Untitled
unknown
plain_text
a year ago
28 kB
8
Indexable
-- Initialization function on game load
function onLoad()
createCivilizationButtons()
createStartButton()
createRandomCivilizationButton()
end
-- Define the 12 Civilizations, their Face A and Face B rulers with updated deck GUIDs
local civilizations = {
["ROYAUME DE FRANCE"] = {faceA = "Roi François Ier", faceB = "Roi Henri IV", civGUID = "878f6c", ship = "0d7664", deck = "51a678"},
["ROYAUME D'ANGLETERRE"] = {faceA = "Reine Elisabeth Ire", faceB = "Roi Henri VIII", civGUID = "0ca55d", ship = "1bc684", deck = "48cee3"},
["ROYAUME D'ÉCOSSE"] = {faceA = "Reine Marie Stuart", faceB = "Roi Jacques VI", civGUID = "81bf69", ship = "312a93", deck = "617c85"},
["ROYAUME DE PORTUGAL"] = {faceA = "Roi Manuel Ier", faceB = "Roi Jean III Le Pieux", civGUID = "d4f7e8", ship = "4b53ee", deck = "2ea990"},
["MONARCHIE ESPAGNOLE"] = {faceA = "Roi Philippe II", faceB = "Roi Ferdinand V Le Catholique", civGUID = "af2bac", ship = "2fcdcb", deck = "680f3d"},
["GRAND-DUCHÉ DE TOSCANE"] = {faceA = "Grand-duc Côme Ier de Toscane", faceB = "Grand-duc François Ier de Médicis", civGUID = "d3c468", ship = "81f996", deck = "427e57"},
["SAINT-EMPIRE"] = {faceA = "Empereur Charles Quint", faceB = "Empereur Ferdinand Ier", civGUID = "2f7beb", ship = "54d918", deck = "03c3bb"},
["TSARAT DE RUSSIE"] = {faceA = "Tsar Ivan IV le Terrible", faceB = "Tsar Fiodor Ier", civGUID = "1e5cd9", ship = "f9960d", deck = "404c94"},
["EMPIRE OTTOMAN"] = {faceA = "Sultan Soliman Ier le Magnifique", faceB = "Sultan Sélim II", civGUID = "96e604", ship = "026646", deck = "b067d9"},
["EMPIRE MOGHOL"] = {faceA = "Empereur Akbar le Grand", faceB = "Empereur Humayun", civGUID = "8a7afa", ship = "ae98eb", deck = "331364"},
["DYNASTIE MING"] = {faceA = "Empereur Jiajing", faceB = "Empereur Wanli", civGUID = "fd0891", ship = "2650b7", deck = "3f84a0"},
["SHOGUNAT DU NIPPON"] = {faceA = "Daimyo Oda Nobunaga", faceB = "Shogun Ashikaga Yoshiteru", civGUID = "687240", ship = "e21296", deck = "610e8c"}
}
-- Create buttons for civilization selection (Face A and B)
function createCivilizationButtons()
local civZones = {'de439d', '7f9575', '0aedbd', 'f366a6', '7da3cb', 'ccc956', 'fdff38', 'd5327c', '65c7ca', 'acae12', 'b5cd2d', '3563c9'}
for i, civZoneGUID in ipairs(civZones) do
local obj = getObjectFromGUID(civZoneGUID)
if obj then
obj.createButton({
click_function = "chooseFaceA",
function_owner = self,
label = "A",
position = {0.25, -0.5, 0.6},
rotation = {0, 180, 0},
width = 70,
height = 70,
font_size = 50,
color = {0.2, 0.6, 1},
font_color = {1, 1, 1}
})
obj.createButton({
click_function = "chooseFaceB",
function_owner = self,
label = "B",
position = {-0.25, -0.5, 0.6},
rotation = {0, 180, 0},
width = 70,
height = 70,
font_size = 50,
color = {1, 0.5, 0.2},
font_color = {1, 1, 1}
})
end
end
end
-- Create "Démarrer" and "Choisir aléatoirement" buttons
function createStartButton()
local buttonGUID = "c0c649"
local obj = getObjectFromGUID(buttonGUID)
if obj then
obj.createButton({
click_function = "startGame",
function_owner = self,
label = "Démarrer",
position = {0, -0.5, 0},
rotation = {0, 180, 0},
width = 750,
height = 350,
font_size = 50,
color = {1, 0, 0},
font_color = {1, 1, 1},
tooltip = "Cliquez pour démarrer la partie"
})
end
end
function createRandomCivilizationButton()
local buttonGUID = "c0c649"
