Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Update: Apr 3 @ 1:53pm

-Offsetted malfunction and fire markers upon exploring, makes more sense to have the malfunction right on the room description... I think ?

-Rotated all corridor tiles that had no door slots or 2 door slots. It was a problem for the script if a player was placing manually a corridor that wasn't rotated properly as you can guess... So now it's fixed ! Ha.

-autoNoise function will now list the corridor encounters that should happen after a roll and will make them happen once every 1.25 seconds to avoid overriding local variables when multiple encounters happen all at once (it wasn't working well when 4 corridor encounters were happening at once). Because it takes a full second to place four enemies in a corridor but I can't predict what will be on the intruder token... so yeah... Takes a bit longer than I wished but still shorter than doing the work yourself huh ? :D

Update: Apr 2 @ 10:07am

-Added Mechanic related objects.

Update: Apr 1 @ 2:40am

-Found that one boolean to toggle snapping for objects. Since I can't change it before putting the card in the deck; the script will change it as we draw these annoying duct tapes items. Hear that duct tapes ?! No more snapping !

Update: Mar 31 @ 3:48am

-Fixed Lander Pilot voicelines table length not being measured correctly. Should be good now.

Update: Mar 31 @ 3:24am

-Moved Lander Marker a bit further to the left when landed.

-Added Lander Pilot voice lines, hehe.

-Apparently you can't remove snap for specific items in a deck... That's weird... but ok I guess.
So DuctTape items are still snapping.... I hate it...

-Renamed 'Shuttle' to 'Lander' in the broadcast messages.

-Lander Pilot voice lines, if enabled, will be played randomly when the Lander arrives whether AA is active or not when using the button to move the round marker.

-autoNoise function will now also reduce the size of hitCounter enemy button before rolling for noise.

-autoNoise function will now double check if an enemy is really in a corridor by measuring its distance to the corridor.

-Recycled some of my other mod script to skip the character draft and directly select the character you'd like to play as.

-deadly mode variable is properly saved now, forgot to uncomment it.

Update: Mar 29 @ 3:06pm

-Enabled tooltips on all character figurines.

-Added a button to move round marker.

-Round marker moved this way will check for shuttle marker.

-When reached the anti-aircraft is checked and various things happen depending on it.

Update: Mar 29 @ 6:31am

-Added Soldier related objects.

Update: Mar 28 @ 6:15am

-Added Xyrian setup button.

-Added Contractors setup button.

-Script now adds contractor pick cards to the character draft deck if contractors are enabled.

-Script now adds one random Xyrian Event card to the Event deck and shuffles it until the first card isn't a Xyrian one, if Xyrians are enabled.

-Script now adds Xyrian Exploration cards to the Exploration deck and shuffles it until the first card isn't a Xyrian one, if Xyrians are enabled.

-Script now prevents enemy encounters from being enlarged for 2 seconds after taking out an enemy figurine from their bag.
Should be convenient for players but also help the script to place figurines since the button hitboxes are hindering the raycasting.

-Script will now broadcast a message when dropping the Round Marker, when players ask questions while I'm doing the Event Phase I can sometime forget if I moved the Round Marker or not. This will help by leaving a trace in the chat.

-Added a snap point near the Xyrian Activation Deck for a discard pile.

Update: Mar 27 @ 4:19am

-Flipping Xyrian Activation card will remind some Xyrian rules to the players.

-After reading the Xyrian expansion rulebook again, I changed the Queen Health card pictures.

Update: Mar 26 @ 2:44pm

-Forgot to disable debug draw for the last change.