Tabletop Simulator

Tabletop Simulator

29 ratings
Smash Up Ultimate; 100 Factions scripted
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 2, 3, 4
File Size
Posted
Updated
96.465 MB
13 Sep, 2017 @ 12:15pm
28 Sep, 2023 @ 8:39am
22 Change Notes ( view )

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Smash Up Ultimate; 100 Factions scripted

Description
Note: This mod will no longer be updated. I recommend my friend's mod.

In Smash Up! players draft two faction decks, such as pirates, ninja, robots, zombies, and more, and combine them into a force to be reckoned with! Smash Up! is an easy to learn shufflebuilding card game that I'm quite fond of. The original card game was created by Alderac Entertainment[www.alderac.com].

For those familiar with the game, my set-up includes:
  • 100 factions!
  • The Titans from the Titan Event Kit and 10th anniversary.
  • Factions include a description of what they're like.
  • Every card is named.
  • Cards that need clarification have an asterisk next to their name and an explanation in their description.
  • Base power and base breakpoint counters as well as player power counters for keeping track of how much power is on the base and is needed to break it.
  • Designated mats for each player as well as the base, monsters, and actions on the base.
  • Ample hand size for easily viewing your entire hand.
  • The notebook includes the rules as well as separate sections for Burying, Dueling, Madness, Monsters, Treasures, and Titans.
  • The game is scripted so that changing the power on the counters above the base is automatic when you place a card on a mat.
  • The game is scripted so you draw two cards when you end your turn. Also notifies players when they need to discard cards. (Off by default)
  • The two bases of each faction are on top of their respective faction. I find it most fun to only play with bases from factions that are being played with.
  • Full stack of all bases in top left for alternate play methods.
  • Bag of separated factions in top left for bases grouped by expansion and picking factions.
Scripting
Power
If you don't like or trust the scripting, you can disable it by pressing the toggle button in the top right next to the Tablet.
If the counters get messed up in some way, take off all the cards on all the mats of that base, clear the counters, and put the cards back. As long as all the counters are touching the thing they're affecting and cards aren't touching each other, it should work correctly.
Known issues:
  • If you have two cards touching each other on a mat, then power counters don't work correctly.*
  • If you reload the game while cards are on mats, their values will be readded to the counters, making them double what they should be.
  • If you reload the game while a base is anywhere, a scripting error message will appear. Don't worry about this message; ignore it. The bases commonly make this message. Don't worry about it.

Auto-Draw:
The button to enable this script is in the top right next to the Tablet.
When a player ends their turn, they will automatically draw two cards from the deck on their deck mat.
Naturally this only works if turns are enabled and in use.
If a player has too many cards in their hand at the end of their turn, the script will notify them of how many cards they need to discard.
There may be weird, unknown issues, please let me know if you encounter any.
Warnings:
  • Enable script before placing decks on deck mats.
  • Enable script after turns are set-up and decided.
Limitations:
  • The script does not account for extra card draws.
  • The script is off by default.
  • The script doesn't work with colors besides the default.

Power Counters
Green and red power counters are in the original game (though they look different). Whenever a card refers to power counters it means the green and red ones.
The white, yellow, and black conditional counters are for convenience and scripting. Whenever something's power is increased or decreased but you're not told to place a power counter on it, that is when you use the conditional counters. The conditional counters are not power counters. They are conditional power.
You should never have to use the blue counters.

Credits
I've been trying to script Smash Up! for a while now, but it wasn't until I saw Dridane's set-up that I thought of doing it like this. This set-up was created off of Dridane's.
I started using conditional counters after playing on Hanii Puppy's set-up. From his set-up I also started using the various deck mats for player decks, bases deck, monsters, treasures, and madness that he made himself.
This mod uses the Big Wood Table mod. (Though besides getting it from Dridane I don't know which one)
This mod uses 0rganic's Who goes first? dice.
This mod uses most of Shadow O Flames's All Star cards.
I added Big in Japan, Sheep, '70s, and the new Titans into the game myself. I also did the scripting and some other stuff.
Thank you BarbaricWafflez for the Penguins images, fierce134 for the '70s images, UnCloudedIdentity for the Sheep, World Tour: Iternational Incident, World Tour: Culture Shock, and card back images, Smash Up Data for the Marvel images, FedandBuried for the Goblins images, and Crank It Up and Lonan for the Knights of the Round images.
Thanks to UnCloudedIdentity again for keeping me updated on the new Titans as they came out.

Misc
Deepreef Crag is an optional promotional base. To use it as a size template, ctrl+click the base you want to resize, then press G over the Deepreef Crag base. Then you'll have a stack of 2 bases that are the correct size. After it's a deck, you can ctrl+click as many individual cards as you want (including the large deck)
and press G to stack them together.
The seven new base spaces along the edges don't work with the script. They are there just in case you need more spaces for bases. Use the five main ones on the table.

If you find any bugs or other errors/mistakes, think a card should have a clarification added, or have other feedback, please let me know.



*The temporary solution is to not have cards touching when power counters are involved. I know how to fix it. I'll fix it when I have more reason to change all the cards.


Do not upload this without permission. I'm lookin' at you, Skylon.

28 Comments
adran06 29 Sep, 2023 @ 4:23pm 
I don't think Deepreef Crag is supposed to start in the discard pile? XD
Just Lazer DGE  [author] 15 Jun, 2022 @ 11:08pm 
@Morokt
The custom trash can seems to be the most common thing to not load for users. It's likely that.
Morokt 15 Jun, 2022 @ 4:09pm 
When I first load it up, it tries to load a custom thing from a google drive {LINK REMOVED} that doesn't seem to exist anymore. Is it something important? Maybe a bag or something?
Just Lazer DGE  [author] 25 May, 2022 @ 4:07pm 
@Cheddarific
No ETA yet.
Cheddarific 25 May, 2022 @ 1:27pm 
This is amazing!!
When should we expect Disney?
Just Lazer DGE  [author] 12 Mar, 2022 @ 4:08pm 
@MarioFanaticXV
Goblins and Knights are currently in the mod. I do plan to update the Goblin images to better ones eventually.
MarioFanaticXV 12 Mar, 2022 @ 1:06am 
I have everything but Titans at this point- are Goblins the only ones you need scans of? Do you need them cropped and rotated or are you okay with me just send the raw images to you and letting you cut them out?
Just Lazer DGE  [author] 24 May, 2021 @ 5:56pm 
@Dionysus
No word yet but someone will send me scans eventually, probably.

Thank you!
Dionysus 24 May, 2021 @ 1:45am 
I guess now the question is ... any word on Goblins? It's a great mod with or without goblins and thanks for making it.
Just Lazer DGE  [author] 15 Apr, 2021 @ 6:00am 
@MarioFanaticXV
It's coming and yes.