local obj = getObjectFromGUID(buttonGUID)
if obj then
obj.createButton({
click_function = "chooseRandomCivilization",
function_owner = self,
label = "Choisir aléatoirement",
position = {0, -0.5, 1},
rotation = {0, 180, 0},
width = 750,
height = 350,
font_size = 50,
color = {1, 1, 1},
font_color = {0, 0, 0},
tooltip = "Cliquez pour choisir une civilisation aléatoire"
})
end
end
-- Handle selection of Face A or B for a specific civilization
function chooseFaceA(obj, player_color)
print("chooseFaceA triggered")
print("Object GUID:", obj.getGUID()) -- Vérifie que l'obj est valide
print("Player color:", player_color) -- Vérifie la couleur du joueur
assignCivilization(obj, "A", player_color)
end
function chooseFaceB(obj, player_color)
print("chooseFaceB triggered")
print("Object GUID:", obj.getGUID())
print("Player color:", player_color)
assignCivilization(obj, "B", player_color)
end
-- Randomly assign a civilization and face (A or B) when the "Choisir aléatoirement" button is clicked
function chooseRandomCivilization(obj, player_color)
local availableCivs = {}
for civName, data in pairs(civilizations) do
local civCard = getObjectFromGUID(data.civGUID)
if civCard and civCard.getPosition().y < 5 then -- Vérifie si la civilisation est déjà attribuée
table.insert(availableCivs, civName)
end
end
if #availableCivs > 0 then
local randomCiv = availableCivs[math.random(1, #availableCivs)]
local randomFace = math.random() > 0.5 and "A" or "B"
-- Déplace les cartes de la civilisation
assignCivilization(getObjectFromGUID(civilizations[randomCiv].civGUID), randomFace, player_color)
moveCivilizationToPlayer(randomCiv, player_color)
-- Affiche le message de sélection
broadcastToAll(player_color .. " a choisi " .. randomCiv .. " avec " .. (randomFace == "A" and civilizations[randomCiv].faceA or civilizations[randomCiv].faceB) .. " (Face " .. randomFace .. ")", {1, 1, 1})
-- Si la face B est choisie, retourne la carte après déplacement
if randomFace == "B" then
local civilizationCard = getObjectFromGUID(civilizations[randomCiv].civGUID)
if civilizationCard then
Wait.time(function()
if not civilizationCard.is_face_down then
civilizationCard.flip()
end
end, 1) -- Délai d'une seconde pour garantir que la carte est d'abord déplacée
end
end
else
broadcastToAll("Toutes les civilisations ont déjà été attribuées.", {1, 0, 0})
end
end
-- Function to assign civilization and move the decks
function assignCivilization(obj, face, player_color)
log("assignCivilization triggered for face: " .. face .. " and player_color: " .. player_color)
local scriptZoneToCiv = {
['de439d'] = "ROYAUME DE FRANCE",
['7f9575'] = "MONARCHIE ESPAGNOLE",
['0aedbd'] = "ROYAUME DE PORTUGAL",
['f366a6'] = "SAINT-EMPIRE",
['7da3cb'] = "EMPIRE OTTOMAN",
['ccc956'] = "DYNASTIE MING",
['fdff38'] = "ROYAUME D'ÉCOSSE",
['d5327c'] = "ROYAUME D'ANGLETERRE",
['65c7ca'] = "GRAND-DUCHÉ DE TOSCANE",
['acae12'] = "TSARAT DE RUSSIE",
['b5cd2d'] = "EMPIRE MOGHOL",
['3563c9'] = "SHOGUNAT DU NIPPON"
}
local zoneGUID = obj.getGUID()
local civName = scriptZoneToCiv[zoneGUID]
if civName then
log("Civilization assigned: " .. civName)
local ruler = face == "A" and civilizations[civName].faceA or civilizations[civName].faceB
broadcastToAll(player_color .. " a choisi " .. civName .. " avec " .. ruler .. " (Face " .. face .. ")", {1, 1, 1})
moveCivilizationToPlayer(civName, player_color)
