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Topics - Trevor

#21
In the previous version of Lackey I started enabling scripting, as described at http://www.lackeyccg.com/forum/index.php?topic=1801.0 .
That method is now obsolete (though I am considering adding backward compatibility if people want it). The problem with that method was it only allowed modifications of the card the script was associated with and it only would run when the card was sent to the table, and only automatically.

The new system is much more versatile. It allows you to:
Have multiple scripts associated with each card.
Scripts can perform any log function (or multiple functions), such as /roll or /flip.
You can now label scrips to make them easier for people to understand.
You can define one of a card's scripts to be run automatically when the card is sent to the table.
Script's effects now appear in the log.
A card's scripts are accessible by right-clicking a card on the table.
Since card scripts use log function commands (http://lackeyccg.com/tutoriallogcommands.html), there are tons of things you can do with them, and as I add more log functions, those will be immediately available to card scripts.

To use the scripts, it's similar to the old method where you make a column in your card data file called "Script". For each card you want to have a script (or scripts) for, you enter in the script syntax into that column.

You can have any number of scripts in that cell. A script begins with <s> and ends with </s>. In between <s> and </s>, you can include:
An indicator if the function is automatically performed when the card is sent to the table. This begins with <a> and ends with </a> and inside you can put y for yes. So the automation syntax part would look like <a>y</a>. You can only have one automatically run script per card. Users can disable these from running in the Preferences/Miscellaneous section under "Enable scripts?".

The second component of the script syntax is a label for the script that appears in the right-click menu of a card on the table. This starts with <l> and ends with </l>. Note that that is the lower case letter L, for label.
The third and final component of the script syntax is the actual function(s) to be performed. This section starts with <f> and ends with </f>. In between, you put any log command, such as "/flip". If you have multiple commands for a single script, separate them with a semicolon.

As an option, you can use a simplified syntax when a card just uses an automatic script. This is good for a card that always is put onto the table with 3 red counters on it, for example. In that case, all you need is the log function, which would be /ccred=3 in that case. No need to use <s> or anything else in the full syntax for a simple script like this. When done like this, a script is given the name "Initialize" in the card's right-click menu on the table, and it is implicitly set to run automatically.

For example, in the script column of a card, you could write:
<s><a>y</a><l>Initialize</l><f>/ccred=3</f></s>
or just
/ccred=3
and they would do the same exact thing.

Note that all scripts are implicitly not automatically performed, unless they are input with the simplified method, in which case they are always implicitly automatically performed.

Suppose you have a card that has multiple abilities. You could give define it like this:
<s><a>y</a><l>Initialize counters</l><f>/ccgreen=3</f></s>
<s><l>+3, Spawn 2 sheep</l><f>/ccgreen+3;/spawnx2 Sheep Token</f></s>
<s><l>-2, Draw 2 cards</l><f>/ccgreen-2;/d2;/s eating sheep!</f></s>

When you drag this card to the table, it would set the green counters to 3.
You could right-click the card while it's on the table see 3 functions, "Initialize", "+3, Spawn 2 sheep", and "-2, Draw 2 cards". The first would reset the counters to 3, as you would do if you moved it off the table and then back. The second script would increase the number of green counters by 3 and then spawn 2 sheep tokens. The 3rd script would subtract 2 green counters and then draw you 2 cards.
#22
The last email I got was on 1:34 PM EST on July 10.
My email is messed up and if you sent any emails to trevor @ lackeyccg.com since then, I haven't and won't get them. Please resend to aagnitti @ verizon.net until I can resolve my email situation. Verizon's terrible anti-spam system is blocking my email forwarder and I'm trying to fix it.
#23
My Internet access is limited while away. I thought the server was stable now, but if it goes down it might not come back until Sunday.

Edit: returning Sunday
#24
I'm making the new version the official version today.

I will be closely monitoring it and what I imagine will be many bug reports. Over the next few days, perhaps even weeks, I will try to fix all of those issues. Please bear with me during this hopefully short time.

This new version is not compatible with the old version. At present, the windows LackeyCCG Updater.exe is not working. Alternative to the LackeyCCG Updater.exe, you can also update to the new version in the following way:

Download the latest version from http://lackeyccg.com/downloads.html and unzip it and put it where you want it. YOU CANNOT JUST TAKE THE EXECUTABLE AND PUT IT INTO YOUR OLD LACKEY FOLDER. To install your plugins (including your decks) into this new version, move your plugins folder from your old lackey folder and replace the plugins folder in this new version.

