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Plugins & Plugin Creation Forum / plugininfo.txt complete documentation
« Last post by LydianLights on July 11, 2015, 04:16:53 AM »
The goal of this thread is to have a single, centralized location that documents the functions and definitions supported by plugininfo.txt. Right now, the tutorial is pretty badly incomplete, and information about what it's missing is basically haphazardly scattered around the forum. So, I decided to take it upon myself to put it all in one spot so that maybe others could avoid some of the frustration that I had to go through. After quite a bit of digging around and experimentation, I think I have a solid list of what you can actually do with plugininfo.txt. If you notice anything missing, please post the function and/or definition, as well as information about how to use it.
Note: I'm still in the process of the actual usage documentation, but this should be a pretty complete list of <kind> info

General Functions

Card Functions

    All card images will be downloaded into one folder instead of being separated by set. All images must have unique names for this to work.
    Setting <value>no</value> disables players from loading decks. This is useful for games like chess, etc.
    The parameter <value>X</value> sets an X digit limit from 1 to 8 for player and global stat display; default 4
    Cards stacked on the table will not be offset to show the stack depth. Useful for games where only the topmost card matters (like evolutions in Pokemon).
    Setting <value>no</value> allows tokens to exist outside of the table in gamezones. By default they disappear when sent to a gamezone.
    Setting <value>yes</value> forces all players to see the table from the same side. Useful for many boardgames and deckbuilding games.
    The parameter <value>X</value> scales the size of cards on the table by a factor of X%; default 100 (NOTE: This definition appears to be deprecated...? Even though it's listed in the tutorial I can't seem to make it work. Use GLOBALTABLEITEMSCALE instead.)
    The parameter <value>X</value> scales the size of cards on the table by a factor of X; default 1
    The parameter <value>X</value> sets the table snap-to grid size to X; default .03
    Setting <value>no</value> makes cards snap to the centerpoints of the grid squares, rather than the intersections of the grid lines. Useful with games like chess to place the pieces properly.
    Used with setting <value>yes</value> in the chess plugin, but I can't figure out what it does.
    Theoretically, <value>image.jpg</value> sets the table background image to images/backgrounds/image.jpg, but I can't seem to make it work.
    Allows two images to be specified in the CardImage column of carddata.txt, separated by a comma. The two images will be used for the card front and back, respectively.
    Allows owners to view their own facedown cards on mouseover.
    Setting one of the groups using <value>none; other; owners</value> allows the specified group to see the name of facedown cards with alternate card backs, as set by ISALLOWINGMULTIPLECARDBACKS.
    Changes how much information you can see about face-down cards with alternate backs. The level of available information can be set using one of the three settings with hilariously long names <value>BACKVISIBILITYSHOWFACES; BACKVISIBILITYHIDEBACKINZONES; BACKVISIBILITYHIDEBACKSPECIFICSINZONES</value>.

Hey, everyone. An online friend of mine got me into this game. Since I couldn't find any trace of one already made, I decided to create a plugin for it.

Extract the plugin as normal, and you can just download the game mat to the Backgrounds folder of LackeyCCG's Images folder. Choose it as necessary in Preferences.

The game deck of cards never changes and has been pre-made to accommodate all game modes. Simply load up the five shared Decks through Deck Editor and load your personal Player Deck to yourself. All Bystanders, Wounds, and SHIELD Officers should automatically be populated and two Decks containing every possible Hero and Villain card should be set up and visible to all.

For randomization selections on game setup, you can use this site:

1.) Randomly choose your Mastermind and pull him from the All Villains deck to the zone on the game mat. Then take all four matching Mastermind Tactics and move them to the "Shuffle Concealed" zone. Shuffle the zone and place each of the four cards on the table face-down (hold down CTRL while dragging). Position underneath the Mastermind as necessary.

2.) SHIFT-click every Scheme card from the All Villains deck and move them into the "Shuffle Concealed" zone. Shuffle and pick one card from the zone to place on the table. This becomes the Scheme for the game. Move it to the Scheme zone on the game mat and return all cards in the "Shuffle Concealed" zone back into the All Villains deck.

