Tabletop Simulator

Tabletop Simulator

High Frontier 4 All (+UI/Unofficial)
 This topic has been pinned, so it's probably important
Eskander  [developer] Dec 16, 2020 @ 7:13pm
Scripted Functions ReadMe
This describes the functions of the Scripts and some information for using them. This text is also in the notebook in-game in the tab "ReadMe".

FUNCTIONS ARE NOW IMPLEMENTED IN LIVE BUILD: 1/08


README for Script functions

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0. UI GENERAL
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0a. Admin: Setup related or admin related functions may only be viewed by Host or Promoted players. This may include config settings for each window, setup, or global UI settings.

0b. Min/Max: Most windows can be minimized by using the "-" button. This is a player specific preference and does not affect other players' view. the "+" button maximizes the window to the previous size.

0c. Scaling: The admin players can configure scale of each major window but also change all windows on a global scale. This setting is SHARED across all players, however, so changing this will affect all players' view.

0d. Moving: Most major tools can be dragged to a different position on screen. The initial location is set by script, but each player can move to a position of their choosing for each session -- NOT SHARED.

0e. Splaying: All decks will have a context menu option (right click menu) for splaying cards in the deck to the right. This is useful for expanding a stack. I suggest moving stack to an open area on the table with space to the right; then right click, hit "Splay Stack to the Right."

0f. Tabletop Textures: There's various textures that can be applied through setup script and on the FlexTable control. Each texture is an artistic depiction of the surface or atmosphere of various planets or asteroids. A more neutral grey felt texture is available from the flex menu.

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1. SCRIPTED SETUP
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A UI interface is visible to the Host and all Promoted players for configuring the setup options. If the Host is not knowledgeable about setting up the game, I recommend Promoting another player with that knowledge: right click their name (top right) and selecting Promote.

1a. Options: Setup will optimize layout based on map size and seat counts, add Module components, and setup for various game modes. Tooltips provide more info on each option when you mouse over them.

1b. Limitations: Scripted setup will not complete properly if objects are moved/taken out of boxes/bags prior to using the scripted setup. Recommend players to limit interactions with components until scripted setup is complete. Scripted setup should be completed freshly each session and avoid saving/loading before completion of setup, though doing so may work fine.

1c. Player Color Swap: If using scripted setup, the first time a crew card is dealt/dragged into a player hand, this will alter the color of the seat and current player in it to the matching color of the crew faction. If another player occupied this color in a different seat, this will swap that player color. Once a seat has been swapped for a faction color, it is "locked in" and this effect will not trigger again. To adjust colors manually, the Host/Promoted player can use the tool on the left: Zone -> Hands, and then RIGHT CLICK the player hand that needs to change colors. Then select the preferred faction color. Note that manually changing these colors will require you to alter the color turn order in the Turn Tracker config options if using that tool.

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2. CONFIG MENU
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The Gear icon at the top opens a config menu for Host/Promoted players to change session wide settings. These options are saved and loaded in between sessions.

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3. MUSIC
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Holst's "the Planets" suite is loaded in this file. Each major planet has a theme. Use the music player or shortcut buttons to play/stop/skip the music.

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4. DICE ROLLER
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A simple math randomizer simulates die rolls with the click of the Black Die icon. This uses math.random() function but is set to a new unique seed every session load to ensure practical randomness.

4a. Usage: Left Click: Rolls 1d6. Right Click: Rolls 2d6. Middle Mouse Button: Rolls 3d6.

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5. BURN TOOL
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A tool to automatically calculate burns available and move the Wet Mass token through UI. NOTE: SEE USAGE QUIRK (5c)!.

5a. Requirements: Ensure the player hand is near the primary playmat (automatically configured with scripted setup). Ensure a game piece with "Wet" and a game piece with "Dry" in the name fields is used on the rocket track.

5b. Usage: Place tokens on relevant spots on track. Script should recognize their position based on their collisions. Adjust fuel consumption rate through UI; burns available should update automatically. Use burn button to move Wet Mass token automatically. Conduct mass adjustments manually.

5c. Quirk: Trigger for reading token locations is based on collision of tokens with the board. When the Wet Mass token is stacked on top of the Dry Mass token (empty fuel tank), the collision doesn't trigger to update the burn count. To update this, with the Wet Mass token stacked on top of the Dry Mass token, pick up and drop the Dry Mass token. This will trigger update and script will read location of both Dry and Wet Mass tokens.

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6. TURN TRACKER
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This tool is a custom turn tool that keeps track of player order, allows for a checklist of available player actions, and a simple prompt to pass turns. Additionally, this can trigger advancing the Solar cycle track.

6a. Config: The gear icon allows Admin players to adjust the turn order and visibility of play actions.

6b. The tool can trigger the sol track advancing automatically at the end of the last players turn or manually through a Next Year button if auto Sol track is disabled. If auto sol is disabled, it will not auto-resolve events. Use this setting for processes without events such as Quick Start variant's first 12 years.

