = "Easy / Standard\n\n[skull] -X. X is the number of [[Ghoul]] enemies at your location.\n\n[cultist] -1. If you fail, take 1 horror.\n\n[tablet] -2. If there is a [[Ghoul]] enemy at your location, take 1 damage.\n\n"
end
end
-- midnight masks
if scenario.getDescription() == "The Midnight Masks" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the total number of doom in play.\n\n[cultist]: -2. Place 1 doom on each [[Cultist]] enemy in play. If there are no [[Cultist]] enemies in play, reveal another token.\n\n[tablet]: -4. If you fail, place all your clues on your location."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the highest number of doom on a [[Cultist]] enemy in play.\n\n[cultist]: -2. Place 1 doom on the nearest [[Cultist]] enemy.\n\n[tablet]: -3. If you fail, place 1 of your clues on your location."
end
end
-- devourer below
if scenario.getDescription() == "The Devourer Below" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -3. If you fail, after this skill test, search the encounter deck and discard pile for a [[Monster]] enemy, and draw it. Shuffle the encounter deck.\n\n[cultist]: -4. Place 2 doom on the nearest enemy.\n\n[tablet]: -5. If there is a [[Monster]] enemy at your location, take 1 damage and 1 horror.\n\n[elder_thing]: -7. If there is an [[Ancient One]] enemy in play, reveal another token."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of [[Monster]] enemies in play.\n\n[cultist]: -2. Place 1 doom on the nearest enemy.\n\n[tablet]: -3. If there is a [[Monster]] enemy at your location, take 1 damage.\n\n[elder_thing]: -5. If there is an [[Ancient One]] enemy in play, reveal another token."
end
end
-- extracurricular activity symbols
if scenario.getDescription() == "Extracurricular Activity" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2. If you fail, discard the top 5 cards of your deck.\n\n[cultist]: -1 (-5 instead if there are 10 or more cards in your discard pile).\n\n[elder_thing]: -X. Discard the top 3 cards of your deck. X is the total printed cost of those discarded cards."
else
tool = "Easy / Standard\n\n[skull]: -1. If you fail, discard the top 3 cards of your deck.\n\n[cultist]: -1 (-3 instead if there are 10 or more cards in your discard pile).\n\n[elder_thing]: -X. Discard the top 2 cards of your deck. X is the total printed cost of those discarded cards."
end
end
-- The house always wins symbols
if scenario.getDescription() == "The House Always Wins" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -3. You may spend 3 resources to treat this token as a 0, instead.\n\n[cultist]: -3. If you fail, discard 3 resources.\n\n[tablet]: -2. Discard 3 resources."
else
tool = "Easy / Standard\n\n[skull]: -2. You may spend 2 resources to treat this token as a 0, instead.\n\n[cultist]: -3. If you succeed, gain 3 resources.\n\n[tablet]: -2. If you fail, discard 3 resources."
end
end
-- Miskatonic museum symbols
if scenario.getDescription() == "The Miskatonic Museum" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if Hunting Horror is at your location.)\n\n[cultist]: -3. If you fail, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it at your location, if able.\n\n[tablet]: -4. If Hunting Horror is at your location, it immediately attacks you.\n\n[elder_thing]: -5. If you fail, discard an asset you control."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if Hunting Horror is at your location.)\n\n[cultist]: -1. If you fail, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it at your location, if able.\n\n[tablet]: -2. Return 1 of your clues to your current location.\n\n[elder_thing]: -3. If you fail, discard an asset you control."
end
end
-- essex county express symbols
if scenario.getDescription() == "The Essex County Express" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 more than the current Agenda #. \n\n[cultist]: Reveal another token. If you fail and it is your turn, lose all remaining actions and end your turn immediately.\n\n[tablet]: -4. Add 1 doom token to each Cultist enemy in play.\n\n[elder_thing]: -3. If you fail, choose and discard a card from your hand for each point you failed by."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the current Agenda #.\n\n[cultist]: -1. If you fail and it is your turn, lose all remaining actions and end your turn immediately.\n\n[tablet]: -2. Add 1 doom token to the nearest Cultist enemy.\n\n[elder_thing]: -3. If you fail, choose and discard a card from your hand."
end
end
--blood on the Altar
if scenario.getDescription() == "Blood on the Altar" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -1 for each location in play with no encounter card underneath it.\n\n[cultist]: -4. If you fail, add 1 clue from the token pool to your location.\n\n[tablet]: -3. Reveal another token.\n\n[elder_thing]: -3. Place 1 doom on the current agenda."
else
tool = "Easy / Standard\n\n[skull]: -1 for each location in play with no encounter card underneath it (max -4).\n\n[cultist]: -2. If you fail, add 1 clue from the token pool to your location.\n\n[tablet]: -2. If you are in the Hidden Chamber, reveal another token.\n\n[elder_thing]: -3. If you fail, place 1 doom on the current agenda."
end
end
--undimensioned and unseen
if scenario.getDescription() == "Undimensioned and Unseen" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 for each Brood of Yog-Sothoth in play.\n\n[cultist]: Reveal another token. If you fail this test, take 1 horror and 1 damage.\n\n[tablet]: 0. You must either remove all clue tokens from a Brood of Yog-Sothoth in play, or this test automatically fails.\n\n[elder_thing]: -5. If this token is revealed during an attack or evasion attempt against a Brood of Yog-Sothoth, it immediately attacks you."
else
tool = "Easy / Standard\n\n[skull]: -1 for each Brood of Yog-Sothoth in play.\n\n[cultist]: Reveal another token. If you fail this test, take 1 horror.\n\n[tablet]: 0. You must either remove all clue tokens from a Brood of Yog-Sothoth in play, or this token's modifier is -4 instead.\n\n[elder_thing]: -3. If this token is revealed during an attack or evasion attempt against a Brood of Yog-Sothoth, it immediately attacks you."
end
end
-- where doom Awaits
if scenario.getDescription() == "Where Doom Awaits" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-5 instead if you are at an [[Altered]] location).\n\n[cultist]: Reveal another token. Cancel the effects and icons of each skill card committed to this test.\n\n[tablet]: -3. If it is Agenda 2, you automatically fail instead.\n\n[elder_thing]: -X. Discard the top 3 cards of your deck. X is the total printed cost of those discarded cards."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are at an [[Altered]] location).\n\n[cultist]: Reveal another token. Cancel the effects and icons of each skill card committed to this test.\n\n[tablet]: -2 (-4 instead if it is Agenda 2).\n\n[elder_thing]: -X. Discard the top 2 cards of your deck. X is the total printed cost of those discarded cards."
end
end
--lost in time and space
if scenario.getDescription() == "Lost in Time and Space" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -1 for each [[Extradimensional]] location in play.\n\n[cultist]: Reveal another token. After this skill test, discard cards from the top of the encounter deck until a location is discarded. Put that location into play and move there.\n\n[tablet]: -5. If Yog-Sothoth is in play, it attacks you after this skill test.\n\n[elder_thing]: -X. X is twice the shroud value of your location. If you fail and your location is [[Extradimensional]], discard it."
else
tool = "Easy / Standard\n\n[skull]: -1 for each [[Extradimensional]] location in play (max -5).\n\n[cultist]: Reveal another token. If you fail, after this skill test, discard cards from the top of the encounter deck until a location is discarded. Put that location into play and move there.\n\n[tablet]: -3. If Yog-Sothoth is in play, it attacks you after this skill test.\n\n[elder_thing]: -X. X is the shroud value of your location. If you fail and your location is [[Extradimensional]], discard it."
end
end
-- curtain call
if scenario.getDescription() == "Curtain Call" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X, where X is the amount of horror on you. (If you have no horror on you, X is 1.)\n\n[cultist] [tablet] [elder_thing]: -5. If your location has at least 1 horror on it, take 1 horror <i>(from the token pool)</i>. If your location has no horror on it, place 1 horror on it instead."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you have 3 or more horror on you).\n\n[cultist] [tablet] [elder_thing]: -4. If your location has at least 1 horror on it, take 1 horror <i>(from the token pool)</i>. If your location has no horror on it, place 1 horror on it instead."
end
end
-- Last King
if scenario.getDescription() == "The Last King" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: Reveal another token. If you fail, place 1 doom on the [[Lunatic]] enemy in play with the most remaining health.\n\n[cultist]: -3. Place 1 of your clues on your location.\n\n[tablet]: -4. Take 1 horror.\n\n[elder_thing]: -X. X is the shroud value of your location. If you fail, take 1 damage."
else
tool = "Easy / Standard\n\n[skull]: Reveal another token. If you fail, place 1 doom on a [[Lunatic]] enemy in play.\n\n[cultist]: -2. If you fail, place 1 of your clues on your location.\n\n[tablet]: -4. If you fail, take 1 horror.\n\n[elder_thing]: -X. X is the shroud value of your location."
end
end
-- Echoes Past
if scenario.getDescription() == "Echoes of the Past" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the total number of doom on enemies in play.\n\n[cultist]: -4. Place 1 doom on the nearest enemy.\n\n[tablet]: -4. Discard a random card from your hand.\n\n[elder_thing]: -4. If there is an enemy at your location, take 1 horror."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the highest number of doom on an enemy in play.\n\n[cultist]: -2. If you fail, place 1 doom on the nearest enemy.\n\n[tablet]: -2. If you fail, discard a random card from your hand.\n\n[elder_thing]: -2. If you fail and there is an enemy at your location, take 1 horror."
end
end
-- Unspeakable Oath
if scenario.getDescription() == "The Unspeakable Oath" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: Reveal another token. If you fail, randomly choose an enemy from among the set-aside [[Monster]] enemies and place it beneath the act deck without looking at it. (Limit once per test.)\n\n[cultist]: -X. X is the amount of horror on you. If you fail, take 1 horror.\n\n[tablet]: -X. X is the base shroud value of your location. If you fail, take 1 horror.\n\n[elder_thing]: 0. Either randomly choose an enemy from among the set-aside [[Monster]] enemies and place it beneath the act deck without looking at it, or this test automatically fails instead."
else
tool = "Easy / Standard\n\n[skull]: -1. If you fail, randomly choose an enemy from among the set-aside [[Monster]] enemies and place it beneath the act deck without looking at it.\n\n[cultist]: -X. X is the amount of horror on you.\n\n[tablet]: -X. X is the base shroud value of your location.\n\n[elder_thing]: 0. Either randomly choose an enemy from among the set-aside [[Monster]] enemies and place it beneath the act deck without looking at it, or this test automatically fails instead."
