Tabletop Simulator

Tabletop Simulator

Assisted Frosthaven
 This topic has been pinned, so it's probably important
gudy  [developer] May 23, 2023 @ 11:53pm
Internal Game State Issues
Please report issues with the internal game state mode here
Last edited by gudy; May 24, 2023 @ 6:45pm
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Showing 1-7 of 7 comments
Goof Hammer May 28, 2023 @ 2:18pm 
I'm also not sure what the trick is to get player initiative to appear in battle interface without the x-haven assistant.
gudy  [developer] May 30, 2023 @ 9:16am 
Next update will show player initiative in the battle interface
Goof Hammer May 30, 2023 @ 4:29pm 
Awesome, really appreciate all the work you've put in. Do you have a link where we could throw you a few bucks?
gudy  [developer] May 30, 2023 @ 4:34pm 
Thank you, that's very kind of you. I'm not accepting donations at the moment, but I always welcome bug reports and suggestions :)
saizai Feb 23, 2024 @ 5:00am 
1. Scenario load bugs:

A. load the mod from current Steam version (2024-01-17). Manually unlock s115 & load it.
* internal game state off: loads correctly
* internal gave state on: `W Global Could not find object in prepare area : "Ice Pillar"`

Same results regardless of whether X-Haven integration is turned on.

B. same setup, but s124 & s125 (and some others but I don't recall which) — they don't handle the section links


2. Either bug or UI issue: X-Haven integration does not seem to work if internal game state is on. I suggest either
* make both work simultaneously
* if they are mutually exclusive for some reason, move game state to top left of settings, and make a radio button (rather than checkbox) of (a) both off, (b) internal game state, (c) x-haven integration. (That way the further details for x-haven integration will fit nicely under (c), UI wise.)


3. Loot bug: the auto-added loot value seems player invariant, e.g. card 1406 should be 2L for 2p, 1L 3-4p; 1393 should be 2H 2-3p, 1H 4p — instead the game gives 2 irrespective of # players (at least in 4 player solo mode, haven't tested others).


4. Layout bug: end of round discards often don't stack properly, and instead sorta hover over each other (making the discarded card count inaccurate); persistent cards sometimes are laid slightly too high, and cause issues with token placement


5. Could you please consider adding to the mod, and the save bundle:
* in the 'emergency restore' box, the various other stuff spawned that might get accidentally deleted - e.g. envelopes, item decks, etc - and a button to restore the box itself to its original state in case it's accidentally messed with
* either auto-resizing text for character sheet notes, or a notepad on flip side
* multi-tab campaign level notepad (e.g. to write down info from 130.2 yellow box or SO-18 A, auto-log scenario battle logs, auto-log + manual supplement actions over course of campaign like event choices, etc)
* detail for log (e.g. which card #s, XP breakdown, previous value and new value [to verify it was correctly calculated], whether players should manually do some section action)
* random item card being drawn (& checked on scenario sheet) at scenario end if that card was looted
* treasure objects on map layout being immediate-lootable (& checked on reference sheet), preferably with a number on them as per scenario book, and not spawned if already checked at scenario load
* enhancer but for one-offs, eg SR-16 (could just say 'drop a loot card on this' below the card, stamp it and continue)
* info to the website & "how to use this mod" token about
- how to use stamps (again eg SR-16)
- what 5-player mode is (it's not in FAQ or rulebook AFAICT)
- what 'internal state' does & how it interacts w/ X-Haven
- how to use the card mat 'find' tools (I've not gotten them to work…)
* place to store retired characters' sheets
* ability to pack up a player mat, e.g. for swapping characters between scenarios and later restoring them as easily as a new character (but fixing player 1/2/3/4 cards since it might be on a different mat when restored), and a place to store them when not active
* TTS' intrinsic notes
* clearer indications of what things were done automatically and what not (e.g. scenario-end rewards are inconsistently implemented; not a problem to do manually, just hard to track what was or wasn't done automatically, e.g. 110.1 & 125.3 yellow box rewards aren't implemented but their scenario unlock / calendar events are) - e.g. in my suggested scenario log above
* separated solo scenario book, or a button to go to it, and maybe its cover into the rulebook
* for scenario & section books, text box, go to page with that scenario/section rather than that page number (eg type 124 rather than 149 for s124)
* button to auto load all assets for caching (eg just iterate all URLs in the code, instantiate an object with it, destroy when loaded)
* card-associated objects, e.g. on RI 188 & snowflake 70, a button to spawn those tiles
* ability to use RI 169 & 170
* on BG & PQ which require tracking, eg BG 1334 & 1359, PQ 08(588), 09(589), & 10(590), some way to do that more easily (eg tick boxes for most of those, number field w/ auto-increment during scenario end on PQ 09)
* on cards with errata, eg PQ 05(585), the errata
* on player cards section of scenario layout, status toggle (popup style like end scenario has the 3 options) since sometimes dropping a token on a standee doesn't work
* status flag for Deathwalker 82 and similar abilities - e.g. just the character token
* checkbox on items like 3, 11, & 12 that require start-of-scenario action and might be forgotten or done twice
* buttons on events like SO-19 to do the thing automatically (or checkbox to self-remind whether it's done manually)
* button on front of events to make decision, which blanks out the unchosen part on the back
* "cover" card for event decks (to hide next month's), and button to draw them to the play-this-event space (or better, doing so automatically on scenario completion [outpost] or choice [road/boat])
* geminate state on scenario mat, like blinkblade's, and a toggle (like lose card / durative effect toggles) to set whether it should switch at end of turn
* immediate end-of-turn effect for durative abilities, since they might trigger later that same round
* spawning cards with token tracks with a token in place on 0th circle, and button to increment or decrement the track position
* snap points below player mats that are card-aligned, to lay out cards nicely when laying down several from hand (possibly a card-spread tool for deck that does it by initiative order and separately for geminate?)
* tints on player mats corresponding to player color (rather than all blue)
* 3d snowflake standee


6. As a fellow dev: is there a good tool to inspect or edit object JSON properties in-TTS? https://github.com/indvd00m/json-tool seems to give only a shallow export (I tried it on the save game bundle). Is there something better for a deep export, or that can highlight what objects have state to inspect?


7. Thanks for making such an excellent mod. Always room for improvement, but I'm genuinely very impressed. I had tried doing something similar for Gloomhaven — https://github.com/saizai/gloomhaven_tts — but ran out of energy mid way. :(

Did you build your own framework or is this starting from something? Any other TTS games you know of that have a similar approach?

Feel free to ping me on Discord (saizai there also) if you'd like to talk shop.
saizai Feb 23, 2024 @ 5:25am 
Another scenario issue: s67 doesn't give HP bars to the `a`s, though X-Haven does.

And suggestion: lock unmovable overlay tiles (corridors, obstacles, spawn points, etc). And similarly, lock character sheet, character placard, & character infinite-tokens once placed.
saizai Feb 24, 2024 @ 2:37am 
s68: missing the right middle connecting overlay title; spawns elite rather than boss (though it has the boss available to generate)
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