3.) Take all cards of the Villain group that the Mastermind "always leads", any other Villain groups and Henchman cards necessary depending on number of players, all Master Strike cards, and however many Scheme Twists are labeled on the Scheme card and place them all into the "Villain Deck". Go to the Bystanders deck zone and move however many Bystanders are required from there to the Villain Deck. Shuffle the now completely assembled Villain Deck.

4.) If a Scheme says to have fewer cards than is currently in the game zone (ex: The Legacy Virus), then move the unneeded copies of cards into the All Villains deck. They won't be used.

5.) Use the All Heroes Deck to find every copy of your five randomly selected Hero cards and move them all to the Hero Deck. This makes 70 cards total. Shuffle the Hero Deck.

The game can begin from there. Use the Draw from Player button to draw a card from the Player Deck, the Flip Top Hero button to place the top Hero Deck card onto the table, the Flip Top Villain button to place the top Villain Deck card onto the table, the Gain S.H.I.E.L.D. button to move the top SHIELD Officer card to your Discard Pile, the Gain Wound button to move the top Wound card to your Discard Pile, the Send out Bystander button to move the top Bystander card to the table, and utilize the Edit Note button for any changes to card information as the game goes on.


/+1                               (Recruit Points)
/player stat2 + 1          (Attack Points)
/player stat2 + 2
/player stat2 - 1
/player stat2 - 2
/player stat3 + 1          (Victory Points)
/player stat3 + 2
/player stat3 - 1
/player stat3 - 2
/playerchoose              (Choose Random Player)
You done?
Good Game.


































Enjoy the game! :)

General Discussion Forum / Re: [REQUESTS] - A few feature requests.
« Last post by Trevor on July 10, 2015, 02:37:48 PM »
Hi. Glad you like the program.
You can just advance and turn back the turn until it says the right name. People don't use anything irl to keep track of who's turn it is so I just added it for people to use or not. You could also spawn a card to move around to show whos turn it is. And if I added a "set it to my turn" button it would complicate the interface which would be more harm than the minor benefit it would bestow, especially since you can accomplish the right player turn by advancing the turn buttons now.

The phase buttons are vertical if they fit vertically. Otherwise they are horizontal and some of the phase names are truncated. If you forced them to be vertical, some of them would be completely invisible. You can allocate more space for the phase buttons in a number of ways. Even if you just see one letter of the phase buttons when they are horizontal that should be enough to tell you which is which. I don't think forcing vertical (and making some off screen) would be an improvement.
Plugins & Plugin Creation Forum / Re: Aliens/Predator/Terminator Plugin?
« Last post by ErikModi on July 10, 2015, 12:55:07 PM »
I was wondering where tutorials might be.  I'll take a look at those, thanks!
Plugins & Plugin Creation Forum / Re: Aliens/Predator/Terminator Plugin?
« Last post by Nirrol on July 10, 2015, 11:02:51 AM »
If you have the card data and/or images, then you only really need to update (replace) the plugininfo.txt file.
I would suggest (re)reading through the tutorial section(s) on the main website.
Plugins & Plugin Creation Forum / Re: Magic Origins - No rush just an ETA?
« Last post by sephural on July 10, 2015, 12:49:32 AM »
Also doesn't have the images to the cards yet, but I've left them as the image source by default.
Plugins & Plugin Creation Forum / Re: Magic Origins - No rush just an ETA?
« Last post by sephural on July 10, 2015, 12:13:19 AM »
I think the card image links are dead. they will not load in lackey or in a browser.
Sun and  Moon SUCKS, tryed it on my system slowed it down  BAD
Plugins & Plugin Creation Forum / Re: Magic Origins - No rush just an ETA?
« Last post by Snoogy on July 08, 2015, 11:05:53 PM »
It depends on Bort since he's the maintainer.  Although, we really don't know when he'll show up.
Plugins & Plugin Creation Forum / Re: Magic Origins - No rush just an ETA?
« Last post by no-zone on July 08, 2015, 10:05:56 PM »
Any chance it will release tonight or sometime before the pre-release?

It would be great to get some practice with this set.
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