end
end
-- A Phantom of Truth
if scenario.getDescription() == "A Phantom of Truth" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the amount of doom in play.\n\n[cultist]: -2. Move each unengaged [[Byakhee]] in play once toward the nearest investigator.\n\n[tablet]: -4. Cancel the effects and icons of each skill card committed to this test.\n\n[elder_thing]: -3. If you fail, lose 1 resource for each point you failed by."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the amount of doom in play (max 5).\n\n[cultist]: -2. If you fail, move each unengaged [[Byakhee]] in play once toward the nearest investigator.\n\n[tablet]: -3. Cancel the effects and icons of each skill card committed to this test.\n\n[elder_thing]: -2. If you fail, lose 1 resource for each point you failed by."
end
end
-- The Pallid Mask
if scenario.getDescription() == "The Pallid Mask" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the number of locations away from the starting location you are.\n\n[cultist]: -3. If this token is revealed during an attack and this skill test is successful, this attack deals no damage.\n\n[tablet]: -3. If there is a [[Ghoul]] or [[Geist]] enemy at your location, it readies and attacks you (if there is more than one, choose one).\n\n[elder_thing]: -4. If you fail, search the encounter deck and discard pile for a [[Ghoul]] or [[Geist]] enemy and draw it."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of locations away from the starting location you are (max 5).\n\n[cultist]: -2. If this token is revealed during an attack, and this skill test is successful, this attack deals 1 less damage.\n\n[tablet]: -2. If there is a ready [[Ghoul]] or [[Geist]] enemy at your location, it attacks you (if there is more than one, choose one).\n\n[elder_thing]: -3. If you fail, search the encounter deck and discard pile for a [[Ghoul]] or [[Geist]] enemy and draw it."
end
end
-- Dim Carcosa
if scenario.getDescription() == "Dim Carcosa" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the amount of horror on you.\n\n[cultist]: Reveal another token. If you fail, take 2 horror.\n\n[tablet]: -5. If you fail and Hastur is in play, place 1 clue on your location <i>(from the token bank)</i>.\n\n[elder_thing]: -5. If this token is revealed during an attack or evasion attempt against a [[Monster]] or [[Ancient One]] enemy, lose 1 action."
else
tool = "Easy / Standard\n\n[skull]: -2 (-4 instead if you have no sanity remaining).\n\n[cultist]: Reveal another token. If you fail, take 1 horror.\n\n[tablet]: -3. If you fail and Hastur is in play, place 1 clue on your location <i>(from the token bank)</i>.\n\n[elder_thing]: -3. If this token is revealed during an attack or evasion attempt against a [[Monster]] or [[Ancient One]] enemy, lose 1 action."
end
end
if scenario.getDescription() == "Black Stars Rise" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the total amount of doom on agendas in play.\n\n[cultist]: Reveal another token. If there is an enemy with 1 or more doom on it at your location, this test automatically fails instead.\n\n[tablet]: Reveal another token. If you do not succeed by at least 1, place 1 doom on each agenda.\n\n[elder_thing]: -3. If you fail, search the encounter deck and discard pile for a [[Byakhee]] enemy and draw it."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the highest amount of doom on an agenda in play.\n\n[cultist]: Reveal another token. If this token is revealed during an attack or evasion attempt against an enemy with doom on it, this skill test automatically fails instead.\n\n[tablet]: Reveal another token. If you fail, place 1 doom on each agenda.\n\n[elder_thing]: -2. If you fail, search the encounter deck and discard pile for a [[Byakhee]] enemy and draw it."
end
end
-- untamed Wilds
if scenario.getDescription() == "The Untamed Wilds" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 higher than the number of vengeance points in the victory display.\n\n[cultist]: -X. X is the number of locations in play.\n\n[tablet]: -X. X is the number of cards in the exploration deck (min 3).\n\n[elder_thing]: -3. If you are poisoned, this test automatically fails instead. If you are not poisoned and you fail, put a set-aside Poisoned weakness into play in your threat area."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of vengeance points in the victory display.\n\n[cultist]: -X. X is the number of locations in play (max 5).\n\n[tablet]: -X. X is the number of cards in the exploration deck (max 5).\n\n[elder_thing]: -2. If you are poisoned, this test automatically fails instead."
end
end
--The doom of Eztli
if scenario.getDescription() == "The Doom of Eztli" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if there is doom on your location).\n\n[cultist] [tablet]: -X. X is the total amount of doom on locations in play.\n\n[elder_thing]: Reveal another chaos token. Place 1 doom on your location."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if there is doom on your location).\n\n[cultist] [tablet]: -X. X is the number of locations with doom on them.\n\n[elder_thing]: Reveal another chaos token. If you fail, place 1 doom on your location."
end
end
--Threads of Fate
if scenario.getDescription() == "Threads of Fate" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull] : -X. X is the total number of doom in play.\n\n[cultist]: -2. If you do not succeed by at least 2, take 1 direct damage.\n\n[tablet]: -2. If you do not succeed by at least 2, place 1 doom on each [[cultist]] enemy.\n\n[elder_thing]: -3. If you fail, lose 1 of your clues."
else
tool = "Easy / Standard\n\n[skull] : -X. X is the highest number of doom on a [[cultist]] enemy.\n\n[cultist]: -2. If you do not succeed by at least 1, take 1 damage.\n\n[tablet]: -2. If you do not succeed by at least 1, place 1 doom on the nearest [[cultist]] enemy.\n\n[elder_thing]: -2. If you fail, lose 1 of your clues."
end
end
--The boundary beyond
if scenario.getDescription() == "The Boundary Beyond" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if you are at an [[Ancient]] location).\n\n[cultist]: Reveal another token. If you fail, place 1 doom on each [[Cultist]] enemy.\n\n[tablet]: Reveal another token. If you fail, each [[Serpent]] enemy at your location attacks you.\n\n[elder_thing]: -4. Place 1 clue <i>(from the token pool)</i> on the nearest [[Ancient]] location."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are at an [[Ancient]] location).\n\n[cultist]: Reveal another token. If you fail, place 1 doom on a [[Cultist]] enemy.\n\n[tablet]: Reveal another token. If you fail and there is a [[Serpent]] enemy at your location, it attacks you.\n\n[elder_thing]: -4. If you fail, place 1 clue <i>(from the token pool)</i> on the nearest [[Ancient]] location."
end
end
--Heart of the elders p1
if scenario.getDescription() == "Heart of the Elders" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if you are in a [[Cave]] location).\n\n[cultist]: -3. If you fail, place 1 doom on your location.\n\n[tablet]: -3. If you are poisoned, this test automatically fails instead. If you are not poisoned and you fail, put a set-aside Poisoned weakness into play in your threat area.\n\n[elder_thing]: -4. If you fail, take 1 horror."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are in a [[Cave]] location).\n\n[cultist]: -2. If you fail, place 1 doom on your location.\n\n[tablet]: -2. If you are poisoned, this test automatically fails instead.\n\n[elder_thing]: -3. If you fail, take 1 horror."
end
end
-- City of Archives
if scenario.getDescription() == "The City of Archives" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (if you have 5 or more cards in your hand, you automatically fail instead).\n\n[cultist] or [elder_thing]: -2. Place 1 of your clues on your location.\n\n[tablet]: -3. For each point you fail by, discard 1 random card from your hand."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you have 5 or more cards in your hand).\n\n[cultist] or [elder_thing]: -2. If you fail, place 1 of your clues on your location.\n\n[tablet]: -3. If you fail, discard 1 random card from your hand."
end
end
--Depths of Yoth
if scenario.getName() == "Scenario - Easy/Standard" then
tool = "Easy / Standard\n\n[skull]: -X. X is the current depth level.\n\n[cultist]: Reveal another token. If you fail, each [[Serpent]] enemy at your location or a connecting location heals 2 damage.\n\n[tablet]: Reveal another token. If you fail, place 1 clue on your location <i>(from the token pool)</i>.\n\n[elder_thing]: -2. If there are 3 or more vengeance points in the victory display, you automatically fail this test, instead."
end
--hard
if scenario.getName() == "Scenario - Hard/Expert" then
tool = "Hard / Expert\n\n[skull]: -X. X is the current depth level. If you fail, take 1 horror.\n\n[cultist]: Reveal another token. If you fail, each [[Serpent]] enemy at your location or a connecting location heals 2 damage.\n\n[tablet]: Reveal another token. If you fail, place 1 clue on your location <i>(from the token pool)</i>.\n\n[elder_thing]: -4. If there are 3 or more vengeance points in the victory display, you automatically fail this test, instead."
end
--Shattered Aeons
if scenario.getDescription() == "Shattered Aeons" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -3 (-5 instead if the Relic of Ages is at your location).\n\n[cultist]: -3. If you do not succeed by at least 1, place 1 doom on each [[Cultist]] enemy.\n\n[tablet]: -3. If you are poisoned, this test automatically fails instead. If you are not poisoned and you fail, put a set-aside Poisoned weakness into play in your threat area.\n\n[elder_thing]: -3. Shuffle the topmost [[Hex]] treachery in the encounter discard pile into the exploration deck."
else
tool = "Easy / Standard\n\n[skull]: -2 (-4 instead if the Relic of Ages is at your location).\n\n[cultist]: -2. If you do not succeed by at least 1, place 1 doom on the nearest [[Cultist]] enemy.\n\n[tablet]: -2. If you are poisoned, this test automatically fails instead.\n\n[elder_thing]: -2. If you fail, shuffle the topmost [[Hex]] treachery in the encounter discard pile into the exploration deck."
end
end
--secret scenario
if scenario.getDescription() == "Turn Back Time" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X . X is the total amount of doom on locations.\n\n[elder_thing]: -6. Place 1 doom on your location."
else
tool = "Easy / Standard\n\n[skull]: -X . X is the number of locations with doom on them.\n\n[elder_thing]: -4. If you fail, place 1 doom on your location."
end
end
--Dissappearance Twilight
if scenario.getDescription() == "Disappearance at the Twilight Estate" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -5. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location."
else
tool = "Easy / Standard\n\n[skull]: -3. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location."
end
end
