OK, I’m looking for suggestions for the following situation.
Lets say I have 1 deck. I need to create buttons to move a specific number of cards to a 2nd empty deck. So there will be several buttons like “Add 5 cards”, “Add 12 cards”, “Add 20 cards”.
Is there a way to do this WITHOUT requiring a player to first shuffle the source deck? I need to be sure that each time someone clicks “Add 5 cards” that 5 random cards get moved from the source deck to the destination deck.
That would work if I wanted to manually draw cards. I want to create a
simple interface which automates the process. This can be done,
creating a piece that when clicked causes a certain number of cards to
move to a specific deck. However, the order is always predictable.
Its a PITA to right click to pick “draw multiple”, remeber one of the
specific amounts of cards needed, drag manually to the other deck. I
want my players to have a set of “buttons” that describe the differnt
scenarios that call for specific amounts of cards, so its simple and
hard to screw up (as doing it manually is error prone)
I won’t be in a position to test anything until tonight, but it sounds
like you’re saying that STL gets a random card, and RTD does not. So
you have an extra event in the chain to get around that. Is that
Actually, I got a chance to test earlier than I thought.
It works for STL or RTD (the randomization I mean). Is this something that got fixed since 2.9 ??? I’m certain I’ve tried this before with other modules, and ended up with instructions for players to shuffle the deck before do anything automated. I just switched the shuffle to “always” on an older module, and it works. I didn’t even try this time because all the times in the past it never worked this way.
I take a different approach to the automation though. I create a dynamic property, and increment it every time I move a card. Then I have a condition on the key for “property name < number to move”. So I can just fire the return to decks without any intermediate send-to-location. Tim, I’m sure you have a specific reason for the STL, can you explain why you do it a bit more? I’m always interested in learning other ways to accomplish these types of things.
There may have been bugs in early 2.9.x builds but I believe it did get
fixed somewhere in there
Nothing wrong with that method either Tim. Thinking about it, there are
probably a number of ways to do this
Reason I was using STL was because in a version I use it for I was
transferring the cards between different private/public map windows. Because
the counter piece that triggers the loop can not be in all locations (or
trigger chaos ensues) I place it on the main map and use the main map as the
intermediary w/ STL. The RTD’s can then be other window specific depending
on card type/owner or other variables I might want to insert and use etc…
In a fashion this could actually simulate true ‘card dealing’ ala poker if
used with your DP to count