Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 4. juli kl. 2:11

-Fixed placeFire function never happening by default, oops.

-auto explore tiles will set their position at the same place after 0.5sec. This could, hopefully, fix some desync happening with some clients. (since I'm always hosting, proper test will wait for when I play with friends and family)

-intruder hit counters will now reset upon moving instead of just when we register an intruder for autoMove. This should fix intruders resetting their hit counters even when they destroy a door because of autoMove.

-lander moving because of event will broadcast a notification.

-Twitchling arriving in hibernatorium or Motherbrain in Landing Zone because of bagDevelopment, will now call checkSecureRoom function aswell.

-fixed a typo error for Xyrians.

-Hoping to fix a bug where an intruder is calling intruderAttack function multiple times, happens quite rarely so... time will tell.

-Optimized intruderBurn section slightly.

-Fixed Technical Corridors Entrance room counting as a Corridor for the script, oops.

-Made more events placing enemies attack players. This is kinda vague. The Queen Board clearly uses the word "Place" for encounters leading to opportunity attacks. So Events using the same word also lead to an attack.... I think ? People will tell me in the future I assume.

Opdatering: 3. juli kl. 10:39

-Intruder Burn will now happen after all players have passed and clicked endTurn. I'd like to put it here for one reason: Primeblood Queen.

It is technically possible that the Queen would first burn, get her 5th hit draw a Queen Health card and THEN get a critical hit, either from a Xyrian Attack or the Xyrian Combat Armor. Just for these two scenarios I think I gotta put it here.

-Twitchling Activation is set to happen intead of Intruder Burn, for the same reason as Intruder Burn.

-Intruder will now create buttons for each attack that should be landed on a player. The button color will have the player color. Players can left click an attack button to let the attack proceed or right click to discard it if they have a way to prevent it.

-Fixed many bugs. Many bugs.

-RoomsMap list will now be registered upon loading a game that started.

-Auto Event is now enabled by default.

-Attacks will pause some functions. And resume once players have handled all the attack cards.

-Instead of doing rayCasting the whole board to get objects from there, script will use getAllObjects() and compare positions

-Offsetted the position to consider a player as Alive and playing by one socket.

-Cultist can now lure the horde onto the attacking player even when bursting. There is one event card in prototype 2.0 suggesting it is technically possible.

-Script will now apply an offset specifically for exploring out of the hibernatorium room, to fix the difference in corridor size and room size.

-autoExplore will now also place a secure token if the character figure is flipped upon exploring a room that is not the Nest or the Technical Corridor Entrance.

-Fixed Queen resetting her hit counters on every move from autoMove.

-Melee weapon button will be used for burst too but renamed "Robot/Room".

-'ROLL DICE' has been renamed 'ROLL SHOOT' or 'ROLL BURST' depending on the enemy position.

-Script will now specifically clone queenHealth cards that are not "Discard 3 additional cards" type when playing with more than 6 players.

-autoNoise will now fetch the playerRoom from the RoomsMap list if a playerFigure is hovered instead of rayCasting.

-melee attack that didn't kill an intruder will create an intruder attack button.

-Updated the tips on the side of the table.

-Changed various quality of life functions. Forgot which. Changed some colors.

-After multiple days of trying desperately to tweak an entirely different way to autoMove the damn robot the Neoflesh Conversion event, I have finally decided to just use the same logic as the enemies except he won't break doors. It took me a long while to make the autoMove for enemies, it's rather logical it would have taken time to make something completely different.
The thing is that I might be overdoing it, it would be quite logical for the robot to use the enemy movement rules in this instance. Anyway. This is done.
Maybe I'll come back to it later when there's nothing else to do.

-Script now activates the Queen on its own. Heh. I guess xyrians will be easy then.

Opdatering: 24. juni kl. 6:42

-Fixed autoMovement using the wrong roomGUID when next to a player room; because two are exceptionally possible in the first corridor.

Opdatering: 24. juni kl. 3:50

-Changed num set button colors.

-Optimized shapeCast function a little.