--Witching Hour
if scenario.getDescription() == "The Witching Hour" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2. Discard cards from the top of the encounter deck equal to this test's difficulty.\n\n[tablet]: -2. If you fail, after this test resolves, draw the bottommost treachery in the encounter discard pile.\n\n[elder_thing]: -4. If you fail, ready each [[Witch]] enemy at your location and at each connecting location. Heal all damage from each of those enemies."
else
tool = "Easy / Standard\n\n[skull]: -1. For each point you fail by, discard the top card of the encounter deck.\n\n[tablet]: -1. If you fail, after this test resolves, draw the bottommost treachery in the encounter discard pile.\n\n[elder_thing]: -3. If you fail, choose an exhausted or damaged [[Witch]] enemy at your location or at a connecting location. Ready that enemy and heal all damage from it."
end
end
--Death's Doorstep
if scenario.getDescription() == "At Death's Doorstep" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if your location is haunted).\n\n[tablet]: -3. If this is an attack or evasion attempt, resolve each haunted ability on your location.\n\n[elder_thing]: -4. If there is a [[Spectral]] enemy at your location, take 1 damage and 1 horror."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if your location is haunted).\n\n[tablet]: -2. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location.\n\n[elder_thing]: -2. If there is a [[Spectral]] enemy at your location, take 1 damage."
end
end
--Secret Name
if scenario.getDescription() == "The Secret Name" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if you are at an [[Extradimensional]] location).\n\n[cultist]: Reveal another chaos token. If you fail, discard the top 5 cards of the encounter deck.\n\n[tablet]: -3. If you fail and Nahab is in play, she attacks you <i>(regardless of her current location)</i>.\n\n[elder_thing]: -4. Resolve the hunter keyword on each enemy in play."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are at an [[Extradimensional]] location).\n\n[cultist]: Reveal another chaos token. If you fail, discard the top 3 cards of the encounter deck.\n\n[tablet]: -2. If you fail and Nahab is at your location, she attacks you.\n\n[elder_thing]: -3. If you fail, resolve the hunter keyword on each enemy in play."
end
end
--Wages of Sin
if scenario.getDescription() == "The Wages of Sin" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the number of copies of Unfinished Business in the victory display. Reveal another token.\n\n[cultist]: -4. Until the end of the rount, each Heretic enemy in play gets +1 fight and +1 evade.\n\n[tablet]: -4. If you fail, trigger the forced ability on a copy of Unfinished Business in your threat area as if it were the end of the round.\n\n[elder_thing]: -2. If this is an attack or evasion attempt, resolve each haunted ability on your location."
else
tool = "Easy / Standard\n\n[skull]: -X. X is 1 higher than the number of copies of Unfinished Business in the victory display.\n\n[cultist]: -3. Until the end of the round, each Heretic enemy in play gets +1 fight and +1 evade.\n\n[tablet]: -3. If you fail, trigger the forced ability on a copy of Unfinished Business in yout threat area as if it were the end of the round.\n\n[elder_thing]: -2. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location."
end
end
-- For The Greater Good
if scenario.getDescription() == "For the Greater Good" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the total number of doom among [[Cultist]] enemies in play.\n\n[cultist]: -2. Reveal another token.\n\n[tablet]: -3. If you fail, place 1 doom on each [[Cultist]] enemy in play. If there are no [[Cultist]] enemies in play, reveal another token.\n\n[elder_thing]: -3. If you fail, move all doom from the [[Cultist]] enemy with the most doom on it to the current agenda. If no [[Cultist]] enemies in play have doom on them, reveal another&nbsp;token."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the highest number of doom on a [[Cultist]] enemy in play.\n\n[cultist]: -2. Reveal another token.\n\n[tablet]: -3. If you fail, place 1 doom on the nearest [[Cultist]] enemy.\n\n[elder_thing]: -3. If you fail, move 1 doom from the nearest [[Cultist]] enemy to the current agenda."
end
end
--Union and Disillusion
if scenario.getDescription() == "Union and Disillusion" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -3. If this is a skill test during a <b>circle</b> action, reveal another token.\n\n[cultist]: -4. If you have no damage on you, take 1 damage. If you have no horror on you, take 1 horror.\n\n[tablet]: -4. If you fail, a [[Spectral]] enemy at your location attacks you <i>(even if it is exhausted).</i>\n\n[elder_thing]: -4. If this is a skill test during a <b>circle</b> action and you fail, resolve each haunted ability on your location."
else
tool = "Easy / Standard\n\n[skull]: -2. If this is a skill test during a <b>circle</b> action, reveal another token.\n\n[cultist]: -3. If you have no damage on you, take 1 damage. If you have no horror on you, take 1 horror.\n\n[tablet]: -3. If you fail, a [[Spectral]] enemy at your location attacks you <i>(even if it is exhausted).</i>\n\n[elder_thing]: -3. If this is a skill test during a <b>circle</b> action and you fail, resolve each haunted ability on your location."
end
end
--Clutches of Chaos
if scenario.getDescription() == "In the Clutches of Chaos" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 higher than the total amount of doom and breaches on your location.\n\n[cultist]: Reveal another token. If there are fewer than 3 breaches on your location, place 1 breach on your location.\n\n[tablet]: -3. For each point you fail by, remove 1 breach from the current act.\n\n[elder_thing]: -4. If you fail, place 1 breach on a random location."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the total amount of doom and breaches on your location.\n\n[cultist]: Reveal another token. If there are fewer than 3 breaches on your location, place 1 breach on your location.\n\n[tablet]: -2. For each point you fail by, remove 1 breach from the current act.\n\n[elder_thing]: -3. If you fail, place 1 breach on a random location."
end
end
--Before the Black Throne
if scenario.getDescription() == "Before the Black Throne" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the amount of doom on Azathoth, to a minimum of 2.\n\n[cultist]: Reveal another token. If you fail, search the encounter deck and discard pile for a [[Cultist]] enemy and draw it. Shuffle the encounter deck.\n\n[tablet]: -3. If you fail, Azathoth attacks you.\n\n[elder_thing]: -6. If your modified skill value for this test is 0, place 1 doom on Azathoth."
else
tool = "Easy / Standard\n\n[skull]: -X. X is half of the doom on Azathoth (rounded up), to a minimum of 2.\n\n[cultist]: Reveal another token. If you fail, search the encounter deck and discard pile for a [[Cultist]] enemy and draw it. Shuffle the encounter deck.\n\n[tablet]: -2. If you fail, Azathoth attacks you.\n\n[elder_thing]: -4. If your modified skill value for this test is 0, place 1 doom on Azathoth."
end
end
--Beyond the gates of sleep
if scenario.getDescription() == "Beyond the Gates of Sleep" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull] : -X. X is the number of cards in your hand.\n\n[cultist]: -X. X is the number of revealed [[Woods]] locations.\n\n[tablet]: -2. If this is an attack or evasion attempt against a swarming enemy, add 1 swarm card to it."
else
tool = "Easy / Standard\n\n[skull] : -X. X is half the number of cards in your hand (rounded up).\n\n[cultist]: -X. X is the number of revealed Enchanted Woods locations.\n\n[tablet]: -2. If you fail and this is an attack or evasion attempt against a swarming enemy, add 1 swarm card to it."
end
end
--Waking Nightmare
if scenario.getDescription() == "Waking Nightmare" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if you are engaged with a [[Staff]] enemy).\n\n[cultist]: Reveal another chaos token. If it is agenda 2 or 3, make an infestation test.\n\n[elder_thing]: -X. X is 1 higher than the number of infested locations."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are engaged with a [[Staff]] enemy).\n\n[cultist]: Reveal another chaos token. If you fail and it is agenda 2 or 3, make an infestation test.\n\n[elder_thing]: -X. X is the number of infested locations."
end
end
--The search for kadath
if scenario.getDescription() == "The Search for Kadath" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 more than the number of Signs of the Gods the investigators have uncovered.\n\n[cultist]: Reveal another token. If this token is revealed during an investigation and this skill test fails, increase that location's shroud by 2 for the remainder of the round.\n\n[tablet]: -3. If you fail, either take 1 damage and 1 horror, or place 1 doom on the current agenda.\n\n[elder_thing]: +1. The black cat points you in the right direction. If this token is revealed during an investigation and you succeed, discover 1 additional clue."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of Signs of the Gods the investigators have uncovered.\n\n[cultist]: Reveal another token. If this token is revealed during an investigation and this skill test fails, increase that location's shroud by 1 for the remainder of the round.\n\n[tablet]: -2. If you fail, either take 1 damage and 1 horror, or place 1 doom on the current agenda.\n\n[elder_thing]: +2. The black cat points you in the right direction. If this token is revealed during an investigation and you succeed, discover 1 additional clue."
end
end
--A thousand shapes of horror
if scenario.getDescription() == "A Thousand Shapes of Horror" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if you are at a [[Graveyard]] location).\n\n[cultist]: Reveal another token. If you fail and The Unnamable is in play, it attacks you (regardless of its current location).\n\n[tablet]: +1. The black cat causes a distraction. If this test is successful, choose and evade an enemy at any location with a fight value of X or lower, where X is the amount you succeeded by.\n\n[elder_thing]: -3. If you fail, you must either place 1 of your clues on your location or take 1 damage."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if you are at a [[Graveyard]] location).\n\n[cultist]: Reveal another token. If you fail and The Unnamable is in play, it attacks you (regardless of its current location).\n\n[tablet]: +2. The black cat causes a distraction. If this test is successful, choose and evade an enemy at any location with a fight value of X or lower, where X is the amount you succeeded by.\n\n[elder_thing]: -2. If you fail, you must either place 1 of your clues on your location or take 1 damage."
end
end
--Dark Side of the moon
if scenario.getDescription() == "Dark Side of the Moon" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is your alarm level.\n\n[cultist]: Reveal another token. If you fail and your alarm level is higher than your modified skill value, after this skill test ends, draw the top card of the encounter deck.\n\n[tablet]: -2. If you fail, raise your alarm level by 1.\n\n[elder_thing]: 0. The black cat summons several other cats to help. If this token is revealed during an evasion attempt and you succeed, deal 2 damage to the evaded enemy."
