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View Code? Open in Web Editor NEWLua mod for Table Top Simulator
Lua mod for Table Top Simulator
broadcast instead of print? prevent peek if don't own the order and also prevent peek if not on top of an order stack. That last part would be hard but accidentally peeking orders in a stack is actually super easy to accidentally cheat.
put total dice next count onto the game board so players can easily reference the number of dice they have on the field at a glance.
When starting a assault on a planet with routed units, the routed units will be brought into the battle but should not contribute dice to the battle start dice pool. Bugfix.
Now that I know the require function works it is possible to break functionality out into separate files. I hope that this will lead to a faster and easier to test developer experience.
it is possible to discern what a player will choose by watching their hand in the order area. It is possible to hide the hand within the game when it is in this area.
when the sort functionality for the combat zone is called it should affect tokens, units, and cards as well as dice.
sort tokens, units, cards, and dice when dropped onto the combat area by the player.
(also dice are not auto sorted on placement but are when dropping them off the board into the bag/ void?)
There are several cards that make a player remove dice of certain types. It may be nice to have UI that automates that process instead of dragging dice off the table by hand.
idk how, perhaps immediately, but move the token to top of event deck automatically when it is flipped over / after the at least one combat or order upgrade occurs? (would be possible after automating both processes)
this would return all orders to the hidden zone when hitting a new button in the UI, so that players can just sling them around if want to. Could also make this a part of the end round button, after event card draw occurs.
delta in units created and destroyed by faction, number of worlds owned, number of units on the board, etc.
possible to make the battle report a command that can be put into chat, and/ or a series of individual commands that can give desired information for each faction, perhaps even by round summary
possible to collect all of that play data in logs and then to leverage it as play testing data for the new game? obviously want that to be a toggle option and even default it to off when not explicitly play testing.
I want to implement a form of first player dice mechanic. This could be a D6 / D8 that automatically changes when a new player sits at the table. When ready players would roll the die and the result would be broadcast to all players and the dice deleted.
I suppose we could but in a spawn button if they needed it back for some reason.
We could move the first player marker to the resulting player matt.
include FAQ stuff like reminder about reinforcement placement rules (attacker first then defender, <= number of units at start of battle excluding card effects, can be replaced with a free unit if card effect is the lvl 0 unit, etc...)
Could broadcast to players who won, on what round, with how many units lost by type.
I think it would be good to leverage the faction ownership functionality in place to evaluate the number of cities owned by each faction and to display it in UI next to each player. I think it should be broadcast to each player at the end of the round along with material numbers.
A possible future goal would be to enforce the command level in some way when purchasing combat and order upgrades since they cannot be discounted with hammers. This would have to come after implementation of upgrade purchasing automation.
find a way to enforce reinforcement round and rules in combat, while allowing for specific cards in the play area to break those rules according to the card in question.
(ie: ork player with two plastic figures cannot drag 3 tokens into the play area at the start of combat. If they reveal a Sea of Green card they can increase this number from 2 -> 3 and 3-> 4 if revealing a second S.o.G.)
Have a round counter tied to the end of round button, so players can easily tell what round it is. Then at the final round I guess destruct the end of round button so they have to hit the end battle button. End of battle button determines winner and broadcasts it
during combat I think I tried to void a reinforcement token and it wouldn't do it. Also didn't work after combat. I think I deleted the token with delete key and I think this could have been the same game I had a bunch of extra cultists. I don't think I had the same issue with the marines tho for some reason.
sometimes when routing a unit some of the UI disappears
when dominate order flipped auto give assets using sector occupation utility and have an asset zone on/ near the player board maybe? This would help with visibility of assets for each player. Could also make a command for chat listing out what players have for easier reference.
Would need a way to include player selection when resolving a prosperity asset or just ignore that functionality for now and just broadcast that it is player choice.
It would be good to have a feature in the mod where you can randomize the order of seating so that you don't always have the SM player going after the ork player, etc. You can do this in game with custom game turns already, but it would be good to include that as a note or to do it programmatically if possible. Aside from that doing it for the table itself would be a stretch goal I think. I don't 100% like the way the other mod handles it with the randomize button and chat command scripting. Could also interfere with our mods player color logic.
if so, when you add the unit to the combat it needs to be forced into correct orientation and when combat ends it needs to be taken to the planet.
Either way it should be noted as a reminder next to the combat area on the FAQ note if we decide to make one and/or in the notebook.
dice come out facing all different ways when combat starts and when tokens are added to combat. sometimes it is in the direction of the player looking at the board and other times it is just in the same orientation as when removed from the bag and added to the board.
When sorting function is called could standardize orientation and that might cover all use cases.
change the "add dice to combat" script so that added dice are in the color of the faction whose combat area the dice are being added to, not the faction of the player that hit the add dice button
during combat put a play button on the cards in hand in order to put it perfectly on the combat area
this was during hot-seat play so who knows how this affects others, but when playing as Chaos it moved my camera over to the Ultramarines side of the combat zone.
stop players from dragging dice onto combat matt if it puts them over 8, if possible. The ideal is that players only use the add dice button but that is not currently enforced.
lots of Ork cards force reroll of all dice or dice of certain types (ie: slugga boys must reroll all shields, opponent and player)
if this doesnt happen in the UI via a button should make it automatic (perhaps with an undo feature?) To redo would simply flip card over and reveal again. That could be improved with card UI buttons instead to avoid accidents idk.
know what order upgrades have been bought and what scheme is available for the player, and to prompt the player to use it if they are revealing a relevant order or doing a combat action? Perhaps just a reminder before combat with a player only chat prompt. Some stuff could be automatic, such as the automatic reinforcement "crusade" upgrade for Space Marines.
all I did was drag cultist from the bag into the combat area as part of a card effect. When combat was over had to drag the unit onto the board. IDK if the issue is from end of battle button, dropping unit into the void, hitting the kill button, or loading a game file, but at some point I had like 11 cultist for some reason.
I want to emulate the functionality from another popular FS mod which allows a user to upgrade their combat deck by clicking an "upgrade" button on the combat card upgrade pairs arrayed out on the table next to each player area.
The desired functionality is like so:
This button would replace "material/events" button. This button would perform all end of round actions:
if final round should change to "end game" button? Either way will want to broadcast the winner of the game based on the rules.
(in order: number of objs owned, number of planets owned, number of units, complete tie)
it would also broadcast a type of report, touched on further in issue "#3 End of round battle report"
after a combat ends, will know who wont the combat when button is hit and shows the valid retreat zones onto the board following the attacker, retreater, and non-advance order combat initiation rules for retreat resolution.
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