Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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更新: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:7 月 27 日 @ 上午 10:16

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

更新: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: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: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: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: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: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.

更新:7 月 25 日 @ 下午 1:34

更新:7 月 25 日 @ 下午 1:24

-Script will avoid adding actionDiscard GMNotes to the container if the container has a Name. This should avoid Infection deck from being reshuffled upon returning an Infection card. Game simply says to return them to the deck... We can assume it would be the bottom of the deck instead of the top part and we can assume it's not shuffled...

I kinda hate having to take the deck and do it manually ...Hmmm...