Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Mis à jour le : 1 aout à 13h18

-Fixed a not so rare occurence where a 7th intruder would enter a Corridor even though it was already crowded. I finally understood why. That one corridor is part of multiple possible paths to reach the goal of the intruders. There is one check being done to make sure only the right amount of intruders go into that corridor, but when checking the other paths, a new check is made on that one corridor part of the next path. But on that very moment it is not crowded yet, because the intruders that should fill this Corridor are being placed there smoothly. So. The fix. We write down the Corridor population in a variable so that it cannot happen and we skip the new check for an already checked Corridor.

Mis à jour le : 1 aout à 7h17

-Script will notify players when a Xyrian Activation is expected during Event Phase.

-Xyrian Activation Sequence will check if all players passed (in case someone clicked endTurn before flipping the help card)

-Changed a function so that Xyrian may be allowed again to take a player into an unexplored corridor.

Mis à jour le : 1 aout à 6h12

-Decreased the raycast height start to place enemies and objects on tiles.

-Increased the raycast distance checked.

Both of these changes finally allow thin objects like Xyrian tracers to be detected by the script and place them properly, like all the other objects in the mod so far.

-Reduce the thickness for shadow markers now that thin objects are viable.

Mis à jour le : 31 juil. à 14h54

-Increase detection radius for security token during autoEvent as a margin of error for manually placed security tokens.

-Xyrian Injury token will now move with an Injured Xyrian which only move during Xyrian Event (which are not Xyrian Activation yeah that's a head scratcher again).

-Changed findSpaceOnTile function in hope to detect small tokens such as Xyrian Tracers more effectively but it's apparently not helping... -_-

-Fixed Xyrian Injury token killing enemies when passing through a Corridor because I'm recycling too much here.

-Script will prevent weapon buttons from being used on a Xyrian if this player has the Xyrian Allegiance card.

-Changed markWeaponToggle function to be less redundant with melee attacks with no weapons.

Mis à jour le : 29 juil. à 14h32

-Remade 6 Xyrian Activation cards to fit the final version.
-Changed Xyrian Activation script for those 6 cards.

-Changed Life Support Suit picture
-Added script for the new Xyrian Life Support Tech

Mis à jour le : 28 juil. à 14h13

-Removed Mission Task Retrieval.

-Placed back the prototype Primeblood attack cards since their effects and numbers are the same as final version.

-Added more ammo items.

-Added one heavy medkit and removed one medpack.

-Changed the Primeblood Queen Health deck.

-Changed some Neoflesh attack cards.

-Changed Neoflesh Queen Health cards.

-Changed starting weapon picture for Soldier and Survivor.

-Changed Wheelchair picture.

-Changed Soldier's Gun tags.

-Disabled Xyrian Exploration replacing Xyrian Tracers with Xyrians.

-Changed Xyrian Event Queen Tracking picture.

-Changed the script so that Xyrian Event Queen Tracking only moves xyrians once (that is because we were recycling the Xyrian Activation hunting the Queen but that one makes them move twice).

-Exploration robot now won't resolve entrance effect.

Mis à jour le : 27 juil. à 10h16

-Events adding Noise tokens will now check if a corridor is reinforced or not.

Mis à jour le : 27 juil. à 8h37

-Removed 'action' GMNotes on soloCoop Missions oops.

-Removed 'shadowDiscard' GMNotes on ShadowBag, it gets added to it when adding shadow cards into any container that is not the ShadowBag.... But since we don't have its reference before a game starts, the script cannot recognize the shadowBag as the shadowBag.... Since I shouldn't touch these cards anymore I'll leave it at that. It should be fine.

-Shoot and Burst functions being triggered while not hovering an enemy will clear the previous hovered enemy variable after feeding the reference. This should make the weapon buttons available at the same time for all weapons.

-Fixed Gatling gun not resetting its tags if there were no targets left in the corridors.

Mis à jour le : 27 juil. à 6h02

-Because of Xyrian Combat Armor and some Intruder Attack cards forcing intruders to go back in their pools, the script needs to check if the intruder references are still valid during event Sequence; if one intruder reference is lost because it got back in the pool and we don't check for that beforehand the script would fail (as it did in this test I got)

Mis à jour le : 27 juil. à 5h48

-Reduced Raycast size to detect Queen's Rooms and Corridors and we first check for Corridors. This is to workaround the huge hibernatorium hidden room size that overlaps with Corridors. So what was happening was if the Queen was on an Hibernatorium Corridor, script would first say the Queen is in the hibernatorium Room, which would make her activation just move to the same Corridor she was already on; effectively cancelling the Queen Activation.