else
tool = "Easy / Standard\n\n[skull]: -X. X is half your alarm level (rounded up).\n\n[cultist]: Reveal another token. If you fail and your alarm level is higher than your modified skill value, after this skill test ends, draw the top card of the encounter deck.\n\n[tablet]: -1. If you fail, raise your alarm level by 1.\n\n[elder_thing]: +1. The black cat summons several other cats to help. If this token is revealed during an evasion attempt and you succeed, deal 2 damage to the evaded enemy."
end
end
--point of no return
if scenario.getDescription() == "Point of No Return" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 more than the amount of damage on this card.\n\n[cultist]: Reveal another token. If you fail, after this skill test ends, draw the top card of the encounter deck.\n\n[tablet]: 0. The black cat helps you navigate through the death-fire. If this token is revealed during an investigation and you succeed, draw 1 card.\n\n[elder_thing]: -4. If you fail by 2 or more, choose a ready enemy at your location or a connecting location. That enemy moves to your location, engages you, and makes an immediate attack."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the amount of damage on this card.\n\n[cultist]: Reveal another token. If you fail, after this skill test ends, draw the top card of the encounter deck.\n\n[tablet]: +1. The black cat helps you navigate through the death-fire. If this token is revealed during an investigation and you succeed, draw 1 card.\n\n[elder_thing]: -3. If you fail by 2 or more, choose a ready enemy at your location or a connecting location. That enemy moves to your location, engages you, and makes an immediate attack."
end
end
--where the gods dwell
if scenario.getDescription() == "Where the Gods Dwell" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the number of the current act plus the number of the current agenda.\n\n[cultist]: Reveal another token. If you fail, place 1 doom on the current agenda. This effect may cause the current agenda to advance.\n\n[tablet]: -6. If you fail, choose and reveal a copy of Nyarlathotep in your hand. It attacks you and is shuffled into the encounter deck.\n\n[elder_thing]: -1. The black cat reminds you that it's all a dream."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of the current act.\n\n[cultist]: Reveal another token. If you fail, place 1 doom on the current agenda.\n\n[tablet]: -4. If you fail, choose and reveal a copy of Nyarlathotep in your hand. It attacks you and is shuffled into the encounter deck.\n\n[elder_thing]: 0. The black cat reminds you that it's all a dream."
end
end
--weaver of the cosmos
if scenario.getDescription() == "Weaver of the Cosmos" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is the amount of doom on locations in play.\n\n[cultist]: Reveal another token. If you fail, and there is an [[Ancient One]] enemy at your location, it attacks you.\n\n[tablet]: -1. The black cat tears at the web with its claws. If you succeed by 2 or more, remove 1 doom from your location.\n\n[elder_thing]: -4. If this skill test fails during an attack against a [[Spider]] enemy, place 1 doom on that enemy's location."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the highest amount of doom on a location in play.\n\n[cultist]: Reveal another token. If you fail, and there is an [[Ancient One]] enemy at your location, it attacks you.\n\n[tablet]: 0. The black cat tears at the web with its claws. If you succeed by 2 or more, remove 1 doom from your location.\n\n[elder_thing]: -3. If this skill test fails during an attack against a [[Spider]] enemy, place 1 doom on that enemy's location."
end
end
--pit of despair
if scenario.getDescription() == "The Pit of Despair" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-3 instead if your location is partially flooded; -4 instead if your location is fully flooded).\n\n[cultist]: -2. If your location is flooded, take 1 damage.\n\n[tablet]: -2. If you control a key, take 1 horror.\n\n[elder_thing]: -3. If The Amalgam is in the depths, put it into play engaged with you."
else
tool = "Easy / Standard\n\n[skull]: -1 (-2 instead if your location is partially flooded; -3 instead if your location is fully flooded).\n\n[cultist]: -2. If you fail and your location is flooded, take 1 damage.\n\n[tablet]: -2. If you fail and you control a key, take 1 horror.\n\n[elder_thing]: -3. If you fail and The Amalgam is in the depths, put it into play engaged with you."
end
end
--vanishing of elena harper
if scenario.getDescription() == "The Vanishing of Elina Harper" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 more than the current agenda number.\n\n[cultist]: -2. Place 1 doom on the nearest enemy (2 doom instead if you failed).\n\n[tablet]: -3. Take 1 horror (1 horror and 1 damage instead if you failed).\n\n[elder_thing]: -4. Place 1 of your clues on your location (2 clues instead if you failed)."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the current agenda number.\n\n[cultist]: -2. If you fail, place 1 doom on the nearest enemy.\n\n[tablet]: -3. If you fail, take 1 horror.\n\n[elder_thing]: -4. If you fail, place 1 of your clues on your location."
end
end
--in too deep
if scenario.getDescription() == "In Too Deep" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 for each location to the east of your location (on the same row).\n\n[cultist]: -4. If you fail, move to the connecting location to the east, ignoring all barriers.\n\n[tablet]: -5. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.\n\n[elder_thing]: -X. X is twice the number of barriers between your location and all connecting locations."
else
tool = "Easy / Standard\n\n[skull]: -1 for each location to the east of your location (on the same row).\n\n[cultist]: -2. If you fail, move to the connecting location to the east, ignoring all barriers.\n\n[tablet]: -3. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.\n\n[elder_thing]: -X. X is the number of barriers between your location and all connecting locations."
end
end
--devil reef
if scenario.getDescription() == "Devil Reef" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -X. X is 1 more than the number of keys the investigators control.\n\n[cultist]: -3. If this is an attack or evasion attempt against a [[Deep One]] enemy, it engages you. (If it is already engaged with you, it disengages first, then re-engages you.)\n\n[tablet]: -4. If you are not in a vehicle, take 1 damage.\n\n[elder_thing]: -5. If your location has a key on it, take 1 horror."
else
tool = "Easy / Standard\n\n[skull]: -X. X is the number of keys the investigators control.\n\n[cultist]: -2. If you fail and this is an attack or evasion attempt against a [[Deep One]] enemy, it engages you. (If it is already engaged with you, it disengages first, then re-engages you.)\n\n[tablet]: -3. If you fail and you are not in a vehicle, take 1 damage.\n\n[elder_thing]: -4. If you fail and your location has a key on it, take 1 horror."
end
end
--horror in high gear
if scenario.getDescription() == "Horror in High Gear" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if there are 6 or fewer locations remaining in the Road deck).\n\n[cultist]: -2. For each point you fail by, an investigator in your vehicle places 1 of their clues on your location.\n\n[tablet]: -3. For each point you fail by, an investigator in your vehicle loses 1 resource.\n\n[elder_thing]: -4. Resolve the hunter keyword on each enemy in play."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if there are 6 or fewer locations remaining in the Road deck).\n\n[cultist]: -1. For each point you fail by, an investigator in your vehicle places 1 of their clues on your location.\n\n[tablet]: -2. For each point you fail by, an investigator in your vehicle loses 1 resource.\n\n[elder_thing]: -4. If you fail, resolve the hunter keyword on each enemy in play."
end
end
--light in the fog
if scenario.getDescription() == "A Light in the Fog" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2. If your location is flooded, reveal an additional chaos token.\n\n[cultist]: -2. If you fail, after this test ends, increase the flood level of your location (if you cannot, take 1 horror instead).\n\n[tablet]: -3. If you fail this test and your location is flooded, take 2 damage.\n\n[elder_thing]: -4. Move the nearest unengaged enemy once toward your location. It loses aloof during this movement."
else
tool = "Easy / Standard\n\n[skull]: -1. If your location is flooded, reveal an additional chaos token.\n\n[cultist]: -2. If you fail, after this test ends, increase the flood level of your location.\n\n[tablet]: -3. If you fail this test and your location is flooded, take 1 damage.\n\n[elder_thing]: -4. If you fail, move the nearest ready unengaged enemy once toward your location. It loses aloof during this movement."
end
end
--lair of dagon
if scenario.getDescription() == "The Lair of Dagon" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 for each key on this card.\n\n[cultist]: -2. Reveal an additional chaos token. If you reveal 1 or more [curse] tokens during this test, you automatically fail.\n\n[tablet]: -3. Place each key you control on your location and take 1 damage.\n\n[elder_thing]: -4. Add 2 [curse] tokens to the chaos bag."
else
tool = "Easy / Standard\n\n[skull]: -1 for each key on this card.\n\n[cultist]: 0. Reveal an additional chaos token. If you reveal 1 or more [curse] tokens during this test, you automatically fail.\n\n[tablet]: -3. If you fail, place each key you control on your location.\n\n[elder_thing]: -4. If you fail, add 1 [curse] token to the chaos bag."
end
end
--into the maelstrom
if scenario.getDescription() == "Into the Maelstrom" then
if scenario.is_face_down == true then
tool = "Hard / Expert\n\n[skull]: -2 (-4 instead if there are 4 or more unflooded [[Y'ha-nthlei]] locations in play).\n\n[cultist]: -4. If you fail, place 1 doom on the current agenda (this may cause the current agenda to advance).\n\n[tablet]: -5. If you fail, you must either increase the flood level of your location or take 1 damage.\n\n[elder_thing]: -6. If you fail and there is a key on your location, take 1 horror."
else
tool = "Easy / Standard\n\n[skull]: -1 (-3 instead if there are 4 or more unflooded [[Y'ha-nthlei]] locations in play).\n\n[cultist]: -3. If you fail, place 1 doom on the current agenda (this may cause the current agenda to advance).\n\n[tablet]: -4. If you fail, you must either increase the flood level of your location or take 1 damage.\n\n[elder_thing]: -5. If you fail and there is a key on your location, take 1 horror."
end
end
end
getObjectFromGUID("8b081b").editButton({index = 6, tooltip = tool})
getObjectFromGUID("bd0ff4").editButton({index = 6, tooltip = tool})
getObjectFromGUID("383d8b").editButton({index = 6, tooltip = tool})
getObjectFromGUID("0840d5").editButton({index = 6, tooltip = tool})
end