local civilizationCard = getObjectFromGUID(civilizations[civName].civGUID)
if face == "B" and civilizationCard then
Wait.time(function()
if not civilizationCard.is_face_down then
civilizationCard.flip()
end
end, 1)
end
else
log("Error: Civilization not found for GUID: " .. zoneGUID)
end
end
-- Move the civilization's cards to the player's zones, now placing the deck cards in the corresponding slots
function moveCivilizationToPlayer(civName, player_color)
local playerZones = {
Red = {
civilizationZone = "ffebbf",
deckZone = "504b03",
mainDeck = "b17dca",
civilizationSlots = {"dddf31", "eea4f2", "a75979", "a30a04", "0eeae0", "98d254"}
},
Blue = {
civilizationZone = "4be444",
deckZone = "ef512f",
mainDeck = "99bc2d",
civilizationSlots = {"d259e1", "d86d08", "56108f", "158f5a", "052dba", "514f3d"}
}
}
local data = civilizations[civName]
local playerZone = playerZones[player_color]
-- Move the civilization card to the player's designated civilization zone
local civilizationCard = getObjectFromGUID(data.civGUID)
if civilizationCard then
civilizationCard.setPositionSmooth(getObjectFromGUID(playerZone.civilizationZone).getPosition())
end
-- Move the ship card to the player's main deck
local shipCard = getObjectFromGUID(data.ship)
if shipCard then
shipCard.flip()
local mainDeck = getObjectFromGUID(playerZone.mainDeck)
if mainDeck then
mainDeck.putObject(shipCard)
else
broadcastToAll("Error: Main deck not found for " .. player_color, {1, 0, 0})
end
end
-- Move the civilization deck to the player's deck zone and spread it across the civilization slots
local civDeck = getObjectFromGUID(data.deck)
if civDeck then
-- Loop through the first 5 cards and place them in the player's civilization slots 1 to 5
for i = 1, 5 do
local card = civDeck.takeObject({
index = 0, -- Always take the top card
smooth = false,
callback_function = function(obj)
obj.setPositionSmooth(getObjectFromGUID(playerZone.civilizationSlots[i]).getPosition())
log("Placed card " .. i .. " in civilization slot " .. i .. " for " .. player_color)
end
})
end
-- Handle the last card (remaining card in the civilization deck) and place it in slot 6
handleSingleCardInZone(data.scriptingZone, playerZone.civilizationSlots[6])
else
broadcastToAll("Error: Civilization deck not found for " .. civName, {1, 0, 0})
end
end
-- Function to handle the final card in the zone and move it to the last slot (slot 6)
function handleSingleCardInZone(zoneGUID, slotGUID)
Wait.time(function()
log("Starting handleSingleCardInZone...")
log("Zone GUID: " .. tostring(zoneGUID)) -- Log the GUID
local zone = getObjectFromGUID(zoneGUID)
-- Ensure the zone exists and get all objects in the zone
if zone then
local objects = zone.getObjects()
log("Objects in zone: " .. #objects) -- Log number of objects
-- Ensure there is exactly one object left in the zone
if #objects == 1 then
local singleObject = objects[1]
-- Check if it's a card
if singleObject.tag == "Card" then
-- Move the single card to the final slot (slot 6)
local slot = getObjectFromGUID(slotGUID)
if slot then
singleObject.setPositionSmooth(slot.getPosition())
log("Placed final card in civilization slot 6")
else
log("Slot GUID not found: " .. slotGUID)
end
else
log("Expected a single card, but found a different object type.")
end
else
log("Zone does not have exactly one object or 'objects' is nil.")
