Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Update: 22 mei om 6:10

-Script will turn invisible player boards that are not used instead of the previous change.

Update: 21 mei om 1:39

-Removed some left over debug print commands.

-Adding 2 adults figurines per added player above 5.

As requested by Jutruxx.

-Added 'EndTurn' name on EndTurn objects.

-Script will scale the table according to the player colors used upon clicking Setup and hide the unused player assets. This should give back the same table as before if you're playing among the 5 player seats at the center.

Update: 20 mei om 6:03

-Changed number of players displayed on the mod

Update: 20 mei om 6:02

-Event trigger will happen on event flip rather than draw, so that Scientist can check the Event card and move it.

-Changed the minimum soundWait to 6 seconds.

-Tried to change the priority on secureBag, malfunctionBag sounds.

-Xyrian injury removed on Xyrian Activation instead.

-Added weapon names in objects description.

-Hide tooltips of all weapon objects.

-HitCounters buttons will now list all weapons found on left and right side instead of just one.

-Flipping Event will now return least injured Xyrian in a Room with multiple Xyrians, and replace it with a Xyrian Tracer. Will also remove Xyrian Injury Token from the room if the compared Xyrians are 'injured'.

-Added a failsafe to make sure attacking Xyrians trigger autoNoise only upon using Shooting RollDice against them.

-Walking sounds cycle will now start only if no other sound is being played with the assigned soundboard.

-Fixed some sound failsafe checking the wrong soundboards.

-Removed item slots snap points to keep the snap on heavy objects while giving players more freedom to place their duct tapes heavy objects around the left and right hand slots.

-Bayonet will be placed under the left weapon upon selecting it during support item draft. (I imagine I would do the same for duct taped items)

-FindSpaceOnTile will offset its indexes to place enemies on the top part of a Room first while players would be placed on the bottom by default.

-Added maximum player seats.

-Added other starting positions for up to 10 players.

-Games with more than 5 players will only be allowed to Reinforce a Corridor only once per turn.

-Games with more than 5 players, will have one more Queen Health Card per player above 5.

-Games with more than 5 players, will have 2 more tactical tokens per player above 5.

-Added 5 more player help cards (copy pasted sloppily from my other mod)

-Cloned some Mission cards to fit 10 players

-Added more kill objectives to fit 10 players.

-Adding one more drone and larva figurine per added player above 5.

-Script will remove objective and missions according to player number.

-Raycast to handle that last mission card that the original prototype mod was leaving on the table because fetching it is annoying.

-Put stuff into a trashBag instead of the box, why ? Reduces loading time upon selecting characters that's why.

-Support Item drawn during draft will increased if there is more than 7 characters qualified for the draft. (for a maximum of 8 with the current characters)

-Invisible objects now simply look up the playerInfoTable for color strings.

-Force Contractors Enabled if more than 9 players are playing.

Update: 17 mei om 13:03

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

Update: 17 mei om 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.

Update: 15 mei om 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.

Update: 15 mei om 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.

Update: 15 mei om 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.

Update: 15 mei om 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 >.>