View File

@ -0,0 +1,36 @@
Autoraise: true
ColorDiffuse:
b: 0.0
g: 0.0
r: 1.0
Description: By Pyxel
DragSelectable: true
GMNotes: ''
GUID: cc77a8
Grid: true
GridProjection: false
Hands: false
HideWhenFaceDown: false
IgnoreFoW: false
LayoutGroupSortIndex: 0
Locked: false
LuaScript: !include 'Checker_red Draw Token Button Tooltip Renamer cc77a8.ttslua'
LuaScriptState: ''
MeasureMovement: false
Name: Checker_red
Nickname: Draw Token Button Tooltip Renamer
Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 38.58
posY: 1.42
posZ: -17.32
rotX: 359.92
rotY: 270.02
rotZ: 0.02
scaleX: 1.0
scaleY: 1.0
scaleZ: 1.0
Value: 0
XmlUI: ''

View File

@ -1,8 +1,8 @@
Autoraise: true
ColorDiffuse:
b: 0.141072631
g: 0.141072631
r: 0.141072631
b: 0.141072214
g: 0.141072214
r: 0.141072214
CustomMesh:
CastShadows: true
ColliderURL: ''

View File

@ -1,8 +1,8 @@
Autoraise: true
ColorDiffuse:
b: 0.141072631
g: 0.141072631
r: 0.141072631
b: 0.141072214
g: 0.141072214
r: 0.141072214
CustomMesh:
CastShadows: true
ColliderURL: ''

View File

@ -1,8 +1,8 @@
Autoraise: true
ColorDiffuse:
b: 0.141072631
g: 0.141072631
r: 0.141072631
b: 0.141072214
g: 0.141072214
r: 0.141072214
CustomMesh:
CastShadows: true
ColliderURL: ''

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.38
posX: -47.35
posY: 1.61
posZ: 21.47
posZ: 21.5
rotX: 359.92
rotY: 269.98
rotZ: 0.02

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.38
posX: -47.35
posY: 1.6
posZ: -23.18
posZ: -23.15
rotX: 359.92
rotY: 269.98
rotZ: 0.02

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.37
posX: -47.34
posY: 1.6
posZ: -20.71
posZ: -20.68
rotX: 359.92
rotY: 269.99
rotZ: 0.02

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.37
posX: -47.34
posY: 1.61
posZ: 22.7
posZ: 22.73
rotX: 359.92
rotY: 269.97
rotZ: 0.02

View File

@ -267,7 +267,7 @@ Transform:
posY: 1.56
posZ: -19.09
rotX: 0.02
rotY: 180.03
rotY: 180.02
rotZ: 0.08
scaleX: 0.45
scaleY: 0.6

View File

@ -266,9 +266,9 @@ Transform:
posX: -18.89
posY: 1.56
posZ: -19.09
rotX: 0.07
rotY: 180.24
rotZ: 0.13
rotX: 0.01
rotY: 180.11
rotZ: 0.09
scaleX: 0.45
scaleY: 0.6
scaleZ: 0.45

View File

@ -266,9 +266,9 @@ Transform:
posX: -17.66
posY: 1.56
posZ: -19.09
rotX: 0.07
rotY: 180.24
rotZ: 0.14
rotX: 0.02
rotY: 180.16
rotZ: 0.07
scaleX: 0.45
scaleY: 0.6
scaleZ: 0.45

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.38
posX: -47.35
posY: 1.61
posZ: 23.9
posZ: 23.92
rotX: 359.92
rotY: 269.97
rotZ: 0.02

View File

@ -263,9 +263,9 @@ States:
Sticky: true
Tooltip: true
Transform:
posX: -47.38
posX: -47.35
posY: 1.6
posZ: -21.95
posZ: -21.92
rotX: 359.92
rotY: 270.01
rotZ: 0.02

View File

@ -45,7 +45,7 @@ Transform:
posY: 1.76
posZ: -14.34
rotX: 359.92
rotY: 269.99
rotY: 269.98
rotZ: 0.02
scaleX: 2.0
scaleY: 0.11

View File

@ -43,7 +43,7 @@ Tooltip: true
Transform:
posX: -9.76
posY: 1.3
posZ: -73.22
posZ: -73.23
rotX: 0.02
rotY: 269.99
rotZ: 0.02

View File

@ -43,7 +43,7 @@ Tooltip: true
Transform:
posX: -33.33
posY: 1.3
posZ: -53.91
posZ: -53.92
rotX: 0.02
rotY: 270.0
rotZ: 0.02

View File

@ -43,7 +43,7 @@ Tooltip: true
Transform:
posX: -9.76
posY: 1.3
posZ: -66.53
posZ: -66.54
rotX: 0.02
rotY: 269.99
rotZ: 0.02

