Tabletop Simulator

Tabletop Simulator

Gloomhaven - Fantasy Setup (Scripted UI)
 This topic has been pinned, so it's probably important
Door Opener Apr 2, 2020 @ 11:20pm
Updating your save to the latest version of the mod
I wanted to share the method I used to change my game save from an older version of the mod to the latest. This procedure was mostly explained by Commando5551 first, I'm just offering a tidy step-by-step summary. Also, be sure to check Matt Smith's video linked in the main page of this mod if you want to learn more about it.

1. Load your old save and make sure everything is tidy (bring back shop in a stack if it was laid out and remove players to repack characters).
OPTIONALLY: If you don't want to repack characters, you don't have to, just select everything in the character area, save a "Characters" object and delete what is selected before proceeding (there is a limit to what you can select at once).
2. Select EVERYTHING with a big rectangle selection and then Ctrl + click everything that is missing from the selection. This includes the game boxes, party sheet and even the map (the map saves with prosperity and Xs for completed and locked scenarios).
3. Right click on anything you selected (such as the main box) and "Save Object", give it a meaningful name.
4. Delete the map
5. Select every sticker on the map by CTRL + clicking, right click on any one of them and save a "Stickers" object.
6. Load the latest version of the mod.
7. Delete everything that you will be bringing from your old save. You will need to unlock what is locked to delete it.
8. Go to your "Saved Objects", click the 3 dots in the corner of your objects and click spawn. Do NOT just click the objects or they will spawn in the wrong location.

The only thing I don't like with that last part is that the first time you click a scenario number on the map, it will spawn a sticker even if there's already one. This will not cause any problem and they will not accumulate if you change versions like this many times. The bottom-left and global achievements stickers work as if you were still in your original save.

Hope it helps!
Last edited by Door Opener; Apr 12, 2020 @ 9:12am
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Showing 16-30 of 68 comments
Door Opener Apr 7, 2020 @ 1:38pm 
Originally posted by Ryuuken:
I can't seem to do that method, after I select everything there's no option to save object no matter what I click. I think my version may be too old to update. It still has the weather effects and the box art as the table background. Can't confirm exact version at the moment.

Sorry I can't help you. I didn't try it before the wooden box disappeared, let alone the weather and table.
Door Opener Apr 7, 2020 @ 1:42pm 
Originally posted by Commando5551:
I found a better way to do the map stickers! If you delete the map, then all the stickers will be left in their correct positions allowing you to ctrl+click them so that they can be saved as an object and spawned in before or after the map. The script will still spawn a sticker even if there's already one there, but it removes the tedium. Also there won't be any accumulation of stickers this way either, each ctrl+click selects just one sticker and I couldn't find a way to select both duplicate stickers at the same time.

Awesome! Turns out I have to update my game so I'll test it and change the original post.
Door Opener Apr 12, 2020 @ 9:12am 
Originally posted by Door Opener:
Originally posted by Commando5551:
I found a better way to do the map stickers! If you delete the map, then all the stickers will be left in their correct positions allowing you to ctrl+click them so that they can be saved as an object and spawned in before or after the map. The script will still spawn a sticker even if there's already one there, but it removes the tedium. Also there won't be any accumulation of stickers this way either, each ctrl+click selects just one sticker and I couldn't find a way to select both duplicate stickers at the same time.

Awesome! Turns out I have to update my game so I'll test it and change the original post.

Finally got around to do it, sorry for the delay. It works like a charm!
Eldritch Apr 15, 2020 @ 9:17am 
I'd like to do this migration for my game, but we're using the pinned 5-player variant save. I can technically copy and paste the button, player mat, and initiative tracker for the 5th player, but because of some shifting in positions it ends up overlapping with the 4th player space and then breaking when trying to add/remove player. I've just started to learn TTS in general in the last two weeks, so by no means do I have any familiarity with the scripting changes that were implemented on that modified save. If IronSlacker(?) or the mod creator were to either update that save or provide information on how the 5th player was added in the dropbox'd save file, that would be incredible.
76561199039239290 Apr 16, 2020 @ 11:28am 
How to
a) determine the version of my locally installed Mod?
b) decide if it´s worth a try? LIke mayor/minor updates.
76561199039239290 Apr 16, 2020 @ 12:52pm 
So i upgraded my game following the video. Was really easy; thanks a lot for that.

Followup-questions
a) if i already playing a 3-swords-char i just copy the solo-scenario and -item?
b) for the community-scenarios i just copy that bag into "my gaming box"
Door Opener Apr 16, 2020 @ 2:02pm 
Originally posted by Zofinur:
How to
a) determine the version of my locally installed Mod?
b) decide if it´s worth a try? LIke mayor/minor updates.

Unfortunately, you can't as far as I know. You can read the Change Notes to see if there are new functionalities that you deem worth.