end
else
log("Zone GUID not found or not a valid scripting zone: " .. zoneGUID)
end
end, 2) -- Wait for 2 seconds to ensure the last card is available
end
-- Start game setup when "Démarrer" is clicked
function startGame(obj, player_color)
broadcastToAll("Que la partie commence !", {1, 1, 1})
obj.clearButtons()
-- Hide all civilization selection buttons after game starts
for _, data in pairs(civilizations) do
local civObject = getObjectFromGUID(data.civGUID)
if civObject then
civObject.clearButtons()
end
end
-- Perform the game setup
setupGame()
end
-- Function to set up the game after civilizations are chosen
function setupGame()
shuffleGameDecks()
setupMarkets()
revealEventCard('dda33b', '6e862f')
setupColonies()
shuffleAndDealPlayerDecks()
addConstantDeckButtons()
addAssassinButtons()
enableTurns()
startPlayerTurn()
end
-- Shuffle decks and deal 5 cards to each player
function shuffleGameDecks()
local deck_batiment = getObjectFromGUID('a9a1a6')
local deck_personnage = getObjectFromGUID('5926ea')
local deck_evenement = getObjectFromGUID('dda33b')
local deck_colonieA = getObjectFromGUID('e9d509')
local deck_colonieB = getObjectFromGUID('07184f')
local deck_colonieC = getObjectFromGUID('4a8b7c')
local deck_colonieD = getObjectFromGUID('ab07eb')
if deck_batiment then deck_batiment.shuffle() end
if deck_personnage then deck_personnage.shuffle() end
if deck_evenement then deck_evenement.shuffle() end
if deck_colonieA then deck_colonieA.shuffle() end
if deck_colonieB then deck_colonieB.shuffle() end
if deck_colonieC then deck_colonieC.shuffle() end
if deck_colonieD then deck_colonieD.shuffle() end
end
-- Setup character and building markets
function setupMarkets()
setupMarket('5926ea', {'fa4416', '89def4', '2829a7', '591dfd'}, true) -- Character market with flipped cards
setupMarket('a9a1a6', {'7de4dc', '83f251', '93d9ea', '43bab5'}, false) -- Building market
end
function setupMarket(deckGUID, zoneGUIDs, shouldFlip)
local deck = getObjectFromGUID(deckGUID)
for i, zoneGUID in ipairs(zoneGUIDs) do
local zone = getObjectFromGUID(zoneGUID)
local card = deck.takeObject({position = zone.getPosition(), smooth = false})
if shouldFlip then
card.flip()
end
end
end
-- Reveal an event card
function revealEventCard(eventDeckGUID, eventZoneGUID)
local deck = getObjectFromGUID(eventDeckGUID)
local zone = getObjectFromGUID(eventZoneGUID)
local card = deck.takeObject({position = zone.getPosition(), smooth = false})
card.flip()
end
-- Setup colony cards
function setupColonies()
placeColonyCard('e9d509', 'fe107d')
placeColonyCard('07184f', 'ad4b70')
placeColonyCard('4a8b7c', '422719')
placeColonyCard('ab07eb', '63b440')
end
function placeColonyCard(deckGUID, zoneGUID)
local deck = getObjectFromGUID(deckGUID)
local zone = getObjectFromGUID(zoneGUID)
local card = deck.takeObject({position = zone.getPosition(), smooth = false})
if math.random() > 0.5 then
card.flip()
end
end
-- Shuffle and deal player decks
function shuffleAndDealPlayerDecks()
local redDeck = getObjectFromGUID('b17dca')
local blueDeck = getObjectFromGUID('99bc2d')
if redDeck then redDeck.shuffle() end
if blueDeck then blueDeck.shuffle() end
if redDeck then redDeck.deal(5, 'Red') end
if blueDeck then blueDeck.deal(5, 'Blue') end
end
-- Enable turn-based system
function enableTurns()
Turns.enable = true
Turns.type = 1
Turns.order = {"Red", "Blue"}
Turns.skip_empty_hands = false
Turns.reverse_order = false
end
-- Start the player's turn
function startPlayerTurn()
local currentPlayer = Turns.turn_color
broadcastToAll(currentPlayer .. " commence son tour!", {0.2, 0.8, 0.2})
end
-- Function for adding buttons when a card enters a market slot
function onObjectEnterScriptingZone(zone, object)
-- Handle for the Building Market slots
if zone.getGUID() == '7de4dc' or zone.getGUID() == '83f251' or zone.getGUID() == '93d9ea' or zone.getGUID() == '43bab5' then
addAcquireDiscardButtons(object, "Building")
end
-- Handle for the Character Market slots
if zone.getGUID() == 'fa4416' or zone.getGUID() == '89def4' or zone.getGUID() == '2829a7' or zone.getGUID() == '591dfd' then
if object.getDescription() == "HORS-LA-LOI" then
-- Add Service and Prime buttons for HORS-LA-LOI cards
addServicePrimeButtons(object)
else
-- Add normal Acquérir and Défausser buttons for regular Character cards
