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You are correct. The payload for the "objectPayload" is just lua code but set as a multi-line string and it is in a .lua file. Below is a truncated example
Code in D:\TTS\tts_too_many_bones_trove_chest\gearloc\trays\riffle.lua
```
require("utility/scripts/riffle_deck_box")
-- Add scripting to card deck box to handle adding Jokers
card_deck_box.setLuaScript(deck_box_script_payload)
```
Code in
D:\TTS\tts_too_many_bones_trove_chest\utility\scripts\riffle_deck_box.lua
```
deck_box_script_payload = [[
function SetCleanupDeck(deck_guids)
deck_box.cleanup_deck = deck_guids
end
.
.
.
]]
```
Another question, I saw that you use setLuaScript(objectPayload) quite often. How do you construct the "objectPayload" string? I guess that its content should be in a .lua file and then somehow bundled into a string?
The source code for this mod is in a private github repo. I use VS Code with the TTS extension and the workspace is the local files of my git repo. When the Tabletop Simulator Lua plugin saves the code to the TTS mod is scrapes the local files and packages it into the json that TTS uses for the mod.
To reverse this without having the source code I imagine that you can go a few routes. The in-game script editor in TTS will have the full code in each object. A quick Google search shows that there are tools like "TTSLuaExtractor" that may also work out for this type of thing.
When loading the script with the TTS VSCode extension, I saw only the require line, not the actual game script. Do you have any way to get around this, or do you have to load the script into your repo to connect everything?
When you make all of the game selections and the Battle Mat and accessories are deployed to the table you will find these dice along the bottom of the Battle Mat. All of the Poison, Taunt, Weaken, Lockpicking and other dice are all placed in a double row.
You can also see the while lines on the table for where these dice will be placed as it is the same spot where the large white button is placed when doing the initial game setup is being done.
If you happen to delete any of these dice while playing there will be a white "Reset" button that will re-spawn them all back in the same space.
Where are the dice for things like poison etc that the baddies use for abilities? Do I have to find them in the player trays? Or is there an easier way to spawn specific dice that are needed?