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Fixed, and Fixed!  Thanks for reporting!   :D

They will be included in the next update which will be when either puts EMA in their database.

Also, expect the change mentioned in the Notes to be implemented then.
Plugins & Plugin Creation Forum / Re: [UPDATE] Eternal Masters added to Magic plugin
« Last post by Axel on June 12, 2016, 05:51:11 PM »
Not EMA, but C15 vivid lands need to come in tapped with 2 counters on them
CCG Design Forum / Re: Minecraft: The Card Game
« Last post by StarcatProducts on June 12, 2016, 01:23:30 AM »
Hi There!
Have you considered making your game consist of a very large deck and have the players share?
I know it does not sound as fun as a trading card game, but based on your mechanics you can make the game really fun and team oriented. You can have once player focus on playing mining cards while another one fights and summons monsters.

Also, you should play around with the setting. Minecraft is an easy thing for everyone to get their mind around, however this is your game! :)
Why not have the object of desire be something of your own setting? Once you get some lore down for the story, the card ideas may come a bit easier to add to the game and not be limited to what is just in Minecraft.

Good luck on your development and LackeyCCG is a great tool for playtesting/development.  8)
Plugins & Plugin Creation Forum / Re: Sailor Moon CCG:
« Last post by StarcatProducts on June 12, 2016, 01:18:45 AM »
Hi There!
I recently collected a full set of the cards from the core set of the Sailor Moon CCG.
If you would like to remake the plugin, you can use this list here to generate the card names:

If you have any trouble locating any of the specific card image, I can scan them as some of the cards are quite hard to come by.
Thanks and good luck! :)
Plugins & Plugin Creation Forum / Custom dice roll
« Last post by facethefact on June 11, 2016, 06:39:01 PM »
Is there any way to implement custom dice rolls? Like words instead of numbers (A, B, C instead of 1, 2 3), and different kinds of DXs (D3#1 = 1, 2, 3; D3#2 = A, 2, B; D3#3 = 0, A, A etc..)?
A way to add a custom 2D dice face and manipulate it like a card in the play area? Essentialy like in Quarriors or Dice Masters.

I found a 5yo thread here in the forum but no update on it so I started a new one :) any news?

Thanks a lot
Plugins & Plugin Creation Forum / Re: [UPDATE] Eternal Masters added to Magic plugin
« Last post by Axel on June 11, 2016, 06:29:50 PM »
Senseis DTop EMA needs the scry 3 mechanic added in.
Plugins & Plugin Creation Forum / Re: Sailor Moon CCG:
« Last post by dukelacrosse on June 10, 2016, 08:59:45 AM »
Anybody still have the excel card data file floating around for this game ive been loking everywhere and all links dont work anymore
CCG Design Forum / Minecraft: The Card Game
« Last post by HeroKingMath on June 09, 2016, 05:26:53 PM »
Hello! This thread is for my current project, Minecraft: The Card Game.

As you can guess from the title, this game is based around Minecraft, the game where you mindlessly place blocks and kill monsters. The premise of this game is to collect the Nether Star card while also making sure your opponent does not get to collect it by spawning monsters on top of him/her.

A deck in this game consists of 45 cards, and you can have at most 3 cards of the same name in a deck(excluding Mining cards)

The cards are grouped into 3 types; Monster, Mining, and Tool cards.
  • Tool cards help you fight off enemy monsters or sabotage the enemy.
  • Monster cards stall enemies from mining down to the Nether Star. Monsters can activate their effects at any time.
  • Mining cards are what you use to dig down to the Nether Star. Once you have mined 30 blocks down(collected 30 mining counters), you win. Most mining cards are discarded after use.

The order of what the players do in the game are as follows:
  • 1: Draw cards
  • 2: Play monsters/tools/mining cards/block cards
  • 3: End turn.

Here are some examples of the cards.(Pictures may come later.)
1: Nether Star
The person that accumulates 30 mining counters wins the game. This card does not count as part of a player's deck and must be placed at the start of the game.

2: Wooden Pick
Collect 1 mining counter, then destroy this card.

3: Stone Pick
Collect 2 mining counters, then destroy this card.

4: Villager
Collect 1 mining counter every turn.

5: Village Miner
Collect 2 mining counters every turn. Discard the top card of your deck every turn.

6: TNT
Both you and your opponent collect 3 mining counters. All monsters on the field are destroyed.

7: Lava Bucket
Your opponent may not play any mining cards on his or her next turn.

8: Wooden Sword
Destroy 1 of your opponent's monsters.

9: Zombie
Destroy Zombie: Destroy 1 mining card your opponent has on the field.

10: Skeleton
Destroy Skeleton: Discard the top card of your opponent's deck.

11: Slime
Destroy Slime: Draw 2 cards. If any of those cards are Monster cards, you may use their effects.

12: Bat
Destroy Bat: Look at your opponent's hand.
General Discussion Forum / Feature Request: Stretch To Fit / 1:1 Ratio setting
« Last post by Zephadus on June 08, 2016, 10:14:17 PM »
Okay, so I've been struggling a bit with making a complete module in Lackey that actually looks "right".
The reason for that is because the grid and the playmat image both stretch to fit the viewing window.
This causes all sorts of problems with readability and usability.
And I have images to illustrate the problems!
So first is with placement and card readability.
(To be clear, when I say "readability", I'm referring to the ability to see what the card is, not to actually read the text on it.)

In this first example (click for full size), we see the spacing between cards as I would like it.
This works fine with a maximized window at 1920x1080 screen resolution.

In this example, we have the same exact game and setup, only windowed to take up just half of my screen.
As you can see, the cards in the middle are overlapped by the cards on either side.
This is because the grid has resized to fit the viewing window, and the cards are still aligned to the intersections of the grid.
They're in the right place, but that space is squished together, causing the cards to overlap.

And things only get worse if you want to use a playmat image.

As you can see here, I have a playmat image that the cards are intended to be laid upon.
They don't line up right now because I stopped trying to make it work, but you can see what I was going for.
If I changed the grid settings and the scale of the image, I could eventually make it work at that exact resolution...

...However, if I maximize my window again, the playmat image stretches to fill the space, and the size of the spaces on the mat are not even close to the size of the cards.

So what do I propose to solve this issue?
First, make the cards stretch with everything else.
If my playmat is stretched to have short, wide spaces for the cards, then my cards should also be short and wide, inhabiting the space on the playmat.
Second, add a "stretch to fit" check box in the Appearance options to turn stretching on or off for the playmat/cards.
When checked, stretch everything (playmat, grid, card images), and when unchecked, make everything 1:1 pixel aspect ratio (at 100% zoom).
In other words, exactly what the "Make card viewer image stretch to allotted space?" option does.

So is this a feature we can have?

(also, some weird text about eMetrics seems to be showing up at the end of my post when I preview - not sure what that's about)
General Discussion Forum / Re: If the server is offline...
« Last post by MasterJediAdam on June 08, 2016, 09:41:24 PM »
Confirming. I cannot access it either.
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