Tabletop Simulator

Tabletop Simulator

[scripted] Power Grid
Showing 41-50 of 74 entries
< 1 ... 3  4  5  6  7  8 >
Update: 31 Aug, 2020 @ 10:19am

Changed the way the scripting determines who bid on a card. Instead of looking who last moved an object, look at who has the card in their zone when the next turn begins.

===== V 1.13.2 =====
[Game]
- Fixed: No power plant cards were taken into account for purple's turn order
- Fixed: White has snap points in his power plant zone
- Fixed: If a player is seated on one of the colors that is not recognized as a player by the script, the game crashes

[Scripting]
- As said in the general description; the scripting now looks at the guid of the object that leaves the market. When the next turn starts it checks where that object is and uses that to determine who gets the next turn.

Update: 29 Aug, 2020 @ 1:20am

Made the market setup more robust

===== V 1.13.1 =====
[Game]
- Nothing changed

[Scripting]
- Instead of using Wait.time() the initMarket function now uses Wait.condition. This made the function a lot less readable, but it should make the scripting more stable for machines with less specs.

Update: 28 Aug, 2020 @ 10:47am

Lots of bug fixes, a new board layout, a new market, and bidding support!

===== V 1.13.0 =====
[Game]
- Fixed: Robots don't count toward city limits for turn / game end triggers
- Fixed: Certain settings aren't saved when closing and loading the same game
- Fixed: Custom player based settings for card expansion weren't applied (settings like the game end triggers)
- Fixed: Card expansion number 13 and 'step 3' cards were stored in trash and never used
- Changed the game layout. The "x player's power plants" section is moved lower, the resource stack is now above the game board instead of next to the market
- Added the official market piece
- Added bidding support for turns. When you take a power plant and put it in your power plant section your turn ends
- Turn houses are highlighted based on whether the player is currently playing his/her turn, or already has player this round (highlighted light blue when currently taking a turn, highlighted black when already played this round)
- Money plates are now invisible to others instead of just being in a hidden zone
- Phase logging now has an extra empty line to break up the wall of logs in the chat
- Probably more, but I forgot

[Scripting]
- No drastic changes in scripting except for the new market board
- The 'Certain settings aren't saved when closing and loading the same game' was caused by me having two 'setting' variables; a 'gameSettings' variable and a 'saveSettings' variable. The first is static and isn't saved, the second gets saved. Some of the turn values and player counts were saved in the gameSettings variable, which got reset after a game load.
- The 'robots now count as players' bug was fixed by saving player count after determining the player count 'manually' instead of using the getSeatedPlayers() function

Update: 30 Jul, 2020 @ 11:23am

Fixed some errors when non-cards are present in the market while drawing cards.

===== V 1.12.1 =====
[Game]
- Fixed: Error when moving non-card object through the market
- Fixed: Error when drawing cards while a non-card object is present in the market

[Scripting]
- Nothing special. Made use of the highlight function for the first time, looks pretty neat

Update: 28 Jul, 2020 @ 11:12am

More robot support! If you add a robot to your game it is automatically placed next to the player. Some of the effects of the robot's 'feet' are now also supported in the scripting.

===== V 1.12.0 =====
[Game]
- Fixed: Market cards are sometimes discarded even though it isn't a duplicate
- The 'Add Player' button now only appears for colors that don't have a player yet
- Robot pieces are placed and shuffled automatically at game start
- The following effects of robots have been automated:
-- Start the game with 100 electro
-- Always in 'last' position
-- Get paid for +1 city

[Scripting]
- Moved more logic from Global.ttslua to seperate #include files.
- Added a very basic command system that allows players to type ".robotUpdate" to update what effect a robot has. More explanation is given automatically when needed.

Update: 24 Jul, 2020 @ 10:56am

Fixed a bug related to the Robot expansion and the 'power city' option of the money boards

===== V 1.11.1 =====
[Game]
- Fixed: Some robots should get paid for +1 city during the bureaucracy phase, but thats currently not supported
All robots now have the option to power 1 extra city.

[Scripting]
- Added another function in Global.ttslua to get some saveSetting variable, in this case the 'isPlayerARobot()'

Update: 24 Jul, 2020 @ 4:16am

Each player's money board can now also provide the payment for the powering of cities. There is a toggle on each money board to switch between the two views (money management and power management).

===== V 1.11.0 =====
[Game]
- Added: power management to money boards

[Scripting]
- Moved all money board logic to a #include file. This makes development and changes much easier

Update: 23 Jul, 2020 @ 1:28am

Forgot to update the change notes in-game

Update: 23 Jul, 2020 @ 1:25am

The Benelux version of the game has been added!

===== V 1.10.0 =====
[Game]
- Added: the Benelux board, found in page 3 of the settings

[Scripting]
- Moved scripting logic for the different items into separate files using #include. Use the in-game script editor to view the full source code. Feel free to ask questions if you can't figure out how to view the code.

Update: 18 Jul, 2020 @ 3:22am

Bug fixes; money plates didn't always discard money properly, also fixed the turn order in round 1

===== V 1.9.2 =====
[Game]
- Fixed: Money plates don't pay properly with some button combinations
- Fixed: Turn order isn't reversed in round 1
- Added 'Round # started' broadcast

[Scripting]
-