Invisible, Inc.

Invisible, Inc.

Function Library
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Uppdatering: 18 nov, 2023 @ 6:52

V1.97:
* Moved reload and recharge ability execution to abilityutils.

Uppdatering: 17 nov, 2023 @ 5:44

V1.96:
* Updated Program Lockdown code with ability to selectively unlock programs, as well as specify the source of the locks.
- Added pcplayer:unlockMainframeAbility( num, source )
Following functions were updated:
- pcplayer:lockdownMainframeAbility( num, source )
- pcplayer:unlockAllMainframe( source )
- pcplayer:getLockedAbilities( source )

Uppdatering: 12 nov, 2023 @ 5:59

V1.95:
* Shops now support following program definition parameters:
- soldAfter - program will be sold after specified campaign hours have passed.
- notSoldAfter - program will be sold before specified campaign hours have passed.
- PROGRAM_LIST_CORP - program will be sold only by specified corporation.
- markedForDeletion - program will be unconditionally removed from shops.

Uppdatering: 5 sep, 2023 @ 9:46

V1.94:
* Changed animation when taking lethal damage and surviving from "fall over and get up" to "stagger", now it applies to all non- drone agents and guards.

Uppdatering: 22 aug, 2023 @ 13:17

V1.93:
* TRG_DAEMON_INSTALL and TRG_DAEMON_REVERSE triggers now pass the spawned daemon instance as evData.
* Door lock props will now disappear if adjacent cells get hidden.
* W93_REFRESH_CELLS event now refreshes entire board instead of just cells.

Uppdatering: 8 maj, 2023 @ 13:30

V1.92:
* Fixed softlock caused by specific order of Sleep/Confusion activations from Programs Extended.

Uppdatering: 12 apr, 2023 @ 4:55

V1.91:
* Reload and Recharge no longer use local functions and can be appended by other mods easier.

Uppdatering: 16 mar, 2023 @ 9:47

V1.90:
* "TRG_PRE_START_TURN" and "TRG_POST_START_TURN" triggers now work on turn 1.

Uppdatering: 23 feb, 2023 @ 12:56

V1.89:
* Ping program is now compatible with AI Terminal range upgrade (More Missions mod).

Uppdatering: 30 jan, 2023 @ 11:57

V1.88:
* Added "TRG_AUGMENT_INSTALLED" trigger, evData = { unit, userUnit }. Unit is the augment, userUnit the agent.