Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Update: Mar 7 @ 2:30pm

-Tweaked the queen arriving sound so that it will have the priority over some other sounds.

Update: Mar 7 @ 2:19pm

-Added 'characterFig' Tag to the Drone and the Robot so that the autoExplore function works with them too.

-Reduced the size of the Robot figure.

-Increased the size of the Robot figure card.

Update: Mar 7 @ 1:47pm

-Erased the yellow Section lines.

Update: Mar 7 @ 1:37pm

-Tweaked parts where the new playsounds function is being used, so that multiple soundboxes are used at the same time and cutting previous sounds on purpose when needed.

Update: Mar 7 @ 1:17pm

-Added sounds for picking up and dropping the Drone.

-Added a way to cut the sounds being currently played on purpose (useful for example on the sound loop used on Drone and Lander)

Update: Mar 7 @ 12:07pm

-Changed mod thumbnail

Update: Mar 7 @ 12:04pm

-Reduced the size of the character figures.

-Increased the size of the character figure cards.

-Added various tags to Exploration Cards that would reflect their content.

-Added tag 'doorSlot' to the Corridor Snap Points placed on a door slot picture.

-Script now has an autoExplore function which checks the content of the drawn exploration card and applies what is on it by first checking a character that has been placed in an open corridor.

-Added tips to remind how to trigger autoExplore and autoNoise functions.

-Changed my playsounds() function, and all the related inputs for each execution, so that it tries to use soundboxes that aren't being currently used. This means a lot less sound cuts in general. And more conditions to play this function for some of the less impactful sounds, such as noise rolls.

-Probably other stuff that I forgot because the autoExplore was a bit long to setup.

Update: Mar 5 @ 12:33pm

-Changed the size of the Intruders figure while changing the card size. That way only the base is changed... which has its own hitbox.

-Auto noise script now filters the enemies in a corridor to attract the biggest one among them.

Update: Mar 5 @ 8:09am

-Changed thumbnail

Update: Mar 5 @ 8:00am

-Taking items from bags now play sounds whether you call them from the Numpad or drag them with the mouse.

-Added one more secure token to the bag.

-Added 'Standee' tag to various figures.

-Added 'intruder' tag to enemy figures.

-Intruder figurine checks for walking sounds now happens in the walksounds(intruder) function, this is because the drop function only works if held by a player, which is not enough for what I'm cooking.

-Added the number of Adults and Drones on the bottom of their token in their object description.

-Added 'characterFig' tag to playable character figurines.

-Added a quality of life function to adjust font size according to a button attributes.

-Added some fun stuff, like a blinking Deadly Mode button.

-Changed the size of intruder health buttons, I think they have a hitbox of their own.

-Hid a duplicated room tile, and 4 duplicated corridor tiles under the Hibernatorium.

-Removed 'securetoken' GMNotes on secure tokens.

-Added 'secureToken' tag to secure tokens instead.

-Script now handles the noise roll and its consequence automatically by checking the surrounding of a room pointed by a player cursor before using the Noise Roll with Numpad 3. It works, it looks alright, but the math is probably not optimized... Which we don't care about in a turn based game.