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Plugins & Plugin Creation Forum / Re: Big FLUXX Plugin (Includes Expansions)
« Last post by Lunar.Fennec on July 14, 2016, 07:51:41 PM »
I've already set up a Cthulhu FLUXX plugin, but I'm not sure how well it was made and my scans weren't the best, so I would very much like to see your plugin  ;D
Plugins & Plugin Creation Forum / Re: Dropbox and CardGeneralURLs
« Last post by Snoogy on July 14, 2016, 01:32:27 PM »
CardGeneralURLs works in such a way that it expects all the card images to be in the folder you point to, i.e. it doesn't look inside of subfolders like MMC and MKA for the images 21.jpg and 176.jpg.

Either you need to rename your images to MMC_21.jpg (for example) and put them all in a common folder, or you need to create a CardImageURLs file with all the image pointers.  Creating a CardImageURLs file is pretty easy if you have any kind of spreadsheet program like Excel.

EDIT : Attached is a text file containing 400 entries for the set "MKA".  You can create your own CardImageURLs file and append that text file to it, as well as use the Replace function to change "MKA" to "MMC" or what-have-you, and then append THAT to the CardImageURLs file.

Also remember that if you use the /mkupdate command it currently has a bug that changes your "CardURLFiles: " sometimes, so be sure to check for that when updating your plugin.  ;)
Plugins & Plugin Creation Forum / Dropbox and CardGeneralURLs
« Last post by Kayes on July 14, 2016, 03:54:49 AM »
For the past while, me and some other people have been using a plugin of custom magic cards, and decided it's about time to set up an AutoUpdateURL instead of downloading a large zip file every time we add sets. I eventually got everything to work... except for CardGeneralURLs. I set up a public Dropbox folder, and made sure the url folder titles lined up, yet hovering over the cards in the deck builder won't load the images.

The updatelist file:

Some examples of card urls:

Linking individual card images to people let's them see it, so I don't think it's an issue of privacy/sharing settings. Any thoughts on why the images won't download via Lackey?
CCG Design Forum / Concept for a Shipbuilding game
« Last post by gwago on July 13, 2016, 12:30:06 PM »
Hello friends!

So I've been working on the idea of a CCG inspired by chain-of-command Scifi (read: Star Trek) and Space Empires, an old PC game where you can design your own ships. The game would be based around ship-to-ship combat, where each player plays crew and component cards, building their ship as they go. The combat system is inspired heavily based off of the Star Trek CCG's Battle Bridge combat rules.

This is something I've been mulling over for a long while, but I've recently thought of a new concept for it and I wanted to bring it to the community for some feedback.

One of the main gripes I had with this game is the idea of playing your crew and component cards as you go didn't really make sense. If I play a Warp Core card that upgrades my available energy, where did it come from? What was powering the ship before? Installing whole new decks isn't something that's intuitive when you're in the heat of a battle.

I tried coming up with different variations (first half of the game is shipbuilding, second is battle) but they were pretty clumsy. What I'm considering now is having two decks, one of which is made up of Crew and Component cards exclusively. This deck represents your ship: it can be attacked, and you reveal the top cards to see what takes damage. Component cards have Hull Integrity ("Toughness") which absorb damage; crew revealed this way perish.

Your ship would be represented by a certain class. For example, if my deck were a Galaxy-class, I'd have a card which outlines my base power, life, deck size, min/max crew, thruster power, etc. (A cool concept would be to have card sleeves made with all this info on the back, so you can see all that information at a glance and save on an extra placeholder card.)

Most CCGs have you build a deck beforehand, so why is his concept any different? I'm playing with the idea of not drawing any cards from this deck; instead you're drawing cards from your other deck, which has Tactics and Orders. The Ship deck is meant to speak for itself. Take this card for example:

Crew Quarters
Component - Hull Integrity 5
You may have a two extra Crew cards in your deck.

This is a good example because it affects the game in two ways: gives you decent Hull Integrity for when you take damage, and it allows you to stock extra crew. The second effect only affects the deckbuilding portion.

So this is where I'm currently at. I think this is a very fascinating idea, and want to stay with the theme that your ship is already built, and is represented by a deck with all the components used to build it. The problem I have with drawing and playing cards from that deck is that these things shouldn't really be random: if I play a Torpedo Bay card, it's only active then. I want the whole ship to be ready to go from the start. The question is, other than when taking damage, how do we interact with those cards?

I'm trying to stay true to the Space Empires game I mentioned, where you build your ship, then test it in action. It might help to think of the Ship deck not as a deck of individual cards, but as a single object which happens to have been built from multiple cards. I want the player to have interesting ship building opportunities without having to depend on drawing them.

