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The way I see this working is when a card hits the surface it is added to the encoder. One visible "flip" button appears as it does now, and three invisible buttons (placed underneath card) are created for toggling loyalty, counters, and base stats. Invisible areas work like their respective buttons on your encoder.
I have started trying to code it myself but run into speed bumps often due to lack of experience with lua and coding. Is this version of your encoder possible? Do you think there will be any performance issues seeing how every card hitting the table will be encoded?
-Thanks-
Yes it is with some slight reworking. For the second half of will it have performance issues... honestly not sure. Definitily would not want to use collision for it. Maybe onspawn or dropped. Currently working on a version where the options are in the flip button so that may make it easier for you to convert to a table version.
Another thought. You can always just make a small scripted item like this:
function onObjectDropped(c,obj)
enc = getObjectFromGUID(self.getDescription())
enc.call("addCard",{obj})
enc.call("createButtons",{obj})
end
Then in its description but the GUID of the encoder.
This has actually peaked my interest, currently working on making a small scripted item that will do just that.
I was wondering, if there was any way to modify the variables of any given encoded object from outside the encoder itself. If not that would be my request, maybe a function call much like the how the Api works.
Actually, since you have really delved deep into the api, give me a full list of things you would like to see or critique.
Say i were to implement Embalm as a status, i can give it that name.
But what would be really neat, is for Eternalize to automaticly set the
When first starting I attempted to switch which side the buttons showed up,
what i wanted inside statTrig**Morph() was something like,
The encodedObjects being a local table nothing is able to modify it outside your encoder itself.
Thats okay, I dont know all coding practices but i think 'locality'? is fairly good, I dont know.
attemtping to get around this i tried
However Tabletop Sim freaks out when Userdata in this case an object is passed. Even if toggleFlipped is expecting an object, TTS's call is expecting a table.
With no clue how far you are into your rewrite I see two solutions, maybe you have a more elegent one.
place this at the begining of each function that you allow to be called.
or(and I think this would throw no errors(not sure))
I know that TTS does not connect to external servers so I went ahead and created a spreadsheet of tokens and the sources that spawn them. You can find that here:
https://docs.google.com/spreadsheets/d/1BWBbVpnslNw4wHx6et30olBANdp_PqHaNXOH1J1KAdo/edit?usp=sharing
Using the spreadsheet we can format the data into something more meaningful to LUA. What is the best format to store this information in TTS?
Any help is appreciated, and thanks for the encoder updates. They have improved the MTG play experience a lot.
Here is my current Token spawner that is not an Encoder Module
Its Hard Coded with the location to token images and alters.
At the moment im going to implement the scryfall Api and remove the direct links to Tokens and reaplace it with Api Requests.
If you want we could both make one, its my first time using WebRequests
Yes i have gotten the requests and can store them. Simple.
Just seeing what i DONT NEED to store, Like Prices and external links
And I'm implementing Chat commands for Requests like on Discord Servers
https://scryfall.com/docs/discord-bot
I was using Scryfall before. I couldn't find a way to filter the returned data. Do you care to share how you store an HTTP request in TTS?