Originally posted by Zofinur:
So i upgraded my game following the video. Was really easy; thanks a lot for that.

Followup-questions
a) if i already playing a 3-swords-char i just copy the solo-scenario and -item?
b) for the community-scenarios i just copy that bag into "my gaming box"

a) Not sure I follow you, you might have just spoiled me XD

b) Yes
Kijan  [developer] Apr 17, 2020 @ 1:15am 
@Zofinur
a) not sure what you mean but yeah you can do a solo scenario for each class you have and prosp level 3 and at least 2 retired chars ;)
76561199039239290 Apr 17, 2020 @ 11:38am 
Originally posted by Kijan:
@Zofinur
a) not sure what you mean

Let me try again .... It wasnt about how to do a solo-scenario ;)
More about the update of my mod.

Followed the video-howto and saved my gloomhaven-box. And then checked the "new box" by expanding the mod and recognized there was no solo-scenario for that class before.

So i just kept my characterbox and only add the two new items from the new gloomhavenbox?
Ben Apr 19, 2020 @ 2:29pm 
Originally posted by Crobner:
I'd like to do this migration for my game, but we're using the pinned 5-player variant save. I can technically copy and paste the button, player mat, and initiative tracker for the 5th player, but because of some shifting in positions it ends up overlapping with the 4th player space and then breaking when trying to add/remove player. I've just started to learn TTS in general in the last two weeks, so by no means do I have any familiarity with the scripting changes that were implemented on that modified save. If IronSlacker(?) or the mod creator were to either update that save or provide information on how the 5th player was added in the dropbox'd save file, that would be incredible.

Same, was able to fix some but not the initiative tracker and standee health for the 5th player, but an update for 5th player would be wonderful. Thank you for this amazing mod!
Last edited by Ben; Apr 19, 2020 @ 2:48pm
Eldritch Apr 22, 2020 @ 7:32am 
I managed to make a mostly-working 5-player copy of the 04/20/2020 release. The only quirk with it is that I had to manually add a 5th player attack modifier deck and if you ever delete it (by packing up/deleting the pack, most likely), your 5th player won't be able to re-generate it. I'd be glad to share it, but I'd like to make sure that bug is no longer present first. I'm not sure where the mod stores unused player attack decks or how it recreates them when a player mat is repacked/deleted in the case of a retirement.
In the mean time, I'm just going to occupy my party's 5th slot so that I know never to delete it.
Last edited by Eldritch; Apr 22, 2020 @ 7:34am
c0rpus87 Apr 22, 2020 @ 5:28pm 
Originally posted by Crobner:
I managed to make a mostly-working 5-player copy of the 04/20/2020 release. The only quirk with it is that I had to manually add a 5th player attack modifier deck and if you ever delete it (by packing up/deleting the pack, most likely), your 5th player won't be able to re-generate it. I'd be glad to share it, but I'd like to make sure that bug is no longer present first. I'm not sure where the mod stores unused player attack decks or how it recreates them when a player mat is repacked/deleted in the case of a retirement.
In the mean time, I'm just going to occupy my party's 5th slot so that I know never to delete it.

Could you maybe briefly detail some of the steps you took to re-create the 5th player slot? I tried copying over the player sheet, fifth player mat, and fifth player initiative tracker from the 5th Player Variant and spawning them into the new version, then I created new "hands" for the fifth player. I realize I likely am not carrying the scripting over and I didn't even think of re-creating an attack mod deck for the fifth player. Thanks for any help!
Ben Apr 22, 2020 @ 8:00pm 
I made some updates to the global file and the script file. I am hoping this is along the lines of what Crobner did, feel free to add to it or correct. I am new to this and may have missed some things.

-adjust hand area positions and script area positions, add hand area for 5th player and script zone like the other colors

--for global file:

line 113 in function reveal() add:
, "Purple"

line 176, change for loop iterations from 4 to 5

line 1041, change deal to:
battleGoals.deal(1, color)
also after the next end (after the for loop) add:
battleGoals.deal(1, "Purple")

update all the location sets for each color at the bottom of global script for each player/color,
also create a new set for purple here and populate with values including new script zone created above and purple's color: 0.627, 0.125, 0.941