View File

@ -41,7 +41,7 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 51.72
posX: 51.73
posY: 1.41
posZ: 0.13
rotX: 359.92

View File

@ -1,8 +1,8 @@
Autoraise: true
ColorDiffuse:
b: 0.249995112
g: 0.249995112
r: 0.249995112
b: 0.2499947
g: 0.2499947
r: 0.2499947
CustomMesh:
CastShadows: true
ColliderURL: ''

View File

@ -6,26 +6,26 @@ ColorDiffuse:
g: 1.0
r: 1.0
ContainedObjects:
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -4 6fd84b.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Cultist 50c0d3.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -2 fca98e.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Elder Thing 04d023.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Tablet a86128.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Skull eb1606.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Elder Thing 859af7.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -3 649e88.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -1 47e5fa.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Tablet 80f837.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile +1 6d80a6.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile 0 c415cc.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile 0 681e28.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Elder Thing 859af7.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Skull 5cc00b.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -1 913be8.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Cultist 0a968e.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Auto-fail 509d16.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Skull eb1606.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -2 2d315e.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Cultist 50c0d3.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -1 e7f341.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -4 6fd84b.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -1 913be8.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Tablet a86128.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Elder Sign 8c6c43.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Tablet 80f837.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Skull 5cc00b.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile 0 681e28.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile +1 6d80a6.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Cultist 0a968e.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -1 e7f341.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile -2 2d315e.yaml'
- !include 'Custom_Model_Bag Chaos Bag fea079/Custom_Tile Elder Thing 04d023.yaml'
CustomMesh:
CastShadows: true
ColliderURL: ''
@ -65,11 +65,11 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: 1.73
posX: 1.74
posY: 1.58
posZ: -14.12
posZ: -14.13
rotX: 359.93
rotY: 315.0
rotY: 315.01
rotZ: 359.96
scaleX: 3.0
scaleY: 3.0

View File

@ -33,12 +33,12 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: -2.69
posY: 4.59
posZ: -5.05
rotX: 0.0
rotY: 260.0
rotZ: 0.0
posX: 1.75
posY: 2.38
posZ: -14.19
rotX: 359.95
rotY: 315.01
rotZ: 359.96
scaleX: 0.81
scaleY: 1.0
scaleZ: 0.81

View File

@ -178,6 +178,11 @@ function createMemoryActionButtons()
position={-4.2,1,-0.1}, rotation={0,0,0}, height=500, width=1300,
font_size=350, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Add Draw 1 Buttons", click_function="addDraw1Buttons", function_owner=self,
position={0,1,-2.5}, rotation={0,0,0}, height=500, width=2600,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
-- self.createButton({
-- label="Setup", click_function="buttonClick_setup", function_owner=self,
-- position={-6,1,0}, rotation={0,90,0}, height=500, width=1200,
@ -185,6 +190,22 @@ function createMemoryActionButtons()
-- })
end
function addDraw1Buttons()
if ADD_BUTTONS_DISABLED then return end
local mats = { "8b081b", "bd0ff4", "383d8b", "0840d5" }
for i,guid in ipairs(mats) do
local mat = getObjectFromGUID(guid)
print(mat.getName())
mat.createButton({
label="Draw 1", click_function="doDrawOne", function_owner=mat,
position = {1.48,0.1,-0.36}, scale = {0.12, 0.12, 0.12},
width = 800, height = 280, font_size=180
})
end
ADD_BUTTONS_DISABLED = true
end
--Sends objects from bag/table to their saved position/rotation
function buttonClick_place()
local bagObjList = self.getObjects()

View File

@ -8,10 +8,14 @@ ColorDiffuse:
ContainedObjects:
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Weird West Custom Investigators 58ddca.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Touhou Project Investigators c5c294.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Strange Aeons Custom Investigators d78bd2.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Pokemon Eldritch Edition Custom Investigators 1fb7ce.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Nightmare Pack - EN e32a71.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model
Maximillion Pegasus Custom Investigator 4608c8.yaml'
- !include 'Custom_Model_Bag Community-Created Player CardsInvestigators ed4ca7/Custom_Model

View File

@ -56,12 +56,12 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: -19.5
posY: 1.97
posZ: 80.73
rotX: 359.98
posX: -34.31
posY: 2.0
posZ: -85.69
rotX: 0.04
rotY: 270.0
rotZ: 0.03
rotZ: 0.0
scaleX: 2.21
scaleY: 0.46
scaleZ: 2.42

View File

@ -41,12 +41,12 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: -6.08
posY: 1.97
posZ: -131.34
posX: -34.46
posY: 2.0
posZ: -86.8
rotX: 0.02
rotY: 270.01
rotZ: 0.02
rotZ: 0.01
scaleX: 0.5
scaleY: 0.14
scaleZ: 0.5

View File

@ -56,9 +56,9 @@ Snap: true
Sticky: true
Tooltip: true
Transform:
posX: -20.94
posY: 1.96
posZ: 81.01
posX: -33.85
posY: 2.0
posZ: -87.57
rotX: 0.02
rotY: 270.0
rotZ: 0.01

View File

@ -0,0 +1,23 @@
function onload(saved_data)
createDownloadButton()
end
--Beginning Setup
--Make Download button
function createDownloadButton()
self.createButton({
label="Download", click_function="buttonClick_download", function_owner=self,
position={0,0.1,2.2}, rotation={0,0,0}, height=240, width=800,
font_size=150, color={0,0,0}, font_color={1,1,1}
})
end
--Triggered by download button,
function buttonClick_download()
local params = { url = self.getGMNotes(), replace = self.guid }
Global.call('placeholder_download', params)
end

View File

@ -0,0 +1,23 @@
function onload(saved_data)
createDownloadButton()
end
--Beginning Setup
--Make Download button
function createDownloadButton()
self.createButton({
label="Download", click_function="buttonClick_download", function_owner=self,
position={0,0.1,2.2}, rotation={0,0,0}, height=240, width=800,
font_size=150, color={0,0,0}, font_color={1,1,1}
})
end
--Triggered by download button,
function buttonClick_download()
local params = { url = self.getGMNotes(), replace = self.guid }
Global.call('placeholder_download', params)
end