I'll be posting updates to this thread as new things come up, and update this first post with relevant info. I am making this post a sticky in the Beta Tester section of the forum (http://www.lackeyccg.com/forum/index.php?board=3.0). Please post bugs as you find them, but before you do, I request that you take a quick look and see that the same bug wasn't already posted here already.

EDIT: 6/27/13
I am currently improving the pluginfinder interface to make it more intuitive. Until I'm done, you need to use the "Install or Update from URL!" button. To find an autoupdate URL, you can either check the plugins section of the forum, or a google search for it will also find it.

EDIT: 7/1/13
I fixed some of the bugs mentioned in this thread and the LackeyCCG Updater.exe is now working.

EDIT: 7/12/13
Posted a new version today with several of the preference related bugs fixed.

EDIT: 7/19/13
Posted a new version today with bugs that caused crashes. New scripting system implemented see: http://www.lackeyccg.com/forum/index.php?topic=2134.0

EDIT: 7/27/13
Added skype integration. Fixed some bugs that people reported. Added /help and /tutorial command that open up tutorial information if the plugin maker supplies it. http://www.lackeyccg.com/forum/index.php?topic=2157.0

EDIT: 9/15/13
Added scrollbars to several areas, including the section that displays seats.
Added the ability to hide full size images popping out on mouse over.
Players you ignore can no longer join games you make.
If the bindings preferences has the Canned messages section on the bottom left, previews of the canned messages are displayed.

EDIT: 9/20/13
I fixed some of the bugs people reported and cleaned up the interface, especially the deck editor.

EDIT: 9/24/13
I fixed some of the bugs and cleaned up some memory usage.

EDIT: 9/25/13
Fixed some crashes. When drawing an arrow from a card on the table, hold shift key and you will see a shadow of that card on the arrow.

EDIT: 10/02/13
I fixed a number of the bugs and lackey should now use less memory and hopefully be faster.
Some plugin makers requested that I make plugin names of plugins people are running only visible to people who have those plugins installed. So if you don't have a plugin that someone else has, you will see that person's plugin listed as "(uninstalled plugin)". This is to better help people develop private plugins and use the server.
EDIT: I fixed a bug regarding the "(uninstalled plugin)" change that affected windows users. If you DLed prior to 10/2 7AM EST, you need to re-download.

EDIT: 10/5/13
I fixed some bugs relating to multiple card backs and deck editor searching. Added a preference to have the deck editor search update on each keystroke or not, since some slower computers may prefer to have it off if they are using a very large plugin.

Change log (partially complete):
Scripting: http://www.lackeyccg.com/forum/index.php?topic=1801.0
New skinning options: http://www.lackeyccg.com/forum/index.php?topic=2056.0
#25
Please read this whole post.

As a continuation of the previous post about the new version (http://www.lackeyccg.com/forum/index.php?topic=1925.0), this post is to let people know that I want to make this new version the official version (thus making everyone who uses the server needing to use this new version).

I think it's in a pretty good place right now and is at least as functional as the previous version. There's tons of new stuff which I won't list here. I am mainly concerned that it runs and is at least as functional as the current official version. To wit, I want people to test it and let me know.

Essentially, this is also a warning that if you don't tell me about an error in this version or a reason why I shouldn't make this version official yet, you may be out of luck when I make this version official and some problem comes up with it.

I am particularly interested in these areas:

Does it launch, and run without crashing?
If not, when does it crash? What error does it give you? What operating system are you running?

Is it functional?
Can you properly load a plugin, and perform the associated functions for that plugin, like drawing cards, building a deck, etc.?

Does it perform well?
Are things choppy? Does it freeze or hog the CPU?

Does the keyboard work adequately?
If you are using a non-QWERTY keyboard, things may not work perfectly. In that case, please let me know, and also please tell me if this new version works better, worse, as as well as the currently official version.

Does the networking stuff work?
Can you connect to someone directly without using the server? (Could you do this with the current official version?) Can you connect to the server, and connect to games on the server? Do games seem to play correctly on the server?