--for scripts file:

update lines 6-11 (called casts), replace exactly with the following from Ironslacker's:
Casts = {
P1 = {-48, 1.88, -44.58},
P2 = {-24, 1.88, -44.59},
P3 = {0, 1.88, -44.58},
P4 = {24, 1.88, -44.59},
P5 = {48, 1.88, -44.58}
}

line 26, add exactly to cardPositions:
, P5 = {
{63.18, 1.82, -38.62}, {66.36, 1.82, -38.65}
}

line 240 replace with this (use new zone GUID for purple created above and spawn 5th player deck from Ironslacker's mod to reference for purple's modDeck):
function playerCheck(x)
local player, num, zone, modDeck
if x < - 40 then
player = "Red"
num = 1
zone = "49a4e0"
modDeck = "bb85b9"
elseif x < -20 then
player = "White"
num = 2
zone = "dac936"
modDeck = "d23231"
elseif x > 40 then
player = "Purple"
num = 5
zone = "088e21"
modDeck = "546710"
elseif x > 20 then
player = "Green"
num = 4
zone = "963318"
modDeck = "20d00f"
else
player = "Blue"
num = 3
zone = "62cd94"
modDeck = "74238d"
end
return player, num, zone, modDeck
end

line 272 in function onScriptingButtonDown for array playerList add:
, Player["Purple"]

-add this line to each character sheet script that was copied from previous saves, above the add function (last function in script):
function addEx(params) add(params.name, params.amount) end

Hope this is helpful! Thank you again for such a wonderful mod :)
Last edited by Ben; Apr 22, 2020 @ 8:08pm
c0rpus87 Apr 23, 2020 @ 8:59am 
Originally posted by Ben:
I made some updates to the global file and the script file. I am hoping this is along the lines of what Crobner did, feel free to add to it or correct. I am new to this and may have missed some things.

-adjust hand area positions and script area positions, add hand area for 5th player and script zone like the other colors

--for global file:

line 113 in function reveal() add:
, "Purple"

line 176, change for loop iterations from 4 to 5

line 1041, change deal to:
battleGoals.deal(1, color)
also after the next end (after the for loop) add:
battleGoals.deal(1, "Purple")

update all the location sets for each color at the bottom of global script for each player/color,
also create a new set for purple here and populate with values including new script zone created above and purple's color: 0.627, 0.125, 0.941

--for scripts file:

update lines 6-11 (called casts), replace exactly with the following from Ironslacker's:
Casts = {
P1 = {-48, 1.88, -44.58},
P2 = {-24, 1.88, -44.59},
P3 = {0, 1.88, -44.58},
P4 = {24, 1.88, -44.59},
P5 = {48, 1.88, -44.58}
}

line 26, add exactly to cardPositions:
, P5 = {
{63.18, 1.82, -38.62}, {66.36, 1.82, -38.65}
}

line 240 replace with this (use new zone GUID for purple created above and spawn 5th player deck from Ironslacker's mod to reference for purple's modDeck):
function playerCheck(x)
local player, num, zone, modDeck
if x < - 40 then
player = "Red"
num = 1
zone = "49a4e0"
modDeck = "bb85b9"
elseif x < -20 then
player = "White"
num = 2
zone = "dac936"
modDeck = "d23231"
elseif x > 40 then
player = "Purple"
num = 5
zone = "088e21"
modDeck = "546710"
elseif x > 20 then
player = "Green"
num = 4
zone = "963318"
modDeck = "20d00f"
else
player = "Blue"
num = 3
zone = "62cd94"
modDeck = "74238d"
end
return player, num, zone, modDeck
end

line 272 in function onScriptingButtonDown for array playerList add:
, Player["Purple"]

-add this line to each character sheet script that was copied from previous saves, above the add function (last function in script):
function addEx(params) add(params.name, params.amount) end

Hope this is helpful! Thank you again for such a wonderful mod :)


Sadly, this didn't work for me, but I likely screwed up the scripting. For now, I've copied the Gloomhaven box and the character tuck boxes from the most recent version over to the 5th Player Variant save. It's carried some of the new scripting over.
Eldritch Apr 23, 2020 @ 12:32pm 
That's pretty comprehensive, but I also had to update the scripts for the Remove Player function, make changes to the Play Area and Custom Boards, create new zones for the hands/play mat area for Purple, and then manually copy the Add Player/Player Mats in their positions over from the previous 5p save (I did this last, Ben did this first). It's janky, and if I knew more about TTS scripting I probably would have been able to create the buttons cleanly instead of the weird kludge. For the 5th player attack deck, I copied one of the other players' decks, noted the GUID, and replaced the wrong modDeck GUID with my new one.

As a note, I manually reapplied all of my party's save data after the fact, rather than copying it over to the modified save, because my goal was to make it "fresh" and then make it available to everyone. When I get some more time to dig into where the unused attack decks live, I should be able to fix that and then make it widely available. In the mean time, if you want the kind-of-janky 5p save with the recent QoL updates, you can pull it from here: https://drive.google.com/file/d/1h0Z6_kXogcfF8Y6tdroOqtNtdb7hmNlC/view?usp=sharing

Notable bug: The 5th player attack modifier deck will need to be dropped into place after setting up your 5th player, and it needs to be moved aside before you repack that character when retiring/deleting, etc. If you don't, it will break and you'll need to clone a new attack deck and modify the scripts to account for it again.
Last edited by Eldritch; Apr 23, 2020 @ 12:46pm
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