NPBruce / valkyrie

Valkyrie GM for Fantasy Flight Board Games
Apache License 2.0
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Starting clue tokens #547

Open LordPyrex opened 7 years ago

LordPyrex commented 7 years ago

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.

redwolf2 commented 7 years ago

Yes, the current solution to it is to have it in the text of the first event.

LordPyrex commented 7 years ago

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.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/NPBruce/valkyrie/issues/547#issuecomment-310800866, or mute the thread https://github.com/notifications/unsubscribe-auth/Aahf4dVhX_YhcP9tGAEFvSTt1F1TlqDhks5sHFgDgaJpZM4OEH8y .

redwolf2 commented 7 years ago

Just a note: The text to it is SETUP_STARTING_CLUETOKEN in the localisation file.

antontimmermans commented 5 years ago

@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?

redwolf2 commented 5 years ago

Try the text {ffg:SETUP_STARTING_CLUETOKEN} in an event.

antontimmermans commented 5 years ago

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: image 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 :)

redwolf2 commented 5 years ago

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?!

scrubbless commented 5 years ago

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?

redwolf2 commented 5 years ago

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