-increased the raycast size to find Neoflesh buff to account for the Z offset when enabling Xyrian in a game.

-Script will notify when autoNoise queue is over.

-Changed hitCounter check from a for loop to a key check. At this scale not noticeable but it's technically better.

-Script will now check if autoloader belt is on the player board when a weapon is out of ammo. If yes and if it has ammo, then the player is allowed to shoot/burst.

-Fixed an old setup I had left for autoMovement, it was looking for a list that I was not using anymore.

-Fixed autoMovement from corridor only creating a corridor key to one room while the first corridor they move from could have 2 rooms.

-Made autoMovement possible again when the shortest route is only one tile long.

-autoMovemement will now change the state of the correct door by checking the direction from startTile to door with door to endTile rather than door to endTile with startTile to endTile.

Twitchling activation soonish.

Opdatering: 23. juni kl. 14:21

-Xyrian Injury token will be placed below the xyrian figurine when getting injured. Takes a bit less space and might not make the Xyrian fall over.

-Players that have their health marker on the 'Dead' socket or on no health socket will not lose oxygen, health or burn when clicking EndTurn anymore. Similarily, EndTurn will not give the next turn to a player that meets such conditions.

-Added a button as a display to show which Numpad hotkeys set is currently being used.

-Returning a larva from a CharacterTile will not move Body tokens up one turn anymore.

-Fixed a new function not being used properly to get the radius of a room.

-Added an 'Auto Event WIP' toggle button near Event deck. For now it handles the HARDEST part of something like an automatic Event Phase, which is the movement of all enemies.

-AutoMovement for EventPhase. It involves so many lines of script I won't explain how, but it does what it should do in the tests I had. Which is very good enough for now. More coming later.

Opdatering: 16. juni kl. 14:03

-Changed health markers colors.
-Added an assistance part about Health Markers.

Opdatering: 16. juni kl. 9:30

-Changed base Motherbrain required Hits to 5, meaning the max is gonna be 8. I wasn't sure but I checked ooooh boy.

-Queen's hit counter will reset back to zero 3s after reaching max Hit after using scripted roll burst.

-Ironclad presence in a Room will be double checked with the distance from the Room.

-Some tweaks and optimization regarding tile measurement.

-Remade intruder automatic burn phase. Used to have one raycast per fire marker, apparently tabletop simulator hate it when we make too many at once, now we're just listing stuff and comparing data. Same thing, just better.

As requested by DaRkNeSs:

-Doors now register as collision objects.

-Doors will now trigger a boolean if dropped. Doors will lock themselves from a collision with the board edge, a room tile, or a corridor tile to lock themselves ONLY if they were dropped.

Opdatering: 14. juni kl. 12:15

-Locked Primeblood Queen figurine bag again.

-Shoot rolls will now broadcast the modifiers rather than just the final result, for more transparency.

-Upon autoExplore, Rooms, Corridors, Doors, will now be locked instantly rather than delayed.

-Doors placed with autoExplore will be placed closer to the Room tile. The door is right in the middle of the link between Corridor and Room, this should be better... if not I might need to rescale the doors too.

-Script will now detect other intruders taking the space where weapon buttons should be. If so, the height of the buttons will be adjusted to be above these enemies. This should fix the instances where one player would have to move figures manually to click the buttons. Players may need to adjust their camera to be on top of the figure if the difference in height is too big from one enemy to the ones behind it.

-Fixed grenade check being in a tag loop even though they're not using tags.

-A notification will be broadcasted upon sending a Cultist to the cultistDeadBag. Reminding the players to flip one skill card.

Opdatering: 13. juni kl. 13:47

-Fixed exploring character still having a collision while repositioning to the next Room.

-Character X and Z Rotation reset when exploring a new Room (just in case Physics decide to be funny again)

-Replaced __.hasTag() usages with a for loop on one __.getTags() when we're just iterating through one tag as a condition. Same thing as before just more optimized on these specific parts (not as many as I thought unfortunately).

Opdatering: 13. juni kl. 10:40

-Changed Neoflesh Attack pictures.