Ok. Here’s a complete breakdown of what’s happening. Maybe you can see something that I’m missing. All traits listed below are in execution order, i.e. I’m listing the bottom trait first and moving up. I have several buttons set up to draw events. I’ll use the Mariah Lowland button as an example as that also takes into consideration terrain restrictions (which I can’t get to work, either).
I have a Button with the following:
Does Not Stack
Select - Yes
Move - No
Action Button
Evoke Key command - E1Click
Trigger Action
Keyboard command - E1Click
Perform these Keystrokes
GetD100Roll
SetDistrict
DetermineEvent
Then I have a prototype named EventML which has the following:
Set Global Property
District
Key Command - SetDistrict
Set Value Directly to ML
Global Hotkey
Keyboard Command - GetD100Roll
Global Hotkey - RollD100 (this gets a random number from 1 to 100)
I now have a multitude of Trigger Actions based on the D100 roll. For this, I’ll stick with the roll that generates a creature.
Trigger Action
Matching Properties - {D100_result > 56 && D100_result < 67}
Keyboard Command - DetermineEvent
Perform these keystrokes - DetermineCreature
The original button then refers to a prototype called CreatureTS1 which has the following:
Trigger Action
Keyboard Command - DetermineCreature
Perform these keystokes
GetDCreatureRoll
SetTerrain
DetermineClass
Global Hotkey
Keyboard Command - GetDCreatureRoll
Global Hotkey - RollDCreature
This get a random number that will determine what class of creature is encountered. We’ll assume the number rolled would generate a Class C Creature
Set Global Property
Terrain
Key Command - SetTerrain
Prompt user to select from list (for this example, we’ll say the player selects M for mountainous terrain)
Trigger Action
DCreature_result > 95
Keyboard Command - Determine Class
Perform these keystrokes - DetermineCreatureC
If then goes to another prototype, in this case, called CreatureC, which has the following:
Trigger Action
Keyboard Command - DetermineCreatureC
Perform these keystrokes
RemoveDistrictC
RemoveTerrainC
GetCreatureC
ReturnSort
Global Key Command
Keyboard Command - RemoveDistrictC
Global key command - SendToSort
Matching Properties - CurrentMap = Resources && DeckName = Creatures_C && $District$ = No
All pieces
Global Key Command
Keyboard Command - RemoveTerrainC
Global key command - SendToSort
Matching Properties - CurrentMap = Resources && DeckName = Creatures_C && $Terrain$ = No
All pieces
Global Key Command
Keyboard Command - GetCreatureC
Global key command - SendToMain
Matching Properties - CurrentMap = Resources && DeckName = Creatures_C
1 piece
Global Key Command
Keyboard Command - ReplaceSorts
Global key command - Trash
Matching Properties - CurrentMap = Resources && DeckName = Sort_1
All pieces
So, any creature that has a Marker trait with ML=No and/or M=No should be sorted out before a creature is drawn from that deck. But they are not.
Do you see anything here that could mess this up?