View File

@ -1,503 +0,0 @@
-- Utility memory bag by Directsun
-- Version 2.5.2
-- Fork of Memory Bag 2.0 by MrStump
function updateSave()
local data_to_save = {["ml"]=memoryList}
saved_data = JSON.encode(data_to_save)
self.script_state = saved_data
end
function combineMemoryFromBagsWithin()
local bagObjList = self.getObjects()
for _, bagObj in ipairs(bagObjList) do
local data = bagObj.lua_script_state
if data ~= nil then
local j = JSON.decode(data)
if j ~= nil and j.ml ~= nil then
for guid, entry in pairs(j.ml) do
memoryList[guid] = entry
end
end
end
end
end
function updateMemoryWithMoves()
memoryList = memoryListBackup
--get the first transposed object's coordinates
local obj = getObjectFromGUID(moveGuid)
-- p1 is where needs to go, p2 is where it was
local refObjPos = memoryList[moveGuid].pos
local deltaPos = findOffsetDistance(obj.getPosition(), refObjPos, nil)
local movedRotation = obj.getRotation()
for guid, entry in pairs(memoryList) do
memoryList[guid].pos.x = entry.pos.x - deltaPos.x
memoryList[guid].pos.y = entry.pos.y - deltaPos.y
memoryList[guid].pos.z = entry.pos.z - deltaPos.z
-- memoryList[guid].rot.x = movedRotation.x
-- memoryList[guid].rot.y = movedRotation.y
-- memoryList[guid].rot.z = movedRotation.z
end
--theList[obj.getGUID()] = {
-- pos={x=round(pos.x,4), y=round(pos.y,4), z=round(pos.z,4)},
-- rot={x=round(rot.x,4), y=round(rot.y,4), z=round(rot.z,4)},
-- lock=obj.getLock()
--}
moveList = {}
end
function onload(saved_data)
fresh = true
if saved_data ~= "" then
local loaded_data = JSON.decode(saved_data)
--Set up information off of loaded_data
memoryList = loaded_data.ml
else
--Set up information for if there is no saved saved data
memoryList = {}
end
moveList = {}
moveGuid = nil
if next(memoryList) == nil then
createSetupButton()
else
fresh = false
createMemoryActionButtons()
end
end
--Beginning Setup
--Make setup button
function createSetupButton()
self.createButton({
label="Setup", click_function="buttonClick_setup", function_owner=self,
position={0,0.1,-2.1}, rotation={0,0,0}, height=220, width=500,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
end
--Triggered by Transpose button
function buttonClick_transpose()
moveGuid = nil
broadcastToAll("Select one object and move it- all objects will move relative to the new location", {0.75, 0.75, 1})
memoryListBackup = duplicateTable(memoryList)
memoryList = {}
moveList = {}
self.clearButtons()
createButtonsOnAllObjects(true)
createSetupActionButtons(true)
end
--Triggered by setup button,
function buttonClick_setup()
memoryListBackup = duplicateTable(memoryList)
memoryList = {}
self.clearButtons()
createButtonsOnAllObjects(false)
createSetupActionButtons(false)
end
function getAllObjectsInMemory()
local objTable = {}
local curObj = {}
for guid in pairs(memoryListBackup) do
curObj = getObjectFromGUID(guid)
table.insert(objTable, curObj)
end
return objTable
-- return getAllObjects()
end
--Creates selection buttons on objects
function createButtonsOnAllObjects(move)
local howManyButtons = 0
local objsToHaveButtons = {}
if move == true then
objsToHaveButtons = getAllObjectsInMemory()
else
objsToHaveButtons = getAllObjects()
end
for _, obj in ipairs(objsToHaveButtons) do
if obj ~= self then
local dummyIndex = howManyButtons
--On a normal bag, the button positions aren't the same size as the bag.
globalScaleFactor = 1 * 1/self.getScale().x
--Super sweet math to set button positions
local selfPos = self.getPosition()
local objPos = obj.getPosition()
local deltaPos = findOffsetDistance(selfPos, objPos, obj)
local objPos = rotateLocalCoordinates(deltaPos, self)
objPos.x = -objPos.x * globalScaleFactor
objPos.y = objPos.y * globalScaleFactor + 2
objPos.z = objPos.z * globalScaleFactor * 0.9
--Offset rotation of bag
local rot = self.getRotation()
rot.y = -rot.y + 180
--Create function
local funcName = "selectButton_" .. howManyButtons
local func = function() buttonClick_selection(dummyIndex, obj, move) end
local color = {0.75,0.25,0.25,0.6}
local colorMove = {0,0,1,0.6}
if move == true then
color = colorMove
end
self.setVar(funcName, func)
self.createButton({
click_function=funcName, function_owner=self,
position=objPos, rotation=rot, height=500, width=500,
color=color,
})
howManyButtons = howManyButtons + 1
end
end
end
--Creates submit and cancel buttons
function createSetupActionButtons(move)
self.createButton({
label="Cancel", click_function="buttonClick_cancel", function_owner=self,
position={-0.6,0.1,-2.1}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Submit", click_function="buttonClick_submit", function_owner=self,
position={-0.6,0.3,-2.5}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
if move == false then
self.createButton({
label="Add", click_function="buttonClick_add", function_owner=self,
position={0.6,0.3,-2.1}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={0.25,1,0.25}
})
if fresh == false then
self.createButton({
label="Set New", click_function="buttonClick_setNew", function_owner=self,
position={0.6,0.3,-2.9}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={0.75,0.75,1}
})
self.createButton({
label="Remove", click_function="buttonClick_remove", function_owner=self,
position={0.6,0.3,-2.5}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={1,0.25,0.25}
})
end
end
self.createButton({
label="Reset", click_function="buttonClick_reset", function_owner=self,
position={-0.6,0.3,-2.9}, rotation={0,0,0}, height=220, width=550,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
end
--During Setup
--Checks or unchecks buttons
function buttonClick_selection(index, obj, move)
local colorMove = {0,0,1,0.6}
local color = {0,1,0,0.6}
previousGuid = selectedGuid
selectedGuid = obj.getGUID()
theList = memoryList
if move == true then
theList = moveList
if previousGuid ~= nil and previousGuid ~= selectedGuid then
local prevObj = getObjectFromGUID(previousGuid)
prevObj.highlightOff()
self.editButton({index=previousIndex, color=colorMove})
theList[previousGuid] = nil
end
previousIndex = index
end
if theList[selectedGuid] == nil then
self.editButton({index=index, color=color})
--Adding pos/rot to memory table
local pos, rot = obj.getPosition(), obj.getRotation()
--I need to add it like this or it won't save due to indexing issue
theList[obj.getGUID()] = {
pos={x=round(pos.x,4), y=round(pos.y,4), z=round(pos.z,4)},
rot={x=round(rot.x,4), y=round(rot.y,4), z=round(rot.z,4)},
lock=obj.getLock()
}
obj.highlightOn({0,1,0})
else
color = {0.75,0.25,0.25,0.6}
if move == true then
color = colorMove
end
self.editButton({index=index, color=color})
theList[obj.getGUID()] = nil
obj.highlightOff()
end
end
--Cancels selection process
function buttonClick_cancel()
memoryList = memoryListBackup
moveList = {}
self.clearButtons()
if next(memoryList) == nil then
createSetupButton()
else
createMemoryActionButtons()
end
removeAllHighlights()
broadcastToAll("Selection Canceled", {1,1,1})
moveGuid = nil
end
--Saves selections
function buttonClick_submit()
fresh = false
if next(moveList) ~= nil then
for guid in pairs(moveList) do
moveGuid = guid
end
if memoryListBackup[moveGuid] == nil then
broadcastToAll("Item selected for moving is not already in memory", {1, 0.25, 0.25})
else
broadcastToAll("Moving all items in memory relative to new objects position!", {0.75, 0.75, 1})
self.clearButtons()
createMemoryActionButtons()
local count = 0
for guid in pairs(moveList) do
moveGuid = guid
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
updateMemoryWithMoves()
updateSave()
buttonClick_place()
end
elseif next(memoryList) == nil and moveGuid == nil then
memoryList = memoryListBackup
broadcastToAll("No selections made.", {0.75, 0.25, 0.25})
end
combineMemoryFromBagsWithin()
self.clearButtons()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count.." Objects Saved", {1,1,1})
updateSave()
moveGuid = nil
end
function combineTables(first_table, second_table)
for k,v in pairs(second_table) do first_table[k] = v end
end
function buttonClick_add()
fresh = false
combineTables(memoryList, memoryListBackup)
broadcastToAll("Adding internal bags and selections to existing memory", {0.25, 0.75, 0.25})
combineMemoryFromBagsWithin()
self.clearButtons()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count.." Objects Saved", {1,1,1})
updateSave()
end
function buttonClick_remove()
broadcastToAll("Removing Selected Entries From Memory", {1.0, 0.25, 0.25})
self.clearButtons()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
memoryListBackup[guid] = nil
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count.." Objects Removed", {1,1,1})
memoryList = memoryListBackup
updateSave()
end
function buttonClick_setNew()
broadcastToAll("Setting new position relative to items in memory", {0.75, 0.75, 1})
self.clearButtons()
createMemoryActionButtons()
local count = 0
for _, obj in ipairs(getAllObjects()) do
guid = obj.guid
if memoryListBackup[guid] ~= nil then
count = count + 1
memoryListBackup[guid].pos = obj.getPosition()
memoryListBackup[guid].rot = obj.getRotation()
memoryListBackup[guid].lock = obj.getLock()
end
end
broadcastToAll(count.." Objects Saved", {1,1,1})
memoryList = memoryListBackup
updateSave()
end
--Resets bag to starting status
function buttonClick_reset()
fresh = true
memoryList = {}
self.clearButtons()
createSetupButton()
removeAllHighlights()
broadcastToAll("Tool Reset", {1,1,1})
updateSave()
end
--After Setup
--Creates recall and place buttons
function createMemoryActionButtons()
self.createButton({
label="Place", click_function="buttonClick_place", function_owner=self,
position={0.6,0.1,2.1}, rotation={0,0,0}, height=220, width=500,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Recall", click_function="buttonClick_recall", function_owner=self,
position={-0.6,0.1,2.1}, rotation={0,0,0}, height=220, width=500,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Setup", click_function="buttonClick_setup", function_owner=self,
position={0,0.1,-2.1}, rotation={0,0,0}, height=220, width=500,
font_size=130, color={0,0,0}, font_color={1,1,1}
})
--- self.createButton({
--- label="Move", click_function="buttonClick_transpose", function_owner=self,
--- position={-2.8,0.3,0}, rotation={0,0,0}, height=350, width=800,
--- font_size=250, color={0,0,0}, font_color={0.75,0.75,1}
--- })
end
--Sends objects from bag/table to their saved position/rotation
function buttonClick_place()
local bagObjList = self.getObjects()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
--If obj is out on the table, move it to the saved pos/rot
if obj ~= nil then
obj.setPositionSmooth(entry.pos)
obj.setRotationSmooth(entry.rot)
obj.setLock(entry.lock)
else
--If obj is inside of the bag
for _, bagObj in ipairs(bagObjList) do
if bagObj.guid == guid then
local item = self.takeObject({
guid=guid, position=entry.pos, rotation=entry.rot, smooth=false
})
item.setLock(entry.lock)
break
end
end
end
end
broadcastToAll("Objects Placed", {1,1,1})
end
--Recalls objects to bag from table
function buttonClick_recall()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
if obj ~= nil then self.putObject(obj) end
end
broadcastToAll("Objects Recalled", {1,1,1})
end
--Utility functions
--Find delta (difference) between 2 x/y/z coordinates
function findOffsetDistance(p1, p2, obj)
local yOffset = 0
if obj ~= nil then
local bounds = obj.getBounds()
yOffset = (bounds.size.y - bounds.offset.y)
end
local deltaPos = {}
deltaPos.x = (p2.x-p1.x)
deltaPos.y = (p2.y-p1.y) + yOffset
deltaPos.z = (p2.z-p1.z)
return deltaPos
end
--Used to rotate a set of coordinates by an angle
function rotateLocalCoordinates(desiredPos, obj)
local objPos, objRot = obj.getPosition(), obj.getRotation()
local angle = math.rad(objRot.y)
local x = desiredPos.x * math.cos(angle) - desiredPos.z * math.sin(angle)
local z = desiredPos.x * math.sin(angle) + desiredPos.z * math.cos(angle)
--return {x=objPos.x+x, y=objPos.y+desiredPos.y, z=objPos.z+z}
return {x=x, y=desiredPos.y, z=z}
end
function rotateMyCoordinates(desiredPos, obj)
local angle = math.rad(obj.getRotation().y)
local x = desiredPos.x * math.sin(angle)
local z = desiredPos.z * math.cos(angle)
return {x=x, y=desiredPos.y, z=z}
end
--Coroutine delay, in seconds
function wait(time)
local start = os.time()
repeat coroutine.yield(0) until os.time() > start + time
end
--Duplicates a table (needed to prevent it making reference to the same objects)
function duplicateTable(oldTable)
local newTable = {}
for k, v in pairs(oldTable) do
newTable[k] = v
end
return newTable
end
--Moves scripted highlight from all objects
function removeAllHighlights()
for _, obj in ipairs(getAllObjects()) do
obj.highlightOff()
end
end
--Round number (num) to the Nth decimal (dec)
function round(num, dec)
local mult = 10^(dec or 0)
return math.floor(num * mult + 0.5) / mult
end

