Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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更新于:10 月 20 日 上午 3:32
作者:STUVash

-In various insider story effects, fixed new added enemy attacking all players in the room rather than stopping at the first found.

-Added a condition for the autoNoise Noise roll loop check to keep going even after finding one Shadow marker, to check for intruders in the corridors aswell (Sangrevores are weird like that)

-Changed a condition so that Xyrian Stealth Tech can be used with Sangrevores rare moments of Noise rolls. I think back then I believed you simply would never noise roll with Sangrevores, I think that's why.

-Fixed Shadow card Hazards never triggering unless it was from an exploration, oops.

-Fixed a couple Sangrevores events not locking Ghouls upon placing them.

-Fixed Shadow markers not having the time to wait for each other to be placed properly on Corridors. Reverted all noiseBag functions to take out noise markers instantly rather than smoothly. I didn't really have complaints so far around Noise markers, some parts were smoothly placed because it seemed important with the tiles, and the figures but maybe I don't need it if physics make them fall on the Corridor tiles since I am not locking the noise markers ?

-Xyrian Injury will now unlock itself before flipping and before the script puts it in the Xyrian Injury Bag (in case it locked from rare occurences).

更新于:10 月 13 日 下午 11:11
作者:STUVash

Slightly better quality from plfires shared assets:
-Changed Sangrevores Attack "Gift" picture.

-Changed Sangrevores Attack "King's Marking' picture.

更新于:10 月 13 日 下午 10:39
作者:STUVash

As suggested by Vixus:
-Primeblood Event "Breaking In" will now compare Rooms and Secure tokens in case players didn't stack the secure tokens in the related Rooms.

更新于:10 月 12 日 下午 12:23
作者:STUVash

-Fixed one Xyrian Activation related to Noise, there were multiple issues with it when you consider Sangrevores.

-insider story Sprinkler Room will now check for the room being in oxygen rather than the intruder. It fixes an issue, and avoid having to wait for the intruder.

-Removed an insider Instant effect from insider story Sprinkler Room, while having it made more sense to me. It shouldn't be there.

-Fixed an input reference being unusable probably because multiple autoMove are being called subsequently, but since it only happens with Twitchling Activation (and autoMove is a pain as a function on this mod) I'll just save the value I'm looking for in a local variable and that fixes it.

-Changed autoEvent asking for players to have passed, it will now also states 'flipped Player Help card' for players who needs such info.

更新于:10 月 10 日 上午 3:21
作者:STUVash

-Insider Story Gunnery Room last part will play gun sounds upon removing player Health.

-Fixed one Xyrian Activation effect moving xyrians without waiting long enough between movements, which would lead to two xyrians overlapping if they end up in the same Room.

-Added a Random selection toggle for enemy to face on setup.

更新于:10 月 9 日 上午 1:20
作者:STUVash

As requested by YIT-Meta:
-Upon disabling the script, scanner will stay on the table and collision function will remain active.

更新于:10 月 8 日 上午 3:22
作者:STUVash

-Added a failsafe for numpad autoNoise in case a player would hover an object tagged 'characterFig' while not being a player Character or the Insider figure.

-Changed the conditions for ammo state sound to be played. Hopefully this fixes some issue with the sound that I seem to only see in multiplayer.

更新于:10 月 7 日 下午 12:36
作者:STUVash

-Changed Custom Solo Coop names: "DOUBLE RESCUE" to "SECOND RESCUE" and "TRIPLE RESCUE" to "THIRD RESCUE"

-Removed the words "At least" from the Custom Solo Coop missions "RESCUE", "DOUBLE RESCUE", "THIRD RESCUE".

更新于:10 月 7 日 上午 11:52
作者:STUVash

As requested by phire:
-Script will broadcast various messages during setup phases where player inputs are expected.

更新于:10 月 7 日 上午 6:57
作者:STUVash

-Fixed Primeblood Event Hatching not placing a Larva in the Nest if no player was there.

-Fixed Neoflesh Event Sabotage Protocol not placing a Larva if no player was in the targeted Room.