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A lot of fixing is done.
If you find any new or old error please tell.
If you find any text errors on cards please write it... I know there are some cards that needs fixing... (3 cards)
For now only solutions is to make separate bag for character sheet that will you save cubes when you save the game.
https://gist.github.com/marth141/aa6de13006c0b5466de2aa60d16ad668
Here is some modified code for the character sheets. It still doesn't save yet, but to explain what I did here...
After I took inventory of everything going into the saved data object, I started to reconstruct that kind of object with a "Serialize" funtion where the intent is to follow a standard JSON structure where the properties of the JSON are named properly.
CharacterStats.CharacterName should return your character name, and it should follow like this through out.
The problem I'm now having is how tabletop simulator handles a json throughout code. It's still being worked on, but having something this week was asking too much of myself. I'm still working actively at this though.
Here is a current diff of the original code vs my attempt at working on properly saving a character sheet.
Same is for Starfinder. Because I am updating Starfinder too, sheets and a lot of new content.
Dnd will have new content too when I find the time.
Thanks for your hard work.
Here's another diff of my latest code. I have the character stats put into a proper lua table that can be used throughout the code.
The idea is that you should only have to decode and encode from json to json once.
The issue now, is that just about every value needs to be updated to this new data structure and working through updating all these values is going to take a while.
You can simply use, print(global_characterStats.characterName) which outputs the same name, but in a way that makes sense.
This is convenient because it mimics an actual json structure and usage. This means that when you save and load data, you can manipulate the data exactly how you saved it and with terms that easier to understand for people.
1. On saved data load, assign these values all into a table that exists in the code. i.e. global_characterStats variable.
2. Anytime stat updates happen, they should always hit global_characterStats.statToBeUpdated, where it'll be retained in the game state memory.
3. At the end of a stat update, this global_characterStats lua table variable can be encoded into JSON and saved to permanent storage of the game.
What this also means is that everywhere where an index is being defined can be removed because there is no more need for indexes. All of those number based indexes are changed to term based.
I have a player who is interested in the Bladesinger from the Sword Coast Adventurer Guide and I couldn't find it amongst the wizard subclasses. Is there plans for any of the SCAG subclasses to be added?