View File

@ -1,273 +0,0 @@
function updateSave()
local data_to_save = {["ml"]=memoryList}
saved_data = JSON.encode(data_to_save)
self.script_state = saved_data
end
function onload(saved_data)
if saved_data ~= "" then
local loaded_data = JSON.decode(saved_data)
--Set up information off of loaded_data
memoryList = loaded_data.ml
else
--Set up information for if there is no saved saved data
memoryList = {}
end
if next(memoryList) == nil then
createSetupButton()
else
createMemoryActionButtons()
end
end
--Beginning Setup
--Make setup button
function createSetupButton()
self.createButton({
label="Setup", click_function="buttonClick_setup", function_owner=self,
position={0,0.3,-2}, rotation={0,180,0}, height=350, width=800,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
end
--Triggered by setup button,
function buttonClick_setup()
memoryListBackup = duplicateTable(memoryList)
memoryList = {}
self.clearButtons()
createButtonsOnAllObjects()
createSetupActionButtons()
end
--Creates selection buttons on objects
function createButtonsOnAllObjects()
local howManyButtons = 0
for _, obj in ipairs(getAllObjects()) do
if obj ~= self then
local dummyIndex = howManyButtons
--On a normal bag, the button positions aren't the same size as the bag.
globalScaleFactor = 1.25 * 1/self.getScale().x
--Super sweet math to set button positions
local selfPos = self.getPosition()
local objPos = obj.getPosition()
local deltaPos = findOffsetDistance(selfPos, objPos, obj)
local objPos = rotateLocalCoordinates(deltaPos, self)
objPos.x = -objPos.x * globalScaleFactor
objPos.y = objPos.y * globalScaleFactor
objPos.z = objPos.z * globalScaleFactor
--Offset rotation of bag
local rot = self.getRotation()
rot.y = -rot.y + 180
--Create function
local funcName = "selectButton_" .. howManyButtons
local func = function() buttonClick_selection(dummyIndex, obj) end
self.setVar(funcName, func)
self.createButton({
click_function=funcName, function_owner=self,
position=objPos, rotation=rot, height=1000, width=1000,
color={0.75,0.25,0.25,0.6},
})
howManyButtons = howManyButtons + 1
end
end
end
--Creates submit and cancel buttons
function createSetupActionButtons()
self.createButton({
label="Cancel", click_function="buttonClick_cancel", function_owner=self,
position={0,0.3,-2}, rotation={0,180,0}, height=350, width=1100,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Submit", click_function="buttonClick_submit", function_owner=self,
position={0,0.3,-2.8}, rotation={0,180,0}, height=350, width=1100,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Reset", click_function="buttonClick_reset", function_owner=self,
position={-2,0.3,0}, rotation={0,270,0}, height=350, width=800,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
end
--During Setup
--Checks or unchecks buttons
function buttonClick_selection(index, obj)
local color = {0,1,0,0.6}
if memoryList[obj.getGUID()] == nil then
self.editButton({index=index, color=color})
--Adding pos/rot to memory table
local pos, rot = obj.getPosition(), obj.getRotation()
--I need to add it like this or it won't save due to indexing issue
memoryList[obj.getGUID()] = {
pos={x=round(pos.x,4), y=round(pos.y,4), z=round(pos.z,4)},
rot={x=round(rot.x,4), y=round(rot.y,4), z=round(rot.z,4)},
lock=obj.getLock()
}
obj.highlightOn({0,1,0})
else
color = {0.75,0.25,0.25,0.6}
self.editButton({index=index, color=color})
memoryList[obj.getGUID()] = nil
obj.highlightOff()
end
end
--Cancels selection process
function buttonClick_cancel()
memoryList = memoryListBackup
self.clearButtons()
if next(memoryList) == nil then
createSetupButton()
else
createMemoryActionButtons()
end
removeAllHighlights()
broadcastToAll("Selection Canceled", {1,1,1})
end
--Saves selections
function buttonClick_submit()
if next(memoryList) == nil then
broadcastToAll("You cannot submit without any selections.", {0.75, 0.25, 0.25})
else
self.clearButtons()
createMemoryActionButtons()
local count = 0
for guid in pairs(memoryList) do
count = count + 1
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.highlightOff() end
end
broadcastToAll(count.." Objects Saved", {1,1,1})
updateSave()
end
end
--Resets bag to starting status
function buttonClick_reset()
memoryList = {}
self.clearButtons()
createSetupButton()
removeAllHighlights()
broadcastToAll("Tool Reset", {1,1,1})
updateSave()
end
--After Setup
--Creates recall and place buttons
function createMemoryActionButtons()
self.createButton({
label="Place", click_function="buttonClick_place", function_owner=self,
position={0,0.3,-2}, rotation={0,180,0}, height=350, width=800,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Recall", click_function="buttonClick_recall", function_owner=self,
position={0,0.3,-2.8}, rotation={0,180,0}, height=350, width=800,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
self.createButton({
label="Setup", click_function="buttonClick_setup", function_owner=self,
position={-2,0.3,0}, rotation={0,270,0}, height=350, width=800,
font_size=250, color={0,0,0}, font_color={1,1,1}
})
end
--Sends objects from bag/table to their saved position/rotation
function buttonClick_place()
local bagObjList = self.getObjects()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
--If obj is out on the table, move it to the saved pos/rot
if obj ~= nil then
obj.setPositionSmooth(entry.pos)
obj.setRotationSmooth(entry.rot)
obj.setLock(entry.lock)
else
--If obj is inside of the bag
for _, bagObj in ipairs(bagObjList) do
if bagObj.guid == guid then
local item = self.takeObject({
guid=guid, position=entry.pos, rotation=entry.rot,
})
item.setLock(entry.lock)
break
end
end
end
end
broadcastToAll("Objects Placed", {1,1,1})
end
--Recalls objects to bag from table
function buttonClick_recall()
for guid, entry in pairs(memoryList) do
local obj = getObjectFromGUID(guid)
if obj ~= nil then self.putObject(obj) end
end
broadcastToAll("Objects Recalled", {1,1,1})
end
--Utility functions
--Find delta (difference) between 2 x/y/z coordinates
function findOffsetDistance(p1, p2, obj)
local deltaPos = {}
local bounds = obj.getBounds()
deltaPos.x = (p2.x-p1.x)
deltaPos.y = (p2.y-p1.y) + (bounds.size.y - bounds.offset.y)
deltaPos.z = (p2.z-p1.z)
return deltaPos
end
--Used to rotate a set of coordinates by an angle
function rotateLocalCoordinates(desiredPos, obj)
local objPos, objRot = obj.getPosition(), obj.getRotation()
local angle = math.rad(objRot.y)
local x = desiredPos.x * math.cos(angle) - desiredPos.z * math.sin(angle)
local z = desiredPos.x * math.sin(angle) + desiredPos.z * math.cos(angle)
--return {x=objPos.x+x, y=objPos.y+desiredPos.y, z=objPos.z+z}
return {x=x, y=desiredPos.y, z=z}
end
--Coroutine delay, in seconds
function wait(time)
local start = os.time()
repeat coroutine.yield(0) until os.time() > start + time
end
--Duplicates a table (needed to prevent it making reference to the same objects)
function duplicateTable(oldTable)
local newTable = {}
for k, v in pairs(oldTable) do
newTable[k] = v
end
return newTable
end
--Moves scripted highlight from all objects
function removeAllHighlights()
for _, obj in ipairs(getAllObjects()) do
obj.highlightOff()
end
end
--Round number (num) to the Nth decimal (dec)
function round(num, dec)
local mult = 10^(dec or 0)
return math.floor(num * mult + 0.5) / mult
end

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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