6c. You can optionally enter a year count into the text field. The script automatically takes this number and adds +1 to it on each Next Year execution.

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7. AUTOMATED SOLAR CYCLE
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The solar cycle track has options for limited automation. When receiving a Next Year command from the Turn Tracker tool, this will attempt to find a year tracker token and advance the token on the track updating players with the current season and any events.

7a. Events: This tool automatically rolls for events (using same random function as dice roller) and reports the results. The only event that is automated is Inspiration. Auto-sol disabled from turn tracker config will prevent events from auto-rolling and resolving.

7b. Inspiration: This event triggered through auto-sol will trigger the inspiration function on the market board. NOTE: This can also trigger inspiration on a clone of the market board as well (for situations such as in Siren variant).

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8. AUTOMATED MARKET BOARD
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The market board has automation to make it easier to return cards to the bottom of each deck as well as facilitate the inspiration event.

8a. Discard: To discard a card to a deck, just drop the card in one of the 3 discard slots notated on the board. The script will attempt to find the right deck and send the card to the bottom of the deck. Collisions are not a concern regardless of physics mode with this script. NOTE: This script uses the names/descriptions field to identify decks/cards -- if you alter these, the script will not be capable of functioning optimally.

8b. Deck Repair: If a deck becomes a single card, the board stops recognizing the deck to return cards to. Rebuild the deck manually and ensure the name contains the component ie. "Reactor", "Thruster", etc. An auto-repair function in the script is planned.

8c. Inspiration: This is triggered with the Automated Solar Cycle track automatically resolving event rolls.

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9. BID TOOL
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This tool attempts to speed up the auction process. The auctioneer starts the bid using the prompt; bids automatically start at 0. The bids are reported in text and optionally tracked who is winning. Players use the buttons or the text entry field to enter new bids.

9a. Config: This changes whether the Blue player (Black - SpaceX) has the SpaceX faction ability to win ties as well as whether tool is using full automated functions or only reports bids in text.

9b. Automated On/Off: In auto mode, the tool attempts to understand which player is winning the bid and displays the current top bidder. It also tracks who has not passed and will finalize the auction once all players have either tied for current bid or passed. With auto mode off, the tool is still useful for players reporting their bids through text. It does not attempt to track top bid, but uses last bid number for calculating match or +1 bid amounts.

9c. Ties (Auto Mode): The tool discerns tie winners if it is the auctioneer or SpaceX player, but for ties with other players, the Auctioneer must determine who wins.

9d. Admin: Host or Promoted players can cancel/reset the auction in progress at any time.

9e. Timing: Players should be careful on using the Match or +1 buttons. They are convenient, but if another player raises the bid right before a player clicks those buttons, the player may bid unintentionally higher than desired.

9f. Text Entry: Use the text entry field to manually enter bid numbers to be sure what bid is being placed.

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10. FT Tracker Tool
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This tool is an alternative to using beads for tracking FTs in various stacks or in LEO. It enables players to edit their own counts across the various stacks, but also view other players' current amounts in each stack.

10a. Click Functions: Each colored cell is a button that you can modify the count. Left Mouse Click raises count by 1; Right Mouse Click lowers count by 1; Middle Mouse click raises count by 7 (factory refueling).

10b. Config: This tool can hide/show content for each Module.

10c. Saved: The counts in this tool are saved in the file between sessions.

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11. Custom Content
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There's a variety of custom community content in this mod.

11a. Geoff's Guides and Intro Variant: Some materials created by Geoff are included; there is a setup option for using the Intro Variant, where players start with a pre-made rocket stack. The script will layout the rocket stacks on the table. Follow setup as normal, but when prompted, following the in-game Intro Variant rules guide for how to select the rocket stacks. Be creative with the dice for how to randomize stacks if needed. Return any unused stack cards to the patent decks by individually placing each card on the discard slots.

11b. Custom Rocket Mats: My custom rocket mats featuring art of a rocket created by artist William Black. This mat allows you to lay out cards for a rocket stack thematically. It serves no major functional purpose.

11c. Custom Models by Roolz: Custom alternate models for ships, factories, claims, and colonies are in this mod, primarily as alternate states. For factories/colonies, change state to desired model. For claims, you can change the state of each one individually or use the alternate stacks in the player component bags. For custom spacecraft, change the state of the normal rocket for vertical alternate models (6 states in total). Along one side of the table, there are horizontal aligned models of the various custom spacecraft. Use as desired.

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12. VP Tracker Tool
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A scoreboard to keep track of estimated VP for end of game.

12a. Any player can view the scoreboard window by clicking the "VP" button toward top left of screen.

12b. Any player can modify the counts by LMB: +1 / RMB: -1 / MMB: +5. The script auto sums the amounts per player.

12c. Tooltips indicate more info about the scoring of each category.
Last edited by Eskander; Jan 25, 2021 @ 12:55am