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License: GNU Affero General Public License v3.0
Doomtown:Reloaded on OCTGN
License: GNU Affero General Public License v3.0
I guess it should target a dude with a horse and not the horse itself, since a dude may only have one horse at a time.
Items and cards that cause discard or ace other cards sometimes trigger on random cards. Examples of items that are causing it: shotgun,coachwhip, hex slingin'. It happens quite often that if those items are used, the dude that has them on itself is discarded or aced alongside intended target of the card. Very often the goods card " refuses" to be reattached when a player tries to fix a bug manually.
Also in some games deeds start to disappear from the map at random, I am not sure if it is connected to above mentioned bug, but I think so.
It's supposed to be available for any and all shootout plays, including shoppin' for weapons with Concealed Weapons or taking advantage of Auto-Revolver's text. [http://www.alderac.com/forum/viewtopic.php?f=375&t=109649]
When using the card ability trigger on Mechanical Horse while forming posses, the pay 2GR ability will trigger instead of the React,Boot: Prevent this dude from booting when joining a posse ability.
When a wanted dude is aced by a card effect (Shotgun or Coachwhip), the bounty is collected automatically, but then a reminder pups up saying: "Dude was wanted, don't forget to collect the bounty!"
Pretty confusing.
When I press ctrl+Z on Puppet it says it has no scripted ability, but if I double-click it it works just fine.
When Soul Blast succeeds a pull by 6 or more, the target is booted back home instead of being aced
( I've read the changelog and noticed that you fixed the issues we talked about yesterday, I also realise that I shouldn't combine two different requests into one, but they are quite similar to each other. I also hope that you don't mind that I asked for additional feature rather then reported a bug).
I think it would be nice to have shortcut guide and how to draw hand guide available from the menu, they would work exactly as hand rank guide, and would be great help for new OCTGN players.
Also the buttons similar to those that are in ANR would be useful, examples of them are: "pass", "posse ready", "thinking".
During a shootout, my hand was Joker 9 8 7 7 (both 7s were the same suit). The plugin calculated my hand rank as a cheatin' straight (which is impossible, since straights are made of 5 distinct values, so always legal) instead of a cheatin' three of a kind.
Announce pass shows "player is ready" message.
Announce ready doesn't work at all, returns an error.
For some reason I cannot copy and paste error messages.
It would be nice if Morty's trait was automated. Both players often forget about it.
I guess the "Player is Ready!" message was supposed to apply only to forming posses, but now it's everywhere.
When dragging a dude onto the larger new Town Square image, attachments (goods/spells) on the dude will be hidden underneath the image. I can move the image to the back to reveal the attachment again but the moment I move the dude again, the attachments will be hidden underneath once more.
It would be really to include a marker to account for skill check bonuses like there are for bullet and influence bonuses (ex: Ivor having a hex giving him +1 huckster bonus). As it stands I usually have to create a custom marker and account for the bonus during the pull calculation on my own.
Once when I play a job and once more when the job is opposed.
Same thing might happen to Irving as well, I suspect.
It'd be nice to have a quick way to calculate bullet count during a shootout (similar to ctrl-c to calculate influence & control) prioritizing highest non-zero stud shooters then highest draw shooters as the main shooter. It would cut down on the time people spend counting how many cards to draw/redraw and cut down on errors made in shootouts.
When using the automation for the Forget Hex card. It does not put any kind of marker on the target upon a successful pull
The pop up window lets you pick a dude that is calling out, but all the dudes in that window are from opponent's deck.
It is instead counted as 2 pairs.
Shootout hand is 3: Two Pairs (Ace of Spades, 8 Spades, Jack of Diamonds, 8 Clubs, Ace of Clubs).
When Flamer Thrower is used, the bullet bonuses are put on the Flamerthrower itself which is correct but really hard to see since goods are attached to a dude and behind them hiding the bullet bonues. It'd be better if the Flame thrower put the bullets on the dude so we can visually see the bonus being added!
If you trade a gadget an error saying that you are bypassing one turn restriction is displayed in log.
People still keep asking me where do I get +2 from.
Could we receive an information which player started shootout at the end of a shootout ( who called who already displayed at the beginning of the shootout, displayed again at the end of it would be enough, possibly followed by don't forget to collect your bounty or similar message)? Quite often during long game it is very easy to forget who started shootout, very often both players assume it is the other one turn.
Although the the card is being pulled for skill check, the gadget is being attached to mad scientist no matter the result of the pull, it seems like there is no skill check performed. Also you can create gadgets even when booted.
I had 1 GR remaining and my opponent played This is a Hold Up! on my Pearly's Palace (+3 GR income). My 1 remaining GR was properly taken from me but the text box incorrectly displayed that "I did not have enough to steal so the 6 remaining GR was stolen instead."
The reminder of who was the Leader of a shootout only appears in the chat log when the Leader presses F10. If the Mark presses F10 the reminder will not show up in the chat log.
After I fail Kidnappin' a pop-up window asked me if the job was successful, and I pressed 'No' (pretty sure of it), but this chat log still said 'After the job is successful, dudes go home booted'.
Should be after opposing. Should not pay if job is not opposed.
aetherial plays Kidnappin' from their hand.
:> aetherial uses Ramiro Mendoza to pay 1 Ghost Rock.
Ramiro Mendoza is now wanted by the law.
:> aetherial uses Kidnappin' to start a job marking Irving Patterson. Ramiro Mendoza is leading..
Irving Patterson is defending against this job. A shootout is breaking out!
:> mplain uses Irving Patterson to gain 1 Ghost Rock.
Ramiro Mendoza's wanted bounty increases to 2
I am pretty sure Hex Slingin' is bugged too in the same way, although I cannot test it now since OCTGN seems to be down, will update later on this issue.
Quaterman ignores the mad scientist I target, asking who's gonna invent it, and then it enters play at my home regardless of where the MS was.
Printed card text for The Mayor's Office:
Private • Government
Controller Noon, Boot: Raise or lower the influence of a dude at this or an adjacent location by 1.
The Proxy Text for this card reads:
Public - Government
This issue also exists in Doomtown DB:
http://dtdb.co/find/?q=mayor%27s+office
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