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arkham-horror's Issues

Carnivale of Horrors needs a "Campaign Deck" version

The two Carnivale Decks currently in the folder (Standard and Hard mode) both include the Chaos Bag. We simply need to create an .08d of just the Scenario cards but no Chaos Bag, so players can load in their own campaign bag when playing this scenario as a side-quest.

Saving tool for special table layouts

The saving tool current doesn’t save the table layouts for scenarios like those with Explore deck or whatever else like Threads of Fate. Please take a look into this issue.

arkham-horror 1.0

I talked with @GeckoTH about the steps needed to get to a working version, 1.0. For me, this means getting OCTGN playable for Solo. This issue is going to track all that work in one place. I might them up into separate issues if it makes sense.

  • define groups (called piles in OCTGN) to store all the various card types in game.
    • player deck
    • player discard pile
    • act deck
    • act discard
    • agenda deck
    • agenda discard
    • location deck
    • location discard deck
    • encounter deck
    • encounter discard deck
    • a secondary encounter deck
    • a setup deck
  • #2 get lobby dialogue to show up
  • #5 define a function that when a player loads a deck, all the different card types get put into their correct piles (agenda cards go into the agenda deck, etc)
  • #10 shuffle encounter discard into encounter deck
  • #5 Upon loading a player deck, it should also place the Investigator and mini card out on the table, and draw your starting hand, and any other basic automation we feel necessary
  • #9 Upon loading an encounter deck, it should place the first Agenda and Act out on the table, as well as the Scenario Card in the correct positions.
  • #7 Discarding a chaos token should put it back into the deck and shuffle
  • #8 drawing chaos tokens
  • #15 drawing encounter deck
  • #14 next Agenda
  • #14 next Act
  • #17 How do we handle giving out a random basic weakness card?
  • #20 next Location
  • #21 Don't allow drawing a weakness in opening hand
  • #22 double clicking on a card in your hand doesn't crash
  • clean up menus to remove any LotR specific things
  • turn automation, on end of turn refresh cards, draw a card, give 1 resource
  • double click on act should flip the card instead of adding tokens
  • redo positioning of cards

Open Questions

  • Can we use "Save Deck" at the end game to continue a deck through a campaign with acquired weaknesses?
  • Add horror token when you deck yourself and need to draw a card
  • counter is hit for next act/agenda, highlight the card red
  • lead investigator?
  • check hand size on next round

Second token from Chaos Bag

Can I get a second token from the Chaos Bag without discard the first?

Can I draw two tokens from Chaos Bag simultaneously?

Blurse tokens inconsistency

When loaded through the saving tool, the existing Blurse tokens (on the table or in the bag) don't act like when they are newly added to the bag, but act as if they are other normal tokens.

This also sometimes happens after a disconnect and players have reconnected.

isSpecialCard script exception

Minor issue, but when trying to shuffle encounter cards from the table (put there by setup), a call to an undefined "isSpecialCard" triggers an exception.
I guess it's the one left in "shuffleIntoDeck".

game site URL points to dead domain

hey, I noticed that the game site in the XML is pointing to a page on gamersjudgement, that domain has been dead for a while now. Should be pointing to the octgngames domain.


Card search

The list of cards that search isn’t complete. There are some cards that don't have the auto-search action associated with them, like No Stones Unturned, or Old Book of Lore, Tetsuo Mori, some permanents that search at game start i.e. Stick to the Plan, cards that search variable number of cards i.e. Rabbit's Foot (3) or Lucky Cigarette Case (3).

The feature should in theory work on all cards that have “search” in its text https://arkhamdb.com/find?q=x%3Asearch&decks=player that searches for cards, excluding "bonded", "researched", or "research".

This feature can be expanded to cards that search for tokens in the bag, such as the ones that pull bless/curse out of the bag.
Token-sealing cards can be incorporated into this feature as well.

By extension, double-clicking cards that draw another card can also be made available as well.

Basic Weakness Options

Implement Suboptions for Basic Weakness Drawing.

  • Up to Current Scenario - Add sub options to build a list of weaknesses based on the current scenario loaded. This way people can play older scenarios with a limited card pool of what's been released.
  • Complete Cardpool - this sub option will pull a weakness from the complete known card pool at the time.

Add/Remove token buttons

It would be great to have a more streamlined interface as an alternative to digging through menus or trying to get technology-illiterate people to memorize dozens of hotkey combos (my wife, sigh...).

