Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 16. juli kl. 11:11

-Primeblood Queen token now adds Drones instead of larvaes in Room and Corridor when the Queen is dead.

-Changed Sprinkles Control room picture.

-Found and added all 25 Room IDs to the Room Tiles' GMNotes.

Opdatering: 16. juli kl. 8:13

-Changed Life Support A Room picture, added tag 'computer' to this tile.

Opdatering: 16. juli kl. 7:47

-Dices will return faster to their original position after being thrown.

-Changed Neoflesh tokens, new setup seems to be very close to the final version.

-Changed Corridor pictures, new setup seems to be very close to the final version.

-Changed script regarding deadly mode since corridors have now a bit more variety regarding deadly mode numbers.

-Changed characterDraftDeck into a bag to keep the reference.

-Changed Xyrian Activation Escape Shuttle script to ignore malfunction (final version ignores it)

-Changed Xyrian Envenomed Script effect, now removes one less oxygen than before.

-Changed Xyrian Envenomed picture.

-Changed Biohazard Armor picture, and GMNotes.

-Changed Tactical Armor picture, and GMNotes.

-Changed Tactical Hatchet picture.

-Removed 'Noise' name from NoiseBag.

As reported by flashboy284:
-Draft setup will now only add 2 Contractor cards to the main Draft pile instead of the whole Contractor Draft deck, if contractors are enabled and draft is enabled.

Opdatering: 15. juli kl. 12:30

-Fixed lastDiceValue not being reset when using the Noise dice.

Opdatering: 15. juli kl. 12:23

-Grenade will also be marked as weapon, and will show on enemies as weapon buttons but still as an exception for firespitter skill.

-For grenade button colors to work nicely, the enemy buttons need to be referred not with their name but with the object GUID, a unique identifier even for objects that are duplicates with the exact same name. So we're changing that too, a bit of a headscratcher but it's fine. It is worth it after all.
So the GUID is on the object itself, but for the button to be able to refer to that one back and forth this GUID needs to be stored into the button itself. There's a problem though, buttons do not store tags... I could use the tooltip as long as I hide it.

-Disabled tooltips on all enemies that would use weapon buttons.

-Apparently this is not enough to hide the tooltip buttons, I was hoping the button would inherit its owner tooltip toggle but no... Alright errrr let's see what we got. There are tooltip options for buttons that are... UI Buttons... So I red about it, I thought this could translate into Lua but apparently it's XML. This is awkward. Technically it is not a big deal for guid to be shown on the button, it's only when clicking it... So I could leave it at that. I don't think the createButton can allow for flexibility here hmmm.... Maybe I could ... jump lines in the tooltip itself so that it looks like it's hidden but it's being offsetted vertically ??? Weird but still better than having it near the cursor. I'll try that.

-It ... does something but it just creates a bigger box of text above the cursor... so it's just worse. I'll settle for the GUID on the cursor, not great but if I'm just using button and duplicate weapons like grenades... I guess it's the best option? I also get to save one raycast per weapon in a player's arsenal.

-Fixed other shenanigans happening with this new setup.

As requested by BBQuasar:

-Added new rotation values to the Noise dice.

-Noise dice roll will now call autoNoise function into the room of the player throwing the Noise dice, autoNoise will base its script on the Noise dice value.

-Manual rolls for Shoot, Burst, Noise dice that are too slow will trigger tabletop simulator roll() function.

Opdatering: 15. juli kl. 7:21

-Gave back collision when repositioning tiles for the attempt to fix desync with some clients.

Opdatering: 15. juli kl. 5:22

-Disabled Snapping for Shoot dice, Burst dice, Noise dice.

Opdatering: 15. juli kl. 5:19

-Changed the autoExplore reposition tiles again, I think this one is better, maybe setPosition and setPositionSmooth didn't work because the position was the exact same ? This time we add the tiles a little bit higher than the position we want and we use the real position 2 seconds later, so now the change is visible even for the players who didn't have a desync.
Time will tell if it did make a difference.

Opdatering: 15. juli kl. 4:13

-Fixed NailGun not breaking on rolling 4 with Burst Dice.

-AutoExplore reposition of tiles to fix a desync with clients will now use the setPositionSmooth function, maybe it works better, I dunno why these are bugged specifically but I know most objects I place are with SetPositionSmooth and I never had any complaints before so we'll try that and I'll be on the watch for other reports.

-Changed the font size of some buttons.

As reported by Jutruxx:
-Xyrian Activation card that removes tactical tokens, will now also check the position of these tokens before removing them (to not remove the tactical tokens on player boards)

As requested by BBQuasar:

-Script will now broadcast Xyrian allegiance being available in the Xyrian Allegiance Token room.

-Added a toggle next to burst and shoot dices so script expect these dices to roll for Burst and Shoot.

-Clicking the toggle also reveals a button so the user can choose whether to have dices rolling automatically or manually by throwing them with the mouse cursor. Manual Roll is on by default.

-Added quality of life function to check the dice value, works better when thrown manually since the automatic throw is a vertical one... I could make an horizontal one too but it's kinda redundant since TabletopSimulator already has a roll function (and I expect BBQuasar to use the manual one anyway).

-Added new rotation values to Burst and Shoot dice.

-Shooting and bursting by clicking the weapon buttons with Roll Anim Expected will bring out a bowl with the expected dice next to the player target. If Automatic Roll is on, the dice will roll right away. If Manual Roll is on then the script will start checking the dice positions and values only after a player picked and dropped it (with the force of their liking).

Opdatering: 13. juli kl. 14:19

-Changed Neoflesh Queen Health cards wording for more clarity.
-Added a Neoflesh Queen Health card.