How to use this new version:
This version is NOT compatible with the previous version. Until I make this the official version, you will need to connect to the server by IP. To do this, in the server tab, view advanced settings and type in the IP 71.190.135.203 and the port 25712. Then hit the "Connect to server from IP address" button. Also, until I make this version official, you cannot use the lackey updater program. To use this version, just download the linked file, and unzip the folder. You can drag your old plugins to the new folder's plugins folder, and then load the plugin. All your decks and cards images should carry over if you do this. You will need to test your name. Note that in the windows version, it will pop up a debug window. Also, it will log keystrokes you make while its running to 000Debug.txt. This will be removed when it's the official release and is just used to help test some non-QWERTY related keyboard related issues. Just minimize the debug window and ignore those unless I am debugging something with you and request more information.

http://lackeyccg.com/LackeyCCGWinTest.zip
http://lackeyccg.com/LackeyCCGMacTest.zip

If no one tells me of a reason to not make this the new official version, this will be the new official version of Lackey within the week.

Thank you for helping me test this version. There's a lot of new stuff in this version and I'm looking forward to it going live so plugin makers (and therefore players) can make use of all the new stuff.

UPDATES:Pay attention to the updates that I make here so a bunch of people don't keep reporting the same bugs I have since fixed.

4/24/13, Update: I fixed the bug with the quick search field. And the bug that would cause the game to crash on the mac. I haven't posted the fixes yet. As soon as I fix sound for the windows version, I will post the fix.

4/26/13, Update: I fixed the windows sound bug. I think I also fixed the bug that would cause crashes when you started lackey up with no plugin, or a different plugin. I think I also fixed the bug where the window would cut off certain things, like the menu. Someone reported a bug where the delete key (or backspace) would crash things when editing text, but I haven't been able to reproduce it and I wonder if it still persists in this version.

5/5/13, Update: Fixed the window size cropping bug, the deck editor filter not updating bug, and the port (and other numeric text input fields) bugs.

5/8/13, Update: Fixed the window size cropping bug (for real this time). Fixed a crash that would happen when resizing card images.

5/13/13, Update: Few minor bugs fixed.

5/21/13, Update: Few bugs fixed.

As of the 5/21/13 version, I believe all of the bugs mentioned have been fixed except for the issue with non-QWERTY keyboards. I am considering making this the new official version soon.
#26
UPDATE: New version posted 3/7/13

If you want to test the new version of Lackey, that's great. But if you do, READ THIS ENTIRE POST because it tells you things you need to know. Please do NOT just blindly click the download link. The old version and this version are not compatible, and the old version is still online and functioning, and the old version is still the one you see on the downloads page.

This new version is a very different version than the old version, whether or not those changes are visible. And some of the changes are quite visible, notably the new interface design.

Regarding the new interface design:
There are 2 big changes to the new interface. First, it uses truetype fonts, and you can use your own fonts. These are .ttf files, and they go in either the fonts folder of lackey, or a plugin can define its own fonts folder. You can use funky fonts specific to your plugin, but I really advise against that. The best fonts are those that are easy to read, and don't take up too much space.
The second change to the interface is it is now based on images. For example, a button is created from a button image. These are .png files and they are stored in your images/interface/ folder, or in your plugin's images/interface/ folder. You can use funky GUI elements specific to your plugin, but I advise you not to make things distractingly weird.
Also note that the font size is also customizable, and this means that the actual GUI elements will change in size as well. If you want larger buttons, you can now have them. If you want chat text to be bigger, you can do that now.

One of the main reasons I am releasing this test version with the new interface is that I acknowledge that it looks pretty crappy right now and I would greatly appreciate the Lackey community assisting me with improving it. The buttons and other GUI elements that are in place are temporary proof-of-concept placeholder images. While the interface doesn't look great now, I believe the infrastructure that I put in place will allow for a great looking GUI once proper GUI images are developed.

