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<?xml version="1.0" encoding="utf-8" ?> | |
<templates> | |
<blocks> | |
<block type="overlay" id="backAction" src="proxy/backAction.png"> | |
<location x="0" y="0" /> | |
</block> | |
<block type="overlay" id="backAsset" src="proxy/backAsset.png"> | |
<location x="0" y="0" /> | |
</block> | |
<block type="overlay" id="backAttack" src="proxy/backAttack.png"> |
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def scry(group = me.Library, x = 0, y = 0, count = None): | |
mute() | |
if count == None: | |
count = askInteger("Scry how many cards?", 1) | |
topCards = group.top(count) | |
buttons = [] ## This list stores all the card objects for manipulations. | |
for c in topCards: | |
c.peek() ## Reveal the scryed cards to python | |
buttons.append(c) | |
topList = [] ## This will store the cards selected for the top of the pile |
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def riffleShuffle(group, x = 0, y = 0): | |
mute() | |
deck = [] | |
for c in group: | |
deck.append(c) ##loads the deck contents into a list | |
topChunk = deck[:len(deck)/2] ##Grabs the top half of the deck | |
bottomChunk = deck[len(deck)/2:] ##Grabs the bottom half of the deck | |
deck = [] #This'll be the new deck stack | |
while len(bottomChunk) > 0: ##keep looping as long as there's still cards | |
deck.insert(0, bottomChunk.pop()) ##The bottom of the chunk gets added to the top of the deck |
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def saveState(): | |
mute() | |
playerList = [] | |
for p in players: | |
playerList.append(p.name) | |
saveState = "|".join(playerList) + "\n" | |
counterList = [] | |
for counter in me.counters: | |
counterList.append(str(me.counters[counter].value)) | |
saveState += "|".join(counterList) + "\n" |
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918 player summary tab hard to read | |
113 hide marker count when n = 1 | |
021 right-click menu accessible in pile view windows | |
??? figure out why shuffling takes so freakin long after viewing the pile | |
631 allow players to add more packs to a sealed pool | |
??? allow players to choose different sealed packs than other players | |
114 rapidly clicking on counters or manipulating markers suffers from lag | |
143 allow game def to assign card/group functions to cards you dont control | |
159 manually edit number of markers on a card via clicking the number | |
919 sealed editor - hide sets that dont have sealed packs |
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1. paste this def below in the dev console | |
def setup(group): | |
starting = group[0]._id | |
count = 0 | |
group.shuffle() | |
for c in group: | |
c.moveToTable(c.width()*(c._id - starting), c.height()*count) | |
count += 1 | |
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<div id="accordion"> | |
<h3>Section 1</h3> | |
<div> | |
<p> | |
Mauris mauris ante, blandit et, ultrices a, suscipit eget, quam. Integer | |
ut neque. Vivamus nisi metus, molestie vel, gravida in, condimentum sit | |
amet, nunc. Nam a nibh. Donec suscipit eros. Nam mi. Proin viverra leo ut | |
odio. Curabitur malesuada. Vestibulum a velit eu ante scelerisque vulputate. | |
Mauris mauris ante, blandit et, ultrices a, suscipit eget, quam. Integer | |
ut neque. Vivamus nisi metus, molestie vel, gravida in, condimentum sit |
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OK so as discussed in the chat, this is a rather unconventional "shuffle" method based on the classic | |
"marbles in a bag" mathematics problem. I'm not a pro at cardidentity and the various card model types so | |
you'll need to fill in the blanks on that aspect :) | |
All card piles in OCTGN will consist of two components: an empty ordered list I'll dub 'the Pile' and an | |
unordered group consisting of all the cards in the deck which I'll call 'the Bag'. | |
When you load your deck, OCTGN assigns its identity/model/whatever to all cards in the deck (as normal), | |
then dumps the cards into the bag. The Pile starts out as an empty list with an index equal to the number | |
of cards you loaded. The empty objects in the Pile represent individual cards whose identity is unknown to |
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