I'd rather avoid searching through the deck every turn for obvious reasons. I've toyed with the idea of revealing the top five or seven cards every turn and having them in play for that turn; this would represent the angle that your ship has facing your opponent, so only those weapons can be used.

Does the community have any ideas on how to tackle this? I want to maintain the "your deck is your whole ship" concept as much as possible. All the action will be coming from the second deck.

Thanks for reading!!
Plugins & Plugin Creation Forum / Re: Dragon Ball Z TCG Plugin Feedback
« Last post by menarus on July 12, 2016, 11:49:37 AM »
Sorry, got really busy.

I've already gotten one friend to play and likely another soon. I know I've seen at least one other person running the plugin on the server as well.

The update was recognized immediately, even said it needed to update for vengeance. That's funny about the goof up though.

But you're instructions were fine, and well written. I'm very savvy so it wasn't that much of an issue, though it'll definitely help others. For some reason I just couldn't find the image directory in the lackey one and I swear I checked every subdirectory... but apparently I was just being blind. I found them with the help of your explorer path, so thank you.

Anyways, cheers. We'll have to play sometime.
Plugins & Plugin Creation Forum / Re: New Force of Will plugin
« Last post by vallerinism on July 05, 2016, 01:15:38 AM »
Update to 1.1.0.

What's included:
-Changed file sizes of all the images. They should present better now.
-Updated to Battle for Attoractia (BFA)
-Fixed a few spelling errors
Plugins & Plugin Creation Forum / Can some give me a heartstone plugin?
« Last post by cowmingtiger on July 04, 2016, 04:26:26 PM »
I have the 2013 one but no 2016?
Plugins & Plugin Creation Forum / Re: Dragon Ball Z TCG Plugin Feedback
« Last post by DBZTCG on July 03, 2016, 06:22:34 PM »
Really just wanted to say thank you for doing this...

Glad to do it. Please spread the word if you know anyone who likes to play. I'd love to log on to the Lackey Server someday and see some games going on.

...I look forward to seeing the new set that was just released soon.

Just added it and uploaded the new version. Doesn't look like the Lackey client is recognizing that there is a new version so you may have to update manually using the "Plugin: dbztcg" tab.

Go ahead and post here if things don't work out like I hope they will.

Side note: I could have had the set added yesterday, but Panini goofed on their checklist page. The C18 link takes you to the image for C17. I didn't want to release missing an image so I had to do some digging to find it.

One quick question on the fix, however. Where exactly are the card images located, such that I can edit them to fix it?

I assume you are on Windows, yes? If you are using an iPad I'm afraid I don't actually know either. We might need to elicit help from some of the gurus here on the forum.

But proceeding under the assumption you are using some flavor of Windows, there should be a LackeyCCG directory from back when you unzipped Lackey after downloading it.

You need to start in that directory and go to:

Code: [Select]
That's the directory where the Evolution images are stored (note how it's underneath that LackeyCCG directory I mentioned above).

If you have no idea where your LackeyCCG directory is, you can do a file search on the disk drive where you think it should be. You can search for the file:

Code: [Select]
In the search results, right-click and select "Open file location". That should also take you to the correct directory. Double clicking will probably just open the picture in "Image Viewer" which isn't all that helpful for what we're trying to do.

Please post here if that doesn't work/make sense. Otherwise, enjoy and I hope to see you on the server someday!
Plugins & Plugin Creation Forum / Re: New TCG I Developed - Armageddon OCCG
« Last post by Snoogy on July 02, 2016, 10:06:49 PM »
Your plugininfo.txt is outdated, Lackey has changed how it expects plugininfo.txt files so you need to make a new one (take the current war3000 plugininfo.txt and adjust it to suit your needs).

AllSets.txt needs to be moved to the /sets/ folder.

Card images should be in the /sets/setimages folder, under a sub-folder by the name of it's set.  For example:  magic/sets/setimages/zendikar/1.jpg is where you'd fine the 1.jpg card image for the zendikar set in magic.

Speaking of which, all the card image references to no longer work.

setlist.txt, recentdecks.txt, pluginpreferences.txt, defaultchat.txt, chatconfig.txt are all unnecessary files now.  And in the case of pluginpreferences.txt it's harmful to the user since their settings will get overwritten every time the plugin updates.
Plugins & Plugin Creation Forum / Re: New TCG I Developed - Armageddon OCCG
« Last post by t_tibke on July 02, 2016, 01:11:59 PM »
The updatelist.txt doesn't work for me.   :o

If you upload a rar file of the plugin I'll take a look at it and see what's wrong.

I did have checksums at one point, but I removed to see if that worked. When I tried to use the command to add them back I got another error saying it can't find the updatelistNEW.txt.

Here's a .zip file of the most important parts of the plugin. Thanks for your help Snoogy :)
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