Take for instance, adding/removing tokens from cards. This is currently the single largest source of slowdown/frustration for the people I play with. I know it is possible to make "buttons" on the board that when clicked, add or remove tokens from the selected card. The NetRunner Octgn module did something like this here: db0/Android-Netrunner-OCTGN#147 (The actual commit is here: db0/Android-Netrunner-OCTGN@b695216. It seems like this would be possible in a way similar to the "Encounter Draw" button. but instead of revealing a card from the mythos deck, creates a token on the last card selected. Or something similar to the Turn Phase icons in the top-right corner of the board.

It might be as simple as having +- heart, +- sanity +- resource, and +- clue buttons, and when you click, it looks at who clicked it and what card they most recently touched and adds/removes a token as necessary.

I can understand if this isn't a priority, but it seems like there's a lot of movement on this project recently, and something like this would sure speed up and smooth out our experience!

Mini cards

Investigators mini cards do not appear in Carcosa.

Thanks.

Card quantities in Carnavale

We have detected that the encounter Deck contains the wrong quantity for several cards.

Here you have the full list of errors:
- Chaos in the Water: It must be 3 copies instead of 2.
- Lost in Venice: It must be 3 copies instead of 4.
- Mass Hysteria: It must be 3 copies instead of 4.
- Watcher's Gaze: It must be 3 copies instead of 4.

Error message if different player load encounter deck and chaos bag

if one player load the encounter deck and another one load the chaos bag you have an error message who say that
setcontroller could not be applied to a pile
setcontroller work only with a group

i am sorry if it is not clear i will post the complete error message tomorrow.

XML Core Set errors

Cat Burglar is incorrectly spelt with an "e" (Cat Burgler)
Will to Survive should be level 3 not level 4.

Reshuffling discard pile into draw pile

I've noticed 2 problems with the way the various discard piles are handled in the module.

Encounter & Encounter discard:
As of now, the discard pile is shuffled back into the deck immediately after the last card is drawn from the deck. While technically this is how the rule is written, in playing the game, the encounter card just drawn may have not been fully resolved yet (if that card is a treachery). This leads to the reshuffled deck missing 1 card left behind in the discard after the card resolves.

Player deck & Player discard:
As of now, the discard pile is not automatically shuffled back into the deck at all. The process is: when you draw a card from your empty deck, you shuffle your discard pile into your deck, then draw, then take 1 horror. If you would draw manually during your turn, you would have to manually shuffle your discard pile, which is fine. But in the upkeep phase, when you would draw a card anyway, this process is not automated when it could be.

Proposed solution that applies to both problem:
We make it so that the discard is automatically shuffled into the deck only when you would draw from it. This will solve the problem with the single card left behind in the Encounter discard, as well as enable automation in the case of Player discard.

Card backs

Card back isn't entirely determined by type and subtype. There are assets with an encounter card back that need to be shuffled with encounter cards ("Jazz" Mulligan, Helpless Passenger and Key to the Chamber). I suggest adding a "Deck" column to the card data spreadsheet so that the correct size attribute can be assigned to each card.

How install game on OCTGN

Hi. To test the script I want to know how to install the game on OCTGN. I downloaded the script but do not know how to add a feed.
Thank you for your work and greetings.

Location missing in the Miskatonic Museum

I don't think this has been reported yet. But in the Miskatonic Museum there are 2 copies of the Restricted Hall. While another Location: Athabaskan Exhibit is missing.

Thanks for working on this project. If there would be a Howto (that explains how to add cards) to this project. I might pitch in to add some playercards from time to time.

Joe Diamond's Hunches not starting in Secondary deck

I'm pretty sure Joe Diamond's "Hunches" used to load automatically in to the Secondary Deck slot, but that appears to no longer be the case on OCTGN. Instead those cards are included in with the rest of the player cards (either in the player deck, or automatically drawn as part of the starting hand).

Bless/Curse markers on chaos bag

Since new OCTGN update, Bless and Curse markers on chaos bag isn't adding as it should be. Yet they are still added to shared chaos bag pile.

Incorrect Card Back

The Man in the Pallid Mask has an encounter card back rather than player card.

