Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
Showing 21-30 of 243 entries
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Update: 14 Feb @ 7:33am

-Upon first encounter with an enemy, a message will now ask players to discard half of their objectives without revealing them.

-Running out of Adult figures against Intruders or Nightstalkers now make all the Adults retreat before placing a new one, script also retrieves the same number of Adult Tokens to put them back into the Intruder Bag. A message is also broadcasted to the player.

-Calling for a larva figure at the character boards Z Position limit now result in a contamination card being placed in the nearest player discard pile. A message is also broadcasted to the player.

-Removed PoXPos variables from the playerInfoTable, which was only used once and wasn't relative to the character board unlike what I'm trying to do for the rest.

-Changed some positions to relative positions.

-Contamination heartbeat sound now uses the 2nd soundbox.

-Turned part of the script used once before into a function to find the nearest player color based on X axis position but now using relative positions and table data rather than hard coded data.

-Script now clones more larva figures based on player numbers, otherwise you can't technically put a larva on each player board. (if it makes sense, I'll do such change)

Update: 8 Feb @ 12:28pm

-Calling for a firemarker now plays a sound using the 2nd soundbox rather than the first, so that it would not overlap with a noise roll sound. (it happens more often than with malfunction markers because the fire sound is quite long)

Update: 4 Feb @ 6:05am

-Tightened the Crew Selection buttons, leaving room for more to come (I know a couple are still cooking)

-Font size for Crew Selection buttons is now reduced according to the button size, getting a Font Size smaller than half of the Height of a button when necessary.

-Checking for Archetypes now happens with the Button Color rather than the Button Font Size.

Update: 4 Feb @ 2:29am

-Script now places a lesser VoidSeeder figurine if the requested enemy figurine isn't available in its bag (as the rules state)

Update: 3 Feb @ 7:25am

-Added 'action' GMNotes to Hired Gun action cards.
-Changed Hired Gun's action cards' back picture.
-Added tooltips to Hired Gun's quest items
-Added 'quest' GMNotes to Hired Gun Stun Grenade (quest item)

Update: 3 Feb @ 7:07am

Updated thumbnail

Update: 3 Feb @ 6:48am

Following Spazz (Rafał)'s request

-Added Hired Gun - Nemesis Custom Character

-Changed the CountPlayers() function to choose when to count real players or manually seated players. To make the vote of real players matter.

-Reduced the size of the Crew Selection buttons and offsetted them a bit. It seems, we have alot of characters now.

-Removed all character insanity token to keep only 1 and remove all knowledge tokens to keep only 1. This makes adding new characters easier and the mod size is smaller too.

-Since we're going a bit more procedural on multiple parts, the color for each archetype is now set inside CrewLabelTable to be used for Knowledge Tokens, Insanity Tokens, Crew Selection buttons, and maybe more in the future.

-Since duplicated characters are possible, we write the type of object, the character it is linked to, and the player color in the name of Knowledge Tokens, Insanity Tokens and Character Figures.

-Since we write these from the script, I also removed the names and description on each character Figures.

Update: 1 Feb @ 6:05am

Following rafael.d.vogel 's complaint

-Removed many redundants '== true' checks on boolean variables. The True value of these variables were already being expressed, no need to double check them.
-Script now plays a broadcast message when clicking Automatic Seat and Manual Seat.
-Fixed an issue where the Oxygen card wouldn't use the local variable for position. Changed the delay timers for the Crew Selection when playing on Second Contact board to let the Oxygen card use the local variable.
-Script now plays a custom message when selecting a character whether you're playing on Second Contact board or not (because of the previous change)
-Changed the colors for the mentioned broadcast messages, to better tell them apart. Especially for repeated messages.

Update: 28 Jan @ 10:33am

Following Altanius' suggestion

-Added a toggle button labelled "Automatic Seat" by default, can be toggled to "Manual Seat"
-Offsetted most setup buttons slightly.
-Manual Seat is the new addition, it allows a player to manually mark other player boards as "Seated" or "Not Seated". This prevents some player boards from being removed; it should allow players to have more characters in play without being in Hotseat or needing more players.
-If automaticSeat == false, countPlayers() also counts manualSeat booleans.
-Made various optimizations following that change.
-Fixed an issue if characters were being selected too fast when "Duplicated Crew is Forbidden" by adding a 2 seconds delay between each selection. Half of the time it wasn't a big problem, but the other half would delete Crew Selection buttons without giving the character for the now gone buttons.
-Fixed an issue against Void Seeders (Them again oOooOooh) in Epilogue Mode following a Research Mode game.
-Removed the 2 seconds delay to draw cards from a player deck, I forgot why I did that but looking at it now it seems unnecessary.
-automaticSeat manualSeat booleans are saved into the save file so that it can be re-used for an Epilogue Mode game.
-Offsetted Nightstalkers power board and power tokens to the left when playing on Nemesis Ship Boards

Update: 10 Jan @ 1:16pm

-Prevent buttons related to multiplayer to be created if the player is alone.
-A game being played alone is now set as a solo/coop game.
-Added a button showing "Duplicated Archetype Forbidden" that can be switched to "Duplicated Archetype Allowed" if there are less than 7 players in game.
-If duplicatedArchetype is forbidden, then duplicatedCrew is also forbidden.
-If duplicatedCrew is allowed, then duplicatedArchetype is also allowed.
-Duplicated Archetype Forbidden is a condition that will delete all buttons of the same font_size (because I didn't want to write down the background color into the crewLabelTable in case I change it in the future). Each archetype has a one unit font_size difference, that's how we tell them apart for now.
-Optimized the script a bit more for the duplicatedCrew part.