Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
Zobrazuje se 181–190 z 378 položek
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Aktualizace: 17. kvě. v 13.03

-Deleted intruder movement tips workaround now that we're working on the Primeblood Event template.

Aktualizace: 17. kvě. v 12.56

As requested by tron6667
-Removed prototype variants of Attack cards.
-Duplicated the ones with effects seen in Dicing With Death streams, they hit as hard as before but constantly this time. Which is harder in average.

Aktualizace: 15. kvě. v 12.26

After throwing alotta grenades at corridors... I think I got it this time.

-Cleaned up some of the script.

-Apparently putting an object in a bag is not fast enough to clear the reference of an object. Which is a problem for autoBurst. So instead of waiting for the reference to be gone to remove it, we check the hitCount on the enemy and remove it from our targets list right away.

-I also rolled back the corridor rayCast on hitCounterCheck but only if autoBurst is not being used. That way manual players can have a comfy way to deal corridor hits, and autoBurst players can avoid unnecessary math.

Aktualizace: 15. kvě. v 9.56

-Made the HitCounter reset happen properly on Burst on all intruders except Queen, even on the first target and even if AutoBurst is not enabled.

Aktualizace: 15. kvě. v 9.46

-Burst in a Corridor will reset the hitCounters of all enemies before rolling (except for the Queen).

-Fixed an error where the Script tries to remove a burst target that doesn't exist anymore from a list.

-Fixed hitCounters not checking the burst target fast enough for it to be sent in its bag before dealing hit to another target. Script was checking if the target was rayCasting for a Corridor tile under the target on every hit, since we already know it is in a Corridor it is an unnecessary waste of time. Instead we change shooting boolean into shootingState integer to state whether we are {Not Attacking, Shooting in a Room, Bursting in a Corridor}; making the hitCounterCheck much faster.

-Offsetted the rayCast to find player's weapons further so that Bayonet being in the middle of the board is not considered as "RIGHT WEAPON", and made it thinner to not rayCast other player's Weapons.

Aktualizace: 15. kvě. v 5.51

-Fixed triggering an encounter in a corridor preventing Shoot and Noise rolls.
Added encounterTimeTickDown() after an encounter occured, this was the plan all along but I forgot to add it >.>

Aktualizace: 15. kvě. v 5.27

-Changed Primeblood event cards to the ones seen in the Dicing With Death livestreams as placeholders, I intend to bring the high quality of the prototype picture back in this layout style.

-Put prototype mod objects in their own bag in the box.

Aktualizace: 15. kvě. v 4.00

As requested by SnapiK
-Changed how the intruder tokens are being handled as it has also changed in the new rulebook.

-And as thanks for the previous feedback, I also decided to offset the red Shoot values in the script.

-Changed the red dice picture.

Aktualizace: 14. kvě. v 2.54

-Ammo tokens leaving the AmmoBag will be forced to use the fully loaded state.

-Script can find which player has the first player token, and pass the tabletop simulator turn to this specific player color.

-Removed the two turns skip done during hotseat check. I guess back then I wasn't familiar with accessing Turns variables...?

-Character Figure GUID is used to check in which Section a player is.

-Local Position is then used to find if the current Section has life support on.

-End turn will now reduce the Oxygen of a Player by 1 if the character figure is not in a Section with Life Support enabled.

-Script will now create buttons for all weapons, grenades and player board. These will be used to mark a weapon for next Shoot, Melee Attack or next Burst roll.

-Added 'Captain' name to the Captain weapon.

-Added 'Soldier' name to the Soldier weapon.

-Added tag 'melee' to all melee weapons.

-Added tag 'weapon' to all weapons.

-Added tags on weapons that represent different effects depending on Shoot or Burst rolls.

-Changed Xenobiologist Tissue counter again, that middle spot will be used for basic melee attack with no weapons.

-Added tag 'soundFlamethrower' to Flamethrower weapon.

-Captain's weapon counter now is capped between 0 and 6.

-Script will now react to weapon tags upon Shoot.

-Change Shoot sound effects depending on the marked weapon used instead of the weaponType set by numpad.

-Hitcounters on enemies now react differently if they're in a Corridor.

-Fixed some bugs I introduced in this change but since they're fixed you'll never see them, hopefully.

-Rotation failsafe we had for Corridors now also apply for Rooms, that's the faulty math around Hibernatorium forcing that on us.