For those with an artistic eye that want to improve the interface, take a look at the images/interface folder. Most GUI elements, like a button, are composed of 3 parts. Consider a button. It's associated GUI image components are:
Quotebutton-text-right-selected.png
button-text-right-selected-mouseover.png
button-text-right-inactive.png
button-text-right-default.png
button-text-right-default-mouseover.png
button-text-middle-selected.png
button-text-middle-selected-mouseover.png
button-text-middle-inactive.png
button-text-middle-default.png
button-text-middle-default-mouseover.png
button-text-left-selected.png
button-text-left-selected-mouseover.png
button-text-left-inactive.png
button-text-left-default.png
button-text-left-default-mouseover.png
A button is composed of a left edge, a middle (which stretches as needed), and a right edge. And there is a different version for each button state (default, mouseover, selected, or inactive).
Some interface elements are a lot simpler, such as the Ex button.
Quotebutton-ex-inactive.jpg
button-ex-default.jpg
button-ex-default-mouseover.jpg
And some elements are more complicated, like the spreadsheet interface.
It is quite possible, and probably likely, that some coding tweaks need to be done for the interface to look better. If you have suggestions for changes, please let me know.

Another note regarding fonts. You must have the fonts folder adjacent to the Lackey exe. Lackey will not function properly without it, and send you to a webpage informing you as such. When testing out this new version, you need to use the entire zipped folder as it contains new libraries and other files that this new version requires. Do not just move the new exe to your old lackey folder. You can, however, add your old plugins folder to this new version (and that will include your old decks).

One change is the way player stats look. Click the box to bring up a dialogue that lets you add or subtract. Escape quickly gets rid of it. Or if you don't want to use this new dialogue, you can mouse over the stats box and use the up and down arrow keys to increment and decrement.

There is currently an issue where downloading files makes things hang a sec until the file downloads.

The iPad version will be released soon. I want to make sure this version works well on the desktop first.

I am working on getting the new server up and running. Until then, you can't use the new server (or the old server). I'll post more about that as soon as I can.

This version is still a bit buggy and I'm working on it.

The new version can be downloaded from these links:
http://www.lackeyccg.com/LackeyCCGWinTest.zip
http://www.lackeyccg.com/LackeyCCGMacTest.zip

UPDATE: To connect to the new server, connect to it by the IP address  71.190.135.203 and port 25712.

UPDATE: 3/7/13.
The mac version should now work on 10.6, 10.7, and 10.8.
In order to help me fix the non-qwerty keyboard stuff, I enabled a debug console and a debug log file. If you have a non-qwerty keyboard, please pay attention to this debug log. Please go through your entire keyboard and then send me the 000Debug.txt file that Lackey generates.
#27
I'm moving the game matching and proxy server to a different computer. This might cause the server to crash frequently. If it does, I'll revert to the old computer until I fix the issue.
#28
Server was offline for some of the weekend for a technical issue. It has been resolved and shouldn't happen again.
#29
Bug Report Forum / New scripting in the next Lackey
September 16, 2012, 07:15:58 PM
EDIT: This page is rather obsolete. See http://www.lackeyccg.com/forum/index.php?topic=2134.0

The new Lackey has some scripting that is optional and very easy to implement.
If you want to include scripting in your plugin, have one column of your card data file named "Script".
If a card has a script defined for it, the script will run when the card is put onto the table from anywhere.

I tried to keep the syntax short. Here are some examples:

CG4
This sets the number of green counters to 4.

N"This is a note."
This set's a note on the card to "This is a note."

S"Knight"x3
This spawns 3 "Knight" cards, which are typically tokens, but this also works with any kind of card.

F
This card enters play face-down.

R90
This card enters the table rotated 90 degrees.

I
This card enters the table flagged as "immune to turn all" effects.

H
This card enters the table hovering.

You can use multiple scripts if you separate them with a comma, such as
R90,CR3
That makes the card land on the table rotated 90 degrees and with 3 red counters on it.

Currently, these aren't mentioned in the log and they just happen. If anyone has suggestions on improvements, let me know.
#30
ZOMBIE CCG RULES

Objective: This is the zombie apocalypse, so really there is no way to "win" per se. The objective of the game is to not lose. The primary way for doing this is to have everyone else lose first. A player loses when all of his survivors are dead. Another way to lose is to have no cards in your deck.

Players take turns alternating from playing as the zombies menacing their opponent's survivors, and then defending their survivors against their opponent's zombies. While you are playing as the survivors, your zombie cards are just resources and not considered zombies. Your own survivors will not be harmed by your own zombie cards.

Card types:
Survivor: a character card representing one of the survivors of the zombie apocalypse.