Phase Automation

Implement some type of phase automation for the game:

  1. Mythos
  2. Investigators
  3. Enemies
  4. Upkeep

Loading basic weakness error

Octgn couldnt load the deck:
Details:
(translated by me)
"Given key could not be found in dictionary"

3.1.294.0 version

Round Management

Automated Round Management should do the following:

  • Investigator Mini-Cards are flipped back to their colored side
  • exhausted cards on the table get readied
  • Each Investigator draws 1 card, and gains 1 resource
  • (Should probably add a step here which checks hand size to see if you're holding over 8 cards...can be added later if we want)
  • Next Round technically occurs at this step
  • Place 1 doom on the current Agenda
  • Check if the doom tokens on the table equal or exceed the doom

ArkhamDB Feature Request: Ability to specify Hunches for Joe Diamond

When building a deck for Joe Diamond, ArkhamDB defaults all "Insight" traited cards as 'Hunches'. However, if you select 11 Insight cards for the Hunch deck, and an additional number of Insight cards for the regular player deck, ArkhamDB does not let you differentiate and assumes they are all 'Hunches'. It would be great if there was a way to indicate which ones are 'Hunches' (and should be automatically loaded in the Secondary deck slot) and which ones are not (and should be automatically loaded in the regular player Deck slot).

Investigator/card specific automation (Preliminary list)

Seeing what can be done to facilitate specific investigator's abilities such as the case of card search and Mandy, I've compiled a preliminary list of automation that can be made for specific investigators below. There are also a suggestion to move around an element in the module to enable the automation to happen, which is mentioned in point 1.

These suggestions will likely need a lot of time to be done and tested to work properly, and some of them are more complicated than others, I'm only tentatively listing some of the things that can be automated here so that our devs can look into them and maybe roll them out over time. All these changes are only quality of life automation, and is definitely not needed for the game to function properly, therefore if something is too complicated or difficult or out of scope, feel free to comment and make suggestions.

Lastly, as mentioned in #238 (Housekeeping), these specific card automation should be made in a separate .py file for easier management and maintenance.

  1. Move opening hand from global to player tab to facilitate automation for special opening hands
  • Sefina: Opening hand of 13
  • Studious: Increases opening hand by 1
  1. Abilities on load deck
  • Mary: Add 2 bless tokens to the bag
  • Permanent cards that search deck or take out cards before opening hand i.e. Stick to the Plan, Ancestral Knowledge
  • Another Day, Another Dollar: Add 2 resources to investigator
  • Studious: Increases opening hand by 1
  • Joe: Search all Insight cards and put them into Secondary Deck (as Sideboard is reserved for Bonded cards) and let player pull out cards they don't want there to put back into deck. Should not automatically draw opening hand to remind player of this.
  1. Hand size automation
  • Patrice: Reduce hand size by 3
  • Arcane Enlightenment: Increase hand size by 1
  • Laboratory Assitance, Vault of Knowledge: Increase hand size by 2
  • Drawing the Sign: Reduce hand size by 5
  • Dream-Enhancing Serum: Special case, could be complicated
  1. Investigation phase automation
  • Amanda: Draws 1 additional card
  • Preston/Family Inheritance: Replenish 4 resources
  • Tri-class cards, lv4 talents: Replenish 2 resources
  • True Magick: Replenish 1 resource
  1. Upkeep automation
  • Jenny: Take 1 additional resource
  • Patrice: Discard all non-weakness cards and draw until 5 cards in hand
  • Forced Learning: Draw 2 cards, discard 1
  1. Mythos automation
  • Mary: Add 1 bless token (technically end of Upkeep, but weaknesses or treachery like Lost Soul can force you to take a test before the end of Upkeep, which is why adding bless at Mythos start is more correct)
  1. Other specific cards:
  • Calvin: Stats in the player tab can be linked to his current health/sanity on investigator card
  • Norman: Automatically set his deck to "visible by everyone". If a weakness (except The Harbinger) is on top, automatically pull it out on the table (Hidden is fine because technically everyone can still see it on top of his deck when he reveals it anyway).
  • Norman/The Harbinger: If it's on top of his deck, his deck cannot be affected anymore i.e. no automatic draw at upkeep.
  • Akachi: Add 1 charge to cards that have "charges" when placed on the table.
  • Nkosi Mabati: Related to card search for token, but this one might be more complicated.

Error installing as local feed - OCTGN v 3.3.132.0

Hey guys,

I'm trying to setup up the game as a local feed in OCTGN. It builds fine (at least, no errors show up) but when trying to load the .nupkg file as a local feed in OCTGN (latest version) it says the feed is invalid.
Building and installing from the command line, using o8build.exe. -d -i, gives more info:

Running Test TestFileStructure 
 
Running Test VerifyDef
 Running Test VerifyDefPaths
Running Test VerifyScripts
Running Test TestSetXml
Running Test VerifyProxyDef
Running Test VerifyProxyDefPaths

Building packages
Feed Path: C:\Users\Mihnea\Desktop\arkham-horror-master\o8g\Arkham Horror - The Card Game-1.0.0.40.nupkg
2019-04-25 14:59:05,282 [1] FATAL o8build.Program - Unknown error of doom
 System.NullReferenceException: Object reference not set to an instance of an object.
   at o8build.Program.InstallLocalFeed() in C:\projects\octgn\octgnFX\o8build\Program.cs:line 99
   at o8build.Program.Start() in C:\projects\octgn\octgnFX\o8build\Program.cs:line 93
   at o8build.Program.Main(String[] args) in C:\projects\octgn\octgnFX\o8build\Program.cs:line 37

Any ideas?

