Tabletop Simulator

Tabletop Simulator

Red November[Scripted Enhanced]
Showing 1-9 of 9 entries
Update: 26 Sep, 2023 @ 11:34am

Version 2.4

- Minor Update

- Labels created for Event and Item discard piles

- New xmlUI button for using the Lucky Charm item. Play your turn like normal and just before you press either of the Pass Time buttons press the new Use Lucky Charm button when you want to use the item on your turn. The scripting will skip the first three events your timer passes on the time track

- Snap points created in each room for the default positions of the fire and flood tokens. This will help make sure if you have to manually place a token that it will be picked up by the physics ray cast when checking for existing tokens on future events.

Update: 7 Aug, 2022 @ 4:14pm

Version 2.3

- Minor Update

- Labels created for Event and Item decks, and Time Destruction Event box.

- Rotational snap point created for item discard to the right side of the item draw pile.

Update: 7 Aug, 2022 @ 4:06pm

Version 2.2

- Minor Update

- If you pressed the Manual Pass Time button the Auto Pass Time button will now be disabled until the next turn. This is due to a bug where if your press Manual Pass Time for a few spaces in your turn then press Auto Pass Time to finish movement for your timekeeper for the rest of the turn it will repeat drawing all the previous event and item spaces your timekeeper has already passed that turn. The same is true now for the Auto Pass Time button where if you press this button the Manual Pass Time button will then be disabled until the next turn. So whatever button you start to use on your turn, you must continue to use until the next turn.

- The Green player's gnome card is now unlocked from the table.

Update: 4 Aug, 2022 @ 7:07pm

Version 2.1

- Minor Update

- Fixed a bug with the Underwater Current event. The event was flipping all water token no matter what without checking if they were already on their high water side. Now it will only flip those flood tokens that are on their low water side. The room numbers of the rooms that had their tokens flipped are now properly printed in the broadcastToAll message as well.

Update: 4 Aug, 2022 @ 6:40pm

Version 2.0

- Major Update

- Fixed missing items for custom theme so now all menu items and their text should be legible and fit the theme of the rest of the main game UI buttons.

- Manual Event button updated to Manual Pass Time. This button will move your timekeeper one space at a time down the time track until it reaches the ghost timekeeper, then it will auto end your turn and move to the next player in time order. You will need to click the button for each individual space along the way until your timekeeper reaches the ghost timekeeper.

- Pass Time button updated to Auto Pass Time. This button still does the same as before just the text label is updated to help make the two button functions more clear to the player.

- Bugs fixed with setting turns to the next proper player in time order. There were several issues related to the indexing of player's timekeepers which would randomly make the game set the next player's turn incorrectly. These seem to be all fixed now in my testing so the game will always set the turn to the next player who is farthest back in time on the time track.

- Bugs fixed with the Teal player seat (Dark Green gnome). This involved the player not being dealt items as they passed item spots on the time track and with the game not auto setting it to their turn when their timekeeper is the farthest one back in time on the time track.

- Logic updated for Fire events to follow rules properly. If a fire would start in a room that is already flooded then no fire token will be placed and the asphyxiation (oxygen) track counter is not incremented. If a fire would start in a room that is already on fire then no fire token is placed BUT the asphyxiation (oxygen) track counter IS incremented.

- Logic updated for Flood events to follow rules properly. If a room is flooded to high water that is already on fire then the fire token is removed and the high water flood token is placed in the room. If a room to be flooded is already flooded at low water then the low token is flipped back to its high water side. If a room to be flooded is already flooded with high water then nothing happens.

- Physics.cast event size parameter properly adjusted. The size was far too large causing the cast to potentially hit multiple rooms at once resulting in false positives on Fire and Flood events.

- The Underwater Current event properly triggers all low water tokens to be flipped to their high water side.

- The Friendly Fire event properly triggers Fire and Flood events based off of the above Fire and Flood rules.

- During initial setup of player timekeepers on the time track wait until the broadcast message is shown telling you to place the next timekeeper. Stacking the time keepers too fast on their starting positions can cause issues with player indexing and make the game set the turn to the incorrect player.

Update: 2 Aug, 2022 @ 7:34pm

Version 1.2

- Minor Update

- Added additional items to SetuiTheme function to fix issue with game config menus and some context text not being legible

Update: 2 Aug, 2022 @ 8:15am

Version 1.1

- No Update

- Adjusted number of players in mod info section from 0-8 to 1-8 as there are rules for solo play included in the rules PDF

Update: 2 Aug, 2022 @ 8:15am

Version 1.1

- Minor Update

- Big Box Item cards included to replace other small format item cards

- Scripting enables turns by default and disables hands hiding as this is a co-op game and hiding cards from other players is not necessary

- Custom UI theme implemented to match theme of xml UI buttons

Update: 2 Aug, 2022 @ 4:49am

Version 1.0

- Initial upload of mod