Tabletop Simulator

Tabletop Simulator

Uno [Official Rules Scripted] (Includes Scoring)
17 Comments
cinoryn  [author] 5 Apr @ 11:55pm 
UPDATE: After several years I decided to play this with some friends and ended up fixing all of the random bugs(Or at least, I hope all of them...). Also added the house rules for stacking +2s, +4s, and skips as an option.
cinoryn  [author] 5 Jul, 2017 @ 2:38am 
Hey sorry, I ignored your friend request before seeing your comment. I haven't touched this in quiet some time as I've been busy learning UE4, I should probably just hide it on the workshop until I get around to fixing it. If someone else feels like messing with it they're welcome to, although it'd probably be easier to just make it from scratch.
ChizBallz 2 Jul, 2017 @ 4:14pm 
Great work on this script, but a few weird things... sometimes in the beginning of the game when selecting which DRAW mode to play, it only deals each player 2 cards. Also, some times the turn order gets out of wack. Will you be updating the script more? If so I would love to help you test it out, I have a few friends that play this game very often and we can test things out to make the script better.
Kenny Log-ins 6 Feb, 2017 @ 11:46am 
great mod! super fun and has every feature you could want automated for you. some minor issues but i've found that errors in the turn order can usually be fixed by the player who just played picking up their card from the pile and putting it back down.
thasbe 6 Feb, 2017 @ 7:48am 
Could only test it with 3 people for now, but the middle piece seems to not reset every time the game starts.
cinoryn  [author] 6 Feb, 2017 @ 6:11am 
I just rewrote the turn order code, I didn't have anyone to fully test it with so let me know if I completely broke everything.
thasbe 5 Feb, 2017 @ 3:21am 
turn order occasionally gets messed up, becomes almost completely random. other than that, really well scripted!
Perlin 20 Jan, 2017 @ 12:20am 
@nyro, I added you on Steam. If you like we can test it out with more players. So I can show you what I mean.
cinoryn  [author] 19 Jan, 2017 @ 1:39am 
Sorry about that, I was only able to test with 3 players at most. I could probably just remove some of the tracking and change back to the regular deal function, it's a bit hacky as is right now.
Perlin 18 Jan, 2017 @ 10:18am 
Very nice script. Too bad there are a few bugs. When playing with more than 4 or 5 players, the script only gives out 4 cards or less to all players. Also had a card that was stuck in the hand.
cinoryn  [author] 17 Jan, 2017 @ 1:30am 
Sent you a friend request as I still haven't been able to replicate it following your steps.

On a side note though I did fix a couple of other bugs.

- When playing with only 2 players, playing a second to last card that is a skip, reverse, +2 or wild +4 will no longer cause the uno event to auto fail for you(causing you to receive 4 cards)
- When playing your final card, an unresolved uno button will no longer cause 4 cards to be drawn. These will be added to the winning player's score much like playing a +2 or +4 at the end would.
Ciberclaw 16 Jan, 2017 @ 6:36pm 
No LUA error pop up, I replicated a second time by using both computers to help me thin my hand, when I played one of my last 2 cards leaving only the +4 in my hand I then picked a color neither player could play, then the uno button didnt pop up, following that i drew on the other computer until i got a +2 i could use and played it so that that player would eventually win, no uno pop up when they got down to 1 and playing my last card didnt end the game, so it seems the script for detecting hand size was broken while the ones that determine what card is legal to play and draw work fine.
cinoryn  [author] 16 Jan, 2017 @ 6:26pm 
I'm having trouble tracking this one down, can't seem to replicate it myself.

My best guess is the script thought you had more than 1 card remaining(along with everyone else?), as this is the only condition for spawning the uno button. The wild +4 may have just been a coicidence, the only time the contents of your hand are tracked is when you play a wild +4 (in order for the challenge button to work)

If you were the host, do you remember if any LUA errors popped up when this happened? They'll often point to a line number.
Ciberclaw 16 Jan, 2017 @ 10:40am 
When your final card in hand is a +4 multicolor you do not get the uno prompt nor does the opponent playing their card force you to draw, then the uno call gets disabled for the rest of the round. Was able to replicate it twice.
cinoryn  [author] 14 Jan, 2017 @ 3:02am 
Should be fixed now, I disabled flipping from that function and instead I manually flip your card on a small delay(0.4 to be exact).

I also fixed a couple of minor bugs.
- When being forced to play a certain card, if the game was reset during this it would still want that card on the next game, this is fixed.
- If the first card was a wild card, the current player was able to draw cards without making a choice(possibly causing other issues) Fixed this as well.

Thanks for the heads up on the visible card faces. :)
cinoryn  [author] 14 Jan, 2017 @ 2:17am 
It appears to be the dealToColorWithOffset() function, it doesn't hide the face of the card. The regular deal function does however hide the face until it is in your hand. I'll see what i can do.
Ciberclaw 13 Jan, 2017 @ 8:49pm 
This script is awesome, the only issue is that as the card gets flipped when going into the player hand from pressing "draw" in the middle you can see the bottom of the card for a split second, long enough to see what color it is.