addAcquireDiscardButtons(object, "Character")
end
end
end
-- Function for removing buttons when a card leaves a market slot
function onObjectLeaveScriptingZone(zone, object)
-- Clear buttons when leaving Building Market slots
if zone.getGUID() == '7de4dc' or zone.getGUID() == '83f251' or zone.getGUID() == '93d9ea' or zone.getGUID() == '43bab5' then
object.clearButtons()
end
-- Clear buttons when leaving Character Market slots
if zone.getGUID() == 'fa4416' or zone.getGUID() == '89def4' or zone.getGUID() == '2829a7' or zone.getGUID() == '591dfd' then
object.clearButtons()
end
end
-- Function for adding the "Acquérir" and "Défausser" buttons
function addAcquireDiscardButtons(object, marketType)
local acquireFunc = (marketType == "Building") and "acquireBuilding" or "acquireCharacter"
local discardFunc = (marketType == "Building") and "discardBuilding" or "discardCharacter"
object.createButton({
click_function = acquireFunc,
function_owner = self,
label = "Acquérir",
position = {0.2, 0.3, 0.2},
width = 420, -- Smaller width
height = 220, -- Smaller height
font_size = 90, -- Smaller font size
color = {0.2, 0.6, 1},
font_color = {1, 1, 1},
tooltip = "Acquérir cette carte"
})
object.createButton({
click_function = discardFunc,
function_owner = self,
label = "✖", -- Cross symbol for discard
position = {-0.4, 0.3, 0.2}, -- Position adjusted to be side-by-side
width = 175, -- Smaller width for discard button
height = 175, -- Smaller height
font_size = 100, -- Cross symbol font size
color = {1, 0, 0}, -- Red for discard
font_color = {1, 1, 1},
tooltip = "Défausser cette carte"
})
end
function acquireBuilding(obj, player_color)
local playerConstructionZones = {
Red = {"96b1a7", "971fb9", "26f9a5"},
Blue = {"7cd574", "c7ac14", "3f4bf6"}
}
local constructionZones = playerConstructionZones[player_color]
local placed = false
-- Iterate over the construction zones
for _, zoneGUID in ipairs(constructionZones) do
local zoneObject = getObjectFromGUID(zoneGUID)
-- Check if zoneObject is correctly fetched
if zoneObject then
log("Zone Object found for GUID: " .. zoneGUID)
-- Get all objects in the zone
local zoneObjects = zoneObject.getObjects()
-- Log how many objects are in the zone
log("Number of objects in zone " .. zoneGUID .. ": " .. #zoneObjects)
-- If the zone is empty, place the building here
if #zoneObjects == 0 then
log("Zone " .. zoneGUID .. " is empty, placing the building.")
obj.setPositionSmooth(zoneObject.getPosition())
placed = true
obj.clearButtons()
break
else
log("Zone " .. zoneGUID .. " is not empty.")
end
else
log("Error: Zone Object not found for GUID " .. zoneGUID)
end
end
-- If no zones were available
if not placed then
broadcastToColor("Votre zone de chantier est déjà pleine. Construisez un bâtiment pour libérer un emplacement.", player_color, {1, 0, 0})
end
end
-- Function to discard a building card to the building market's discard pile
function discardBuilding(obj, player_color)
local marketDiscardZone = getObjectFromGUID("97424d") -- Building market discard zone
obj.setPositionSmooth(marketDiscardZone.getPosition())
obj.clearButtons()
end
-- Function to acquire a character card and send it to the player's discard pile
function acquireCharacter(obj, player_color)
local playerDiscardZones = {Red = "9a7b71", Blue = "a1554c"}
local discardZone = getObjectFromGUID(playerDiscardZones[player_color])
obj.setPositionSmooth(discardZone.getPosition())
obj.clearButtons()
end
-- Function to discard a character card to the character market's discard pile
function discardCharacter(obj, player_color)
local marketDiscardZone = getObjectFromGUID("bedaa7") -- Character market discard zone
obj.setPositionSmooth(marketDiscardZone.getPosition())
obj.clearButtons()
end
-- Adding the Acquérir button for constant decks
local constantDecks = {
Characters = {
["Archer"] = "886dae",
["Fermier"] = "b73b60",
["Orfèvre"] = "bd19b9",
["Ouvrier"] = "a49c94"
},
Buildings = {
["Murailles"] = "b2bafa"
}
}
-- Add buttons for character and building decks
function addConstantDeckButtons()
for _, guid in pairs(constantDecks.Characters) do
local obj = getObjectFromGUID(guid)
if obj then
addAcquireButtonConstantDeck(obj, "Character")
end
end
for _, guid in pairs(constantDecks.Buildings) do
local obj = getObjectFromGUID(guid)
if obj then
addAcquireButtonConstantDeck(obj, "Building")
