Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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更新于:7 月 31 日 下午 2:54

-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.

更新于:7 月 29 日 下午 2:32

-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

更新于:7 月 28 日 下午 2:13

-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.

更新于:7 月 27 日 上午 10:16

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

更新于:7 月 27 日 上午 8:37

-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.

更新于:7 月 27 日 上午 6:02

-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)

更新于:7 月 27 日 上午 5:48

-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.

更新于:7 月 27 日 上午 4:06

As reported by Tomo:
-Fixed Sangrevores references being changed before we were done checking the Sangrevores tags (now this change is delayed for 2 seconds), as a result the Infection Deck was being sent into the trashBag instead of the Contamination deck.

更新于:7 月 25 日 下午 3:19

-Added the last Infection card.
-Changed The Horror Arrives event card picture (Thanks to Darkness for providing the picture)

更新于:7 月 25 日 下午 1:54

-I didn't want to add a button or a shortcut just to send infection to the bottom of the infection deck...So instead the script will send the infection to the bottom of the infection deck if it is placed further away from the infection deck.

-Since it's not intuitive for anyone that didn't read that, I made a sign near the infection deck.