Tabletop Simulator

Tabletop Simulator

[scripted] Power Grid
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Update: 12 May, 2020 @ 12:16pm

A few bug fixes, brought the hands closer together and made all "<color>'s power plants" boxes the same size.

===== V 1.1.1 =====
[Game]
- The colors brown and teal are now placed at the end of the table
- The colors red and green are brought closer to white and blue
- The money now has a name (e.g. $1, $5, $10, $50), this will mostly be used in scripting for a coming update
- Fixed: items that aren't power plants suddenly can't be drag selected (see [Scripting])
- Fixed: oil barrels in the bag at start of game aren't the same size as other oil barrels

[Scripting]
- There is a scripting zone above the "market place". Originally when an object with a name leaves the scripting zone the toggle "drag selectable" is set to false. This is now changed to only occur when the name matches a power plant
- Guids of the money piles changed

Update: 9 May, 2020 @ 12:33am

This version adds a lot of functionality and changes most objects from previous versions, though gameplay should stay the same either way. A lot of annoying things are now automated, such as the determining of turn order, how many cities everyone has and removing cards based on amount of players.

===== V 1.1.0 =====
[Game]
- Added squares in front of players to put their power plants, this is used to determine turn order
- On game start; remove cards based on amount of seated players (as instructed by game manual)
- Flipped the money cards so that other players can't see how much money you have (though you could flip it back if you want)
- When you place a city on the game board, it will automatically update the city counter for the player
- Added a button to determine turn order, will move the turn indicator for all seated players
- Made it so that power plant cards are non selectable on drag, this is so you can easily put objects on top of the card and remove them without picking up the power plant card.

[Scripting]
- Instead of having many separate objects, now there are a few big objects that store data
- Added groundwork to add Turn automation using in-game turn system
- It's still a mess

Update: 8 May, 2020 @ 10:54am

Some quick fixes because I was too embarrassed to leave the game broken for the first people that download my mod.

===== V 1.0.1 =====
[Scripting]
- Game state actually saved using the ingame OnSave() and OnLoad(saved_data) functions.
- Don't crash and burn when "step 3" card is drawn from market

Update: 8 May, 2020 @ 10:01am

The first version of this mod!

===== Version 1.0 =====
[Game]
- added [draw card] button to market, when pressed will draw one card into the market if there is room for it. Will also put power plants into order based on cost
- Shuffles market draw pile and puts "step 3" card at the bottom and "power plant 13" on top

[Scripting]
- First version, everything in Global script. To be honest; it's a mess
- Game state is partially saved by giving things a " " description...