-Added "EndTurn" buttons to replace the usual Tabletop End Turn button so that it works with manually assigned seats too.

-Clicking EndTurn will give the hand to the next player color, unless it's a manually assigned seat, if that's the case then a big button "Switch to player colorName" will appear, any player clicking this button will change to the next player color that should be playing right now.

-Same function will be called if the first player token is given to a manually seated player at the start of a game.

-Known issue, hotseat changecolor spams the end turn notification, tried different stuff, no idea how to fix it.

-Ending a turn will also burn player in Room with Fire.

-Script Adding or Subtracting shoot values will not be capped.

-Serious Wound Eyes will add to Shoot Value.

-Script will try to apply Shoot hits from all sources except Action Cards.

-Made Marked button bigger.

-Shoot roll will name Player's Color rather than Player Name, makes it work with all players manually seated or not.

-Added tag 'weapon', 'melee' to Xenobio probe arm. Marked button would be offset if probe arm is involved.

-Moved xyrian assets into bags to make it easier on the script later.

-Added tag 'TurnNoBurn' to Xyrian Life Support Suit.

-Script will prevent Burning on EndTurn if LifeSupportSuit is on the player board.

-Script will notify why a weapon isn't being marked.

-Added buttons to call for the marking function of player clicker left hand weapon, right hand weapon, or melee.

-Script will notify players that a player color switch button is awaiting a response.

-Optimized the enlargement of hit counters on enemies...Not because I wanted to but because I was forced to for the next upgrade.

-Hands buttons are created near enemy figurine so that the camera doesn't need to move as much.

-Hands button will feed references to markWeaponToggle function to change their color.

-Add a rollShoot button next to the hands button.

-Script will warn players of potential incoming attack after a Melee Attack.

-Sending back ammo to its bag will play a sound too.

-Script will filter out hand button for Shoot if it's the Soldier's Weapon.

-Added a draw action button next to the board, to fit situations that are not scripted.

-Added a Global function to check whatever happens to enemies when their hit counters is being altered.

-Secure token sounds will not override 2nd playing sound.

-Round button will use similar player color check for manually seated players, asking a player to color switch to play as the manually seated player.

-Cortisol Chip also adds 1 Hit on shoot if active and on a player board.

-Removed parameters for obj function calls since they're not expected anyway.

-Manually marked weapon on their own button will shoot even for other players.

-Made a separate MarkButton function to bypass the usual button function parameters...

-Script will notify when EndTurn cannot give turn to a player that didn't pass.

-Added an AutoBurst toggle button.

-If AutoBurst toggled, create a button toggling between 'Bigger first', to Smaller first'. (Smaller is on by default)

-If AutoBurst toggled, hits that should be dealt to a different target are dealt automatically. Either to Smaller intruders first or Bigger depending on the variable.

-Captain pistol Shoot now reduces ammo count after the shooting is done.

-Captain pistol Burst roll is only one Hit.

-Rolling for burst removes ammo from the marked weapon.

-Changed the Z offset of hit counters buttons.

-Marked grenade will add +2 Hits to Burst and sent to the grenade bag after burst hits are over.

-Beating a Xyrian will add the injury token and add 'injured' to its name.

-Beating an Injured Xyrian will kill it and flip the injury token in its room.

-Drawing an event card will also remove 'injured' from a xyrian name and remove their related injury token.

-Shooting hits will be applied on shooting sound for a more dynamic feel. (the hit comparison is still the same as before)

-Xyrian making noise upon taking hits will only happen if shooting is true, this should prevent autoNoise running when a player would add hits manually.

-Added a notification to the Plasma Gun hurting a player's health.

-HitCounters button setup will only show up if not shooting.

-Xyrian Figures bag is randomized.

-Xyrians tooltips are disabled.

-Xyrian injury token GMNotes will changed upon being flipped. This helps filter the injury tokens in case there would be multiple in the same room, to not flip back one that was revealed.

-Made a queue system for autoNoise that would occur during an encounter. Now you're thinking "oh he's talking about spamming" or "That is the start of Event automation", well yes and no. Pilot's Shotgun "Area" weapon effect can potentially deal hits to 3 Xyrians, triggering 3 autoNoises in one room.

-Players will not be able to Shoot or Burst while an encounter is still happening.

Aktualizace: 5. kvě. v 11.23

-Enable turns in the mod.

-Turn order is Custom.