Zombie: a character card representing one of the brain-eating, murderous zombies.

Item: an item representing weapons, armor, supplies, or barricades. Some items have permanent effects, and some items are discarded as soon as they are used. Some items are played to the battlefield, and some are played from your hand.

Zones of Play:

Any card not in a player's hand, deck pile, discard pile, or removed pile is considered to be "in play". Each player has 3 zones of play: the survivor zone, the resource zone, and the combat zone.
The survivor zone is the area of the table where you play your survivor cards and items.
The resource zone is where you play your zombie cards from your hand.
The combat zone is where you move your zombie cards so they can engage the opposing player's survivors.

Start up:
Determining who goes first:
At the start of the game, randomly choose a player. Starting with the chosen player, each player takes turns (in turn order) bidding for their starting food total. The player who bids the lowest starting food total decides what player takes his turn first. All other players start with the default starting food total of 10.

Initial game setup:
Each player draws 7 cards and, starting with the first player, each player plays survivor cards from their deck with a combined resource cost of no greater than 6.


Phases of turn:

Ready Phase: All players ready all spent cards. Any survivors with an infected token suffer a wound.

Draw Phase: All players draw 2 cards, then discard 1 card.

Build Phase:
Once a turn, you may play any card from your hand to your resource zone face down. (You may look at a facedown card you control, and you may do so at any time.) On your turn, these resource cards can be spent to play survivor cards and survivor abilities on cards. When it is not your turn, your resource cards are instead generic zombies with 1 strength.
There are two zones of play for your zombie resource cards. Resource cards are initially played to your resource zone (unless a card explicitly says otherwise). Later on, (in the recoup phase), you can spend any ready (unspent) zombies you have and move them to the combat zone. A players zombie cards are seperated in these two areas just to designate which are able to attack their opponent's survivors.

When spending your zombies to play cards and abilities (whether it's your turn or not), you can spend any number of ready zombie cards cards in either the resource or combat zone.

To play a survivor character or item card, you must spend X of your ready zombie cards where X is equal to the resource cost of the card. In addition to paying the resource costs of cards, some cards have additional requirements in order to be played.

Attack Phase
Begin Attack Step: All players have a chance to play cards and abilities before the survivor player declares how he will defend the attack. (The zombie player has the first priority to play a spell or ability).

Declare Defenders Step: The survivor player may assign any number of survivors to a fight with an attacking zombie. A zombie is considered attacking if it is in the combat zone and it is ready.
If there are any left over attacking zombies that aren't assigned to a fight at this point, the zombie player may assign them to fight any survivor. If this results in more than one zombie per fight, their power is totaled when determining which side wins.

Fight Step: For each fight, the survivor player determines the order the fights are resolved. When a fight begins, each side may play cards and abilities. When all players pass, the side with the greater power wins (with the zombie player winning ties). At the end of the fight, if the survivor lost, they receive a wound token. If the zombie(s) lost the fight, they are simply spent. If the power of the zombie(s) is double the power of the survivor, instead of suffering wounds, instead the survivor is overwhelmed and instantly killed.

When all assigned fights are resolved, proceed to the Recoup Phase.

Recoup Phase
Each player may play abilities that they can play during the Recoup Phase until all players pass.
During the Recoup Phase, players may play cards and abilities that say they can be played during the recoup phase. For example, the survivor player may spend a ready survivor he controls to look for food.
All survivors with the Scavenger Symbol have this text:
Recoup - Attract attention: If successful, add 1 food. (To attract attention, roll a die. On a 1, each zombie player puts the top card of his deck into his resource zone face-down.)

At the end of the Recoup phase, you lose one food point, and if you have more survivors than you have food points, you must put a wound counter (one at a time) on one of your survivors for each survivor you have in excess of your food points.

End Phase
The current player's turn ends and "until end of turn" effects wear off.

The cardback will have a generic picture of a zombie because face down cards played to the table are generic zombies with 1 power.

Zombies can be played (upgraded from face down normal generic zombies) if you meet their requirements. Some Zombies have keyworded traits, like "FAST" or "TOUGH", or other rules text. To play a powerful zombie, you might need to control 2 fast zombies and 1 tough one, for example. This mechanic makes it so you need to choose one or 2 zombie themes to be effective. If would be difficult to play a deck both with a zombie that requires 3 Fast+3 Tough zombies and also one that requires 4 Enduring + 3 Sentient zombies.

