Tabletop Simulator

Tabletop Simulator

[scripted] Power Grid
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Opdatering: 22. juni 2020 kl. 11:51

Robot hands are always visible, instead of just at game start. Their money board is now also visible to other players.

===== V 1.7.1 =====
[Game]
- Robot hands and money boards have become visible

[Scripting]
- Every two seconds a check is performed to flip all cards belonging to robots.
- The guids of the money boards are now stored as well (saveSettings>players>[player]>moneyPlate), this is so that the script can raise the board for robots.

Opdatering: 20. juni 2020 kl. 10:22

Each player now has a board where he/she can manage the money in their hand. You can now easily draw money and pay money to the bank. You also easily see how much money you actually have.

===== V 1.7.0 =====
[Game]
- New money board for each player. Hidden so that no one but you can see how much money you have.

[Scripting]
- It's not pretty if you look at it now, but it sure is a nice piece of code. The board works on the principle of sticking closely to the input of the player. So when you want to pay 5 you can type in five 1's and if you have five 1's it will discard those five.
- The boards are documented a bit, so feel free to check it out. I'm not a very orderly coder so it might not be easy to understand

Opdatering: 18. juni 2020 kl. 12:33

A settings panel has been added, added scripted support for the New Power Plant expansion.

===== V 1.6.0 =====
[Game]
- Fixed: Uranium doesn't always properly fit between other resources (now its a bit smaller)
- Added a settings panel, it can be found at the start of the game in the upper right corner of the table
-- You can now turn certain features on/off, or remove certain buttons if you don't want to use them
-- Warning: the settings panel disappears when the game starts
- Added scripting support for the New Power Plants expansion, settings can be found on page 2 of the settings panel

[Scripting]
- The settings panel works by calling the Global script to update a setting value. Inspiration for this came from the Scripted Catan mod
- Added some if(setting.thing.enabled) flags into the script to disable or enable features... I might have overlooked something so be sure to report anything that doesn't seem right

Opdatering: 17. juni 2020 kl. 11:14

Some players notified me that the player order logic was faulty, so I fixed that. Then I noticed that there was a bug in the bureaucracy phase with the automated resource replenishment, so I fixed that too.
If you find any other bugs feel free to report them to me!

===== V 1.5.3 =====
[Game]
- Fixed: When bureaucracy phase starts and a resource bag doesn't contain enough items, but at the end of the bureaucracy it does, some resources wouldn't be properly refilled
- Fixed: Turn order when tied with cities was determined by total power plant cost count, instead of highest
- The resources in the bureaucracy phase are now replenished at the end of the bureaucracy phase (it can handle manual refills too)

[Scripting]
- Instead of looping over all power plants to determine the proper order it now keeps doing a math.max(highest, powerplant.cost)
- At the start of phase 5 all resources are counted and stored in the saveSettings table. At the start of phase 2 the bureaucracy refill takes place based on (resources_to_replenish - (current_resource_count - resource_count_at_start_of_phase)

Opdatering: 13. juni 2020 kl. 1:38

Updated the script to actually work with the new deck >.>

===== V 1.5.2 =====
[Game]
- Fixed: Error when card 1-3, 16 or > 50 is drawn
- Auto discard duplicate cards in the market

[Scripting]
- There is a table that contains all powerplants following this format: ['number'] = {cost=number,guid='',single=true}. I forgot to add the new cards to this table. The table now also contains the `single=true` property to indicate if it is the only one of its kind in the market.
- Added a determineDoubles function. At the start of the game (and ONLY at the start) this function determines if there are duplicate numbers in the stack. It does so by setting `single` to false for all cards, then iterating over all cards in the deck and switching the boolean value each time it finds the proper card. Theoretically if there are two duplicate cards (so three cards of the same cost) it will count as only existing once

Opdatering: 12. juni 2020 kl. 10:13

Added the new deck as suggested by Guard1an4. Also updated the discard boards to show how much money is on top of them.

===== V 1.5.1 =====
[Game]
- Fixed: Card 16 missing from deck
- Added the new card deck as suggested in the comments by Guard1an4
- Discard boards show a counter for the money stack

[Scripting]
- The discard board counter functionality is mostly the same as the discard functionality. Instead of moving it counts. Super simple stuff.
- Counter activates when an object enters or leaves a scripting zone

Opdatering: 4. juni 2020 kl. 11:15

The mod now detects when steps 2, 3 and game end are triggered, broadcasting the current step when it does. Now also replenishes resources at the start of the Bureaucracy phase.

===== V 1.5.0 =====
[Game]
- Fixed: Drawn power plant card isn't placed in correct order
- Fixed: When discarding more than 9 items, the last item throws an error
- When adding a player, the button now turns into the player's color
- Added support for in-game Step detection
- Added automated resource replenishment based on player count
- The game board is locked again at start of the game (and no longer expands... did the devs fix that bug?)

[Scripting]
- Each time the city counter updates a check is fired to see if a higher Step can be triggered
- The "discard board"'s now wait 1 second longer before discarding the last item of a stack. This gives enough time for the rest of the stack to be discarded before calling the "discard" function again
- Mostly added more positions and guids for the resource management
- We determine the spot to place a resource by:
-- Counting items in the resource's bag
-- Counting items on the game board
-- Subtracting the items on the game board from the total items gives us the position to place a resource
-- This repeats for as long as needed, or until the resource bag is empty
- Probably some other small things that I have forgotten already
- It is becoming a bigger mess

Opdatering: 29. maj 2020 kl. 10:00

The mod now supports the in-game Turn system. You can now use both the "End turn" button from the Turn system and the "next player" button that was added by this mod. Also works with hotseat servers.

===== V 1.4.0 =====
[Game]
- Fixed: Phase "Bureaucracy" was never triggered using my turn system
- Added support for in-game Turn system


[Scripting]
- Added listener functions for onPlayerTurnEnd and onPlayerTurnStart for the Turn system support
- How it works:
-- When you press "next player" or "End turn" the next player is chosen
-- When a player is chosen the current order is set in Turn.order
-- To override the "End turn" functionality of the Turn system, the onPlayerTurnEnd sets the correct player color. Because this happens before the "OK" button is pressed on turn switch, the resulting color is actually different.

Opdatering: 26. maj 2020 kl. 10:34

As expected a few bug fixes and small improvements:

===== V 1.3.1 =====
[Game]
- Fixed: White's power plants didn't count for turn order
- Fixed: Yellow starts with 6 cities and White with 2
- Robots have different names
- Made button text a bit bigger for zoomed-out players


[Scripting]
- Improved filter for city counter. Only objects of type 'Custom Object' and an empty name are considered cities now

Opdatering: 25. maj 2020 kl. 11:30

Added The Robots expansion along with turn automation. To play with robots just assemble the pieces from the "Robots expansion" bag and select "Add player" for the desired empty player position. You can copy-paste the pieces if you want to play with more than 1 robot.

===== V 1.3.0 =====
[Game]
- Players start without money until the game is started.
- You can enable players that aren't currently present before game start. Players added this way are also tracked on the game board.
- Added a "Next player" button that shows the player that is currently at turn. When pressed it will broadcast a message saying whose turn it is and what the current phase is.
- Added The Robots expansion. Required pieces are stored in a bag to reduce game load time

[Scripting]
- Determined what position each player's hand is at and spawned a "Add player" button there
- Added a table with all turns, phases and stages.
- Added custom logic to track player turns. This will be used in the future to also configure the in-game Turns system
- On game start; deal the money cards dramatically to each player (or just slowly, depending on you standpoint)

There are probably a few bugs in this version. Do let me know if you find one and I'll do my best to fix it