Open LordPyrex opened 7 years ago
Yes, the current solution to it is to have it in the text of the first event.
Yes, that's what I'm using now. I didn't know if there was a way to add it in to the starting items screen in a future release.
On Fri, Jun 23, 2017, 8:27 PM redwolf2 notifications@github.com wrote:
The current solution to it is to have it in the text of the first event.
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Just a note: The text to it is SETUP_STARTING_CLUETOKEN in the localisation file.
@redwolf2 your note suggests an alternative solution to "handing out Clue Tokens described in the start-up event". Do you have an example for this?
Try the text {ffg:SETUP_STARTING_CLUETOKEN}
in an event.
I thought (hoped) that your suggestion would give a message in the FFG flow style: Select Investigators -> hand out items AND Clues -> start the introduction. It does give a nice 'standard text' handing out zero (0) Clue tokens if you put it the dialogue box of an event: Useful if you don't want to hand-out clue tokens :) ... but less if for example: you want to hand out 1 Clue with 3 or more investigators and 2 Clues if only 2 investigators are selected. So if a mechanism to implement this in Valkyrie is to complicated/not needed then I would propose to close this issue and to keep solving this in the scenario. I will raise a ticket in scrubbles's MOM Tutorial anyway to suggest that the first event triggered by EventStart should only hand-out the Clues, and that the next event will start with the introduction UI etc to mimic the std FFG scenario behavior. (which reminds me.. I need to do this in my own scenario too :)
I think the starting clue token should just be a global setting in the scenario editor in the dialog where you also set your required expansions. It should default to 0 in which case no info will show up (current behavior). The amout of token will then show up in the screen that displays which starting items you get.
The {0}
is a replacement for an argument. Like the template The quick, brown {0} jumps over the lazy {1}
, where you would insert the arguments fox
, dog
to replace {0}
and {1}
.
Try to use it like {ffg:SETUP_STARTING_CLUETOKEN:{0}:123}
To request 123 clue token.
We could add some standard texts for all languages in order to streamline common, recuring senctences better. Maybe that already exists as a {ffg:?}
text?!
Hi @redwolf2
Could you elaborate we a little bit?
Where should I put the 'Fox' and 'Dog' text (localisation file?) And how do I call them (Is it as simple as
Localisation:
0,Fox
1,Dog
Event1, The quick, brown {0} jumps over the lazy {1}.
Or do I need to use the {ffg: } argument somehow?
Localisation:
MYTEXT,The quick, brown {0} jumps over the lazy {1}.
Event1,{qst:MYTEXT:{0}:Fox:{1}:Dog}
Or:
MYTEXT,The quick, brown {0} jumps over the lazy {1}.
DOG,Dog
FOX,Fox
Event1,{qst:MYTEXT:{0}:{qst:DOG}:{1}:{qst:FOX}}
Sourcecode involved: https://github.com/NPBruce/valkyrie/blob/23d917ed03eee3e8eae47ed211e0ec6815b74e54/unity/Assets/Scripts/Content/LocalizationRead.cs
Is there a way to use the QItem starting items to create a banner at the bottom of the starting items page for quantity of starting clue tokens? Similar to how FFG implements. I'm currently handling this via dialog box, but figured it might be something of interest.