Discard card into a pile you don't own

you have a little error in action.py

in def discard

Line 1566
card.setController(who)

the correct synthax for changing card controller is
card.Controller = who

with your line it is impossible to discard an encounter card if you are not the own of encounter discard pile

furthermore, i suggest to add mute()
line 1603 in def doDiscard


Shuffle into deck

There should be an option to shuffle cards into which deck first (location, encounter, special, your deck), then which part (whole deck, top, bottom), then number of cards.

This should cover most cases and we won’t have to worry about card types not matching deck type.

This could be made in the drop-down right-click menu as expanded sections, or a series of pop-up dialog (drop-down menu is preferred).

Minor set issues

Hi Tom,

A couple of issues I noticed in the core set:

  1. The 'Predator or Prey' (agenda) has no alternate/back side
  2. 'The Gathering' text (both front and back) is referencing the wrong symbol. Should be a tablet (γ) instead of an Elder One (δ).

Keep up the good work !

Phase automation

When I pulse F12, the program locks in the step between Upkeep and Mythos phase. I did not do it before.

Housekeeping

Since more people are working on this project, it might be a good idea to give notes/comments within the code to divide it into sections within a large body of work, like in the action.py.

Another option is to break it apart, like the case of card_automation.py taking out card actions, or bonded.py being created outside of action.py. Breaking up action.py into individual functionalities should make it easier to make changes to individual parts of it. However, this might make it difficult to monitor how different parts interact with one anther.

This is mostly for file organization purposes and is completely optional. Devs please give your thoughts and comment on this.

One related suggestion is to take out card search or at least the list of cards that search into its own thing like what was done with bonded cards, so they can be updated manually without affecting the framework code.

Wrong Card number in Carnavale

In the Carnavale of Horrors set definition, the card "Gilded Volto" points to a wrong card number (24 instead of 26).

Draw Unrevealed issues

In the 'Carnevale of Horrors' scenario, there is a set of 7 double-sided cards, which start in the Special deck. On their back-side is the 'Masked Carnevale-Goer' image, and the cards must be dealt out on to the table with this back-side showing.
If you choose "Draw Unrevealed" to attempt to do this, there's a glitch: The cards appear with their standard back (which is either Encounter back or Player Card back, depending on what their front-side card template is), instead of the 'Masked Carnevale-Goer' image; and if you try to "Flip" the card, even the front-side now shows with the standard back as well instead of the actual front-side image.
If you perform a regular "Draw", then everything works normally: It shows the correct front-side image; and when you "Flip" the card it also has the correct 'Masked Carnevale-Goer' image on the back-side. Unfortunately this impacts the experience if you do a regular "Draw", because it loads the image front-side first and gives away information that should remain hidden.

Logging for Campaign Export

It'd be nice if the Full Game Log of the OCTGN game could be exported so it can be parsed to fill out a campaign log on ArkhamDB or some other service.

Things need to be tracked:

  • Scenario Loaded/Setup Info (like Investigators)
    • is there a way to uniquely associate investigator decks with arkhamdb ids/uuids?
  • Victory Points
  • Investigator Status
  • Choices/Results Taken

AH Icons in Proxy cards.

The proxy text font for the Clues on Location and Act cards, along with Enemy Health does not include the AH Icons. It's possible to switch the font on those items, so that the "per investigator" icon can be seen. I've done this for my fork. Should I create a pull request for this, or would it be preferable to alter the fonts in use?

Image Pack?

Hi,

Is there an image pack yet? The cards only have text.

Thanks


Card action

For player card, double clicking should only exhaust cards if they have the word ‘exhaust’, and should do nothing for every other card. Currently, any investigator card, asset or event will exhaust if you double click on it.

This should standardize card action so people can’t exhaust things that don’t exhaust, like some assets, events and skills, and to avoid potential conflict between auto-search and exhaust.
There is one case with the card “Collected Works of Poe” that doesn’t exhaust to search for Tekeli-li weakness in your deck.

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