Zombie "Factions"
The zombie factions are: Rage, Horde, Contagion, and Weird.

Rage:
These zombies are filled with rage and ferocious energy. As soon as they see survivors, they will run towards them with horrifying speed, and they will pursue them with recklessness and savage intensity.
Gameplay mechanics include being able to attack immediately, surprise attacks, self destruction for temporary or instant effects.
Faction color: Red

Horde:
The true power of these zombies comes in their numbers. Horde zombies swarm and overwhelm survivors. They may not be the fastest zombies, but what's the point of running away from them, only to find out you are running toward more of them and you've been surrounded?
Gameplay mechanics include abilities to play a lot of zombies, zombies are more powerful when you have a lot of them, ways to draw lots of cards, and return discarded zombies back into play.
Faction color: Orange

Contagion:
All zombies are able to infect a survivor and thus turn them into a zombie, but Contagion zombies are blood-spitting, ichor-spewing, infection machines. Instead of killing survivors, why not just "recruit" them to fight for your side? There is no greater horror than to have a survivor have to face what used to be a family member or friend.
Gameplay mechanics include turning survivors into zombies, special abilities to use on ex-survivors who are now zombies, and damage over time effects.
Faction color: Green

Weird:
This group includes zombies that have been altered by science, and non-human zombie creations (such as zombie dogs), and everything else the survivors couldn't possibly expect.
Gameplay mechanics include being able to use some (crude) items, being able to able to counter survivor strategies, and a lot of other weird effects.
Faction color: Purple


Basic Keyworded Zombie Abilities
Infectious: When this zombie wins a combat, you may put an Infected Token on one of the defending uninfected survivors. When that survivor dies, you gain control of it. Remove all tokens and cards on it and place it in your zombie zone. It's game text is ignored.

Fast: When this zombie is moved to the combat zone, ready it.

Fierce: When this zombie wins a combat, it deals an extra wound to the defending survivors. This ability is cumulative.

Basic Keyworded Survivor Abilities:
Medic Symbol means
Recoup - Spend this survivor: Remove a wound counter from target survivor.

Scavenger symbol means
Recoup - Attract attention: If successful, add 1 food. (To attract attention, roll a die. On a 1, each zombie player puts the top card of his deck into his resource zone face-down.)


Here are some sample cards: http://lackeyccg.com/zombie/zombie.txt
#31
The website was actually not down. The Lackey server was not down. The problem was my domain name registration was not properly linking "lackeyccg.com" with my website. Many of you haven't been able to get to the Lackey game matching server because the Lackey client queries lackeyccg.com to let you connect to the server. For people who connected directly to the server by IP, or for people who had the correct server IP in their cache, they could connect to the server in the interim. Many others were unable to connect.

Any who, it's all resolved. It was really annoying to deal with because the various internet companies kept on telling me to contact other companies and my email address, which uses a forwarder with lackeyccg.com, was also not functioning. I therefore just received the emails that were sent to me. I assume I got all of the ones I didn't get while the domain was messed up, but if you emailed me about something and you didn't get a response, I likely didn't receive the email and I would ask you to resend it.

I would like to thank the hundred or so of you who let me know there was a problem with the website, and especially the 10 or so of you who offered technical assistance.

I have resolved this with the company and this issue will not happen again for at least 2 years.
#32
Bug Report Forum / Hey, you foreigners...
May 13, 2012, 03:40:13 AM
Many people using non-qwerty keyboards have noted Lackey currently does not support other keyboards well. In the next release, all keyboards should work well.
#33
New version out today. I'll post more about it soon.
#34
http://lackeyccg.com/changelog.html

Fixed a bug that would prevent scrolling of cards in game zone.
Fixed a bug that would make tooltips unable to be turned off.
Fixed a bug that would cause dates of some windows files (like saved screenshots) be labeled with an incorrect timestamp.
Fixed a bug that would prevent some people from hosting normal games on the server.
Fixed a bug that would cause a plugin's version check to give an erroneous message that there was an update.
I changed the way player chat appears in the game log to more emphasize actual chat versus log messages. A player's name is highlighted in their chosen player color.

