Tabletop Simulator

Tabletop Simulator

Gloomhaven - Fantasy Setup (Scripted UI)
Talraen Jan 28, 2021 @ 4:55am
Implemented Random Scenarios, Labelled Traps
I've been learning TTS scripting of late and made a few additions to this Gloomhaven mod, and I was wondering if there is a way to contribute them to the mod itself. I've made two features in particular I think would garner some interest among Gloomhaven players. One is implementation of random dungeons, using the two decks to generate tiles, line them up, and enforce all the basic random dungeon rules. There are some issues with dungeons going off the play area, but it works pretty well for the most part. The other feature is changing trap names to reflect their effects (including specific damage based on scenario level), as well as a notebook option to enable decals to be automatically placed on each trap (using the basic numbers to represent damage). I'd love to share these features, so please let me know how best to do that!
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Kijan  [developer] Jan 31, 2021 @ 12:23am 
the only way atm is to send a save to us and if we have time and find it interesting we will fuse it in ;)
Talraen Jan 31, 2021 @ 5:07am 
I shared my modified base save here: https://onedrive.live.com/?id=5BCC9301D38D7DA7%21167401&cid=5BCC9301D38D7DA7

I also made a git repo based on the basic scripts in the game (basically everything initially visible, plus achievements and remove player buttons), and made branches for each feature I've added, which is here: https://github.com/Talraen/tabletop-simulator-scripts/branches/all

That doesn't include scripting for a few tools I made which are found in the "Special Tools" bag (along with the summon minis plugin bag) in the big Gloomhaven box in my save. The save has a bunch of other minor changes, like I added Jaws of the Lion stuff in a bag, sorted each class's decks, added a bag of summon minis from that plugin I mentioned, etc. Obviously not everything in there (or that I've added) would be appropriate for implementation into the actual module, but it's easier to just send it all than guess what would be!

A brief rundown of what's in each branch (all of them are independently compatible):
* fixes: Bug fixes and tweaks (such as slightly moving achievement stickers to cover those dotted lines)
* reset-round-and-elements: Reset the round counter (if set to move) at the end of a scenario and consume all elements. Also added a notebook option to have the round counter go back to position 1 and rotate 90 degrees on turn 13 (it just keeps repeating this, doesn't do anything special for round 25)
* remove-minus-1-cards: Removes Player -1 cards from player and monster decks at the end of scenario, similar to curses and blesses
* random-dungeon-deck: Implements random dungeons via a button near those decks which can be double-clicked. This requires the cards in those decks to be named, as well as have A/B info in the description (for locations). The save includes this
* rename-goal-chests: Made it so goal chests say "Goal" instead of just G
* remove-goal-chests: Removes goal chests (and random dungeon deck checks) on the player mat at scenario end
* trap-decals: Added trap info to all scenarios, and upon spawning traps are now named with their effects including damage based on scenario level. Added a notebook option to also put decals corresponding to these effects on the traps themselves. (this option is off in the shared save, I highly recommend turning it on because this is IMO the most useful feature I've made!)
* battle-goal-amount: Allows you to specify the size of the battle goal deck in the notebook, e.g., to play with Jaws of the Lion battle goals
* forgotten-circles-revisions: Implements the tile changes in the Forgotten Circles revision (but not anything else)
* item-tools: Adds a bunch of buttons next to the item decks that allows you to pull up or put away items from the Shop Offer deck by item slot. This requires item descriptions to be in the format "[number] [this]/[total] [slot]", e.g., "001 1/2 Legs". Also made the item layout algorithm much more efficient (it was sorting the entire deck, grabbing 1 card, then repeating, now it just sorts once and grabs each card in turn)
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