end
end
end
-- Adding button specifically for constant decks (no need to remove it unless deck is empty)
function addAcquireButtonConstantDeck(object, deckType)
local acquireFunc = (deckType == "Building") and "acquireBuildingFromConstantDeck" or "acquireCharacterFromConstantDeck"
object.createButton({
click_function = acquireFunc,
function_owner = self,
label = "Acquérir",
position = {0, 0.3, 0.2},
width = 420, -- Smaller width
height = 220, -- Smaller height
font_size = 90, -- Smaller font size
color = {0.2, 0.6, 1},
font_color = {1, 1, 1},
tooltip = "Acquérir cette carte"
})
end
-- Function to acquire a card from a constant character deck
function acquireCharacterFromConstantDeck(obj, player_color)
local playerDiscardZones = {Red = "9a7b71", Blue = "a1554c"}
local discardZone = getObjectFromGUID(playerDiscardZones[player_color])
if obj.getQuantity() > 1 then
obj.takeObject({position = discardZone.getPosition(), smooth = true})
else
obj.setPositionSmooth(discardZone.getPosition())
obj.clearButtons() -- Clear buttons if no more cards remain in the deck
end
end
-- Function to acquire a card from a constant building deck and send it to the player's construction zone
function acquireBuildingFromConstantDeck(obj, player_color)
local playerConstructionZones = {Red = "96b1a7", Blue = "7cd574"}
local constructionZone = getObjectFromGUID(playerConstructionZones[player_color])
if obj.getQuantity() > 1 then
obj.takeObject({position = constructionZone.getPosition(), smooth = true})
else
obj.setPositionSmooth(constructionZone.getPosition())
obj.clearButtons() -- Clear buttons if no more cards remain in the deck
end
end
-- Function for adding Service and Prime buttons for HORS-LA-LOI cards
function addServicePrimeButtons(object)
-- Add the Défausser button on the far left
object.createButton({
click_function = "discardCharacter", -- Assuming discard function for HORS-LA-LOI remains the same
function_owner = self,
label = "✖", -- Cross symbol for discard
position = {-0.7, 0.3, 0.2}, -- Far left position
width = 175, -- Smaller width for discard button
height = 175, -- Smaller height
font_size = 100, -- Cross symbol font size
color = {1, 0, 0}, -- Red for discard
font_color = {1, 1, 1},
tooltip = "Défausser cette carte"
})
-- Add the Service button in the middle
object.createButton({
click_function = "serviceCard", -- Assuming there is a service function
function_owner = self,
label = "Service", -- Label for the service action
position = {-0.15, 0.3, 0.2}, -- Middle position
width = 350, -- Width for the service button
height = 220, -- Height for the service button
font_size = 80, -- Font size for the service button
color = {0.5, 0.5, 0.5}, -- Grey for service
font_color = {1, 1, 1},
tooltip = "Demander un service"
})
-- Add the Prime button on the far right
object.createButton({
click_function = "primeCard", -- Assuming there is a prime function
function_owner = self,
label = "Prime", -- Label for the prime action
position = {0.55, 0.3, 0.2}, -- Far right position
width = 350, -- Width for the prime button
height = 220, -- Height for the prime button
font_size = 80, -- Font size for the prime button
color = {1, 0.84, 0}, -- Gold color for prime
font_color = {1, 1, 1},
tooltip = "Recevoir la prime"
})
end
-- Function to add "Prime" and "Service" buttons to the "Assassin" card during setup
function addAssassinButtons()
local assassinCard = getObjectFromGUID("ec3efa") -- GUID for Assassin card
if assassinCard then
-- Add the Service button
assassinCard.createButton({
click_function = "noopFunction", -- No operation when clicked
function_owner = self,
label = "Service",
position = {-0.15, 0.3, 0.2}, -- Middle position
width = 350,
height = 220,
font_size = 80,
color = {0.5, 0.5, 0.5},
font_color = {1, 1, 1},
tooltip = "Demander un service"
})
-- Add the Prime button
assassinCard.createButton({
click_function = "noopFunction", -- No operation when clicked
function_owner = self,
label = "Prime",
position = {0.55, 0.3, 0.2}, -- Far right position
width = 350,
height = 220,
font_size = 80,
color = {1, 0.84, 0},
font_color = {1, 1, 1},
tooltip = "Recevoir la prime"
})
end
end
-- No-op function for buttons that should not trigger any action
function noopFunction()
-- Do nothing when clicked
end
Editor is loading...
Leave a Comment