Encoder
⚪ Last updated 2021Preview
🔍 Analysis
- 👍 0.0% endorsement rate
📋 About This Mod
Encoder Version 4.4.11 Big update: When updating to this version and beyond, if there is no menu module present, the encoder will spawn a basic menu module. Players can now be encoded and accessed much like objects can. Menus are now a separate item, allowing for customization of button placement, style, and what it contains. Styles are a default button table that one can register and set to the global style, changing how all buttons that call on it look. Tools no longer exist as a module type, instead Properties now have a tags="string,string" parameter. Menus can use this when looking for properties that should show up in them. The callOnActivate function is no more, and activateFunc is now required. ] Better tracking of objects entering hands. v4+ Big changes a foot, but nothing that is directly impacting you for the most part. The core modules have been updated(power,toughness,loyalty,1/1 counters, and copy) I expect one or two more bugs to show up. With this update I have further expanded the ability for modules to interact with each other with the introduction of values. Values are registered to the encoder instead of a data structure, but can be more easily accessed by other modules. This allows things like Physical Counters that can modify card data when dropped on a card, as well as a bunch of new clever uses I have yet to think of. Streamlined the edit menu, tell me if you hate it. Will see about changing back if its not too much work. THE LAST VERSION IS AVAILABLE IN THE BAG CALLED ENCODER 3.0+ IF YOU WANT TO KEEP USING IT. However I no longer will be making updates for it. I will create a new Branch for Prior to v4 being added to the core branch. Features: An API allows
Encoder Version 4. 4. 11 Big update: When updating to this version and beyond, if there is no menu module present, the encoder will spawn a basic menu module. Players can now be encoded and accessed much like objects can. Menus are now a separate item, allowing for customization of button placement, style, and what it contains. Styles are a default button table that one can register and set to the global style, changing how all buttons that call on it look. Tools no longer exist as a module type, instead Properties now have a tags="string,string" parameter. Menus can use this when looking for properties that should show up in them. The callOnActivate function is no more, and activateFunc is now required. [] Better tracking of objects entering hands. v4+ Big changes a foot, but nothing that is directly impacting you for the most part. The core modules have been updated(power,toughness,loyalty,1/1 counters, and copy) I expect one or two more bugs to show up. With this update I have further expanded the ability for modules to interact with each other with the introduction of values. Values are registered to the encoder instead of a data structure, but can be more easily accessed by other modules. This allows things like Physical Counters that can modify card data when dropped on a card, as well as a bunch of new clever uses I have yet to think of. Streamlined the edit menu, tell me if you hate it. Will see about changing back if its not too much work. THE LAST VERSION IS AVAILABLE IN THE BAG CALLED ENCODER 3. 0+ IF YOU WANT TO KEEP USING IT. However I no longer will be making updates for it. I will create a new Branch for Prior to v4 being added to the core branch. Features: An API allows
📊 Mod Details
- Game
- Tabletop Simulator Mods
- Author
- 76561197987197693
- Version
- N/A
- Downloads
- 4,932
- Endorsements
- 0
- Category
- Medium Complexity, Cards, Scripting: Automated, Utility, User Interfaces, MTG
- Created
- 12/29/2016
- Updated
- 5/8/2021
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