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There isn't a button to clear and reset the table. The current method is to just reload the mod or the save and start again with a clean starting point.
Your method of setting up the table the way you like it and saving that is a great way to do this.
Sorry for the delay, but I've updated the mod to put in the change you requested. Atk/Def dice in the Exhausted Skill die area next to the Gearloc mat will not longer be deleted when pressing the Gearloc Atk/Def die Reset button.
I guess the scenario you are describing is a player who hits the Reset button after every turn, or may be multiple times within a single encounter. I never reset the dice when I play with the mod so I'm less familiar with the different ways people are using it.
I think the request that originally had me add them went something like, "It'd be nice to clean up the dice between encounters with the Reset functionality." I figured that any exhausted or locked ATK dice would no longer be exhausted at that point.
But I can add in checks to not clean up dice that are in the exhausted Skill die area to the Reset button at each Gearloc's spot.
I'm currently working on model updates for my other TTS mod and I'll put this change request into the queue after I get some progress done on that other work.
It probably shouldn't return atk/def dice from the "used skills" zone, since those are normally used to mark exhausted atk/def (like from Break).
Thanks for the fast update!
I've updated the mod for two things. I've added in protections to the manual Baddie and NAP Baddie deployment chip so that a player cannot deploy a Baddie to a lane designation if that chip is already deployed to the Battle Mat. Secondly I've added the Active Slots to the excluded list when using the Reset button.
On the Reset button ignoring the BP but not the Active dice I think it was just me not thinking it through completely. I wanted to make sure that the Reset button wouldn't remove bones from the BP if pressed during an encounter but didn't follow that logic through to ensuring that Def wasn't also removed in the same way.
On the manual Baddie setup chip not checking if a Lane was already in use before attempting to deploy the Baddie I think that I either didn't think about it at the time or it was on a mental to-do list that I ultimately forgot to implement and moved on.
The thorough implementation means I need to lookup the player count and use a look-up table to find the locations of the Locked/Active/BP slots of each and then exclude those from the list to delete. I could put in the simple Reset buttons quickly but the full version may take a good bit of wiring in and testing.