And some other fixes too.
#35
http://lackeyccg.com/changelog.html

I made a number of improvements to make things more intuitive especially to new users.

Several areas can be collapsed. The right area, the canned messages, and the table view controls all start collapsed.

I added a start up message that tells people about tooltips and links them to the tutorial page.

I removed a number of redundant (or mostly redundant) functions.

I added tooltips to most interface items. I am sure I made some typos, but I am unaware them. Let me know about them.

I changed the default skin to make it a little easier to read.

Added launch commands. You can put log commands in a file called StartUpLogCommands.txt that goes in your secure folder. When LackeyCCG launches, it will execute these commands, which can include stuff like /serverconnect or any other valid log command.

Fixed a bug that would cause cards to give superfluous messages of "<playername> makes <cardname> face up.".


I will be posting another Lackey hopefully soon with some other fixes and changes.
#36
The General and Card function menus that appear on the top left of the table are redundant. The commonly used ones appear as buttons below the table, and they can all be accessed via right clicking the empty table or a card on the table, for general and card functions respectively.

So I think I will remove those 2 menus. They also don't really have much to do with the other items in that row, which are all for changing the view of the table.

I suppose it would make more sense if those general and card function menus, if they remained, were to be moved below the table along with the frequently used function buttons, but that would cut into the space available to the frequently used function buttons. And some plugins use a lot of those frequently used function buttons (more than they should in some cases), and I'm not sure moving the 2 menus there would be an improvement over just removing them or even keeping them where they are.

I'd like to hear your opinions. I am trying to simplify the somewhat daunting interface and I am open to specific suggestions about how to do so.

If the general and card function menus are removed, is it intuitive enough that you can access them all by right clicking the table (not over or over cards, respectively)?
#37
http://lackeyccg.com/changelog.html

Added new scroll wheel shortcut for scaling. Hold CTRL+ALT+scroll wheel to scale cards on the table.
Added /scalesync log function to assert that all players have the same table card scale as you.
Added /spawnx function to spawn multiple cards at a time.
Added /exchangeclockwise (and /exchangecounterclockwise) log commands to let people exchange their hands.
Added /copyzonetodeckeditor log command to copy the contents of a deck zone to the deck list in the deck editor.
Added /copyzonetocardpool log command to copy the contents of a deck zone to the card pool in the deck editor.
Added an option in the packs browser window to genenerate and send a pack or random deck directly to a player's zone.
Fixed a bug that could cause games on the server to display the wrong number of people (and therefore appear to be joinable when they are not).
Fixed a bug that would make the Reveal X browser window visible when not in the game window.
Fixed a bug where Scaling mode (which is enabled when you left click the scale button) would not display a cursor label "Scaling".

Hopefully, the many new functions added in this build will let people do drafting from within Lackey. I tried to make the system flexible enough to accommodate all the kinds of drafting that CCGs I know of do. If you have a CCG that has drafting and the new system doesn't support it, let me know what functions are needed. Hopefully, plugin makers and users will make use of these new tools and give me feedback about how they can be made better.

I will post more soon.
#39
The arrow and ex images are tinted based on the player who made them, so the image files themselves should be somewhat white. The counter images are not tinted and retain all of their colors.

Most image file formats work, but PNGs will be able to be partially transparent.
#40
http://lackeyccg.com/changelog.html

This version has a number of new features and some bug fixes.

Fixed a bug where text-to-speech preferences weren't saved (on the mac version).

The Appearance preferences section was redone. Some preferences that were obsolete or redundant were removed. I tried to rename things to make things more clear.
With the addition of the Scale function, a lot of the utility the Zoom feature provided is now better done via a Scale. A Zoom is now a proper zoom of the camera. Zooming out the camera works as you would expect. If you feel like you are running out of space (and you don't have a good place to reposition your cards) try using a Scale to make the cards smaller.

The interface got some improvements. Several interface objects are now able to be displayed as images, which a plugin can redefine. These include the card counters and the markings on the table (both exes and arrows).

There are now 3 different styles of how card counters can be displayed: Text only, Images only, and Text Over Image. The latter is the new default. You can resize the images and fonts of each of the different styles independent of each other.

I am experimenting with 2 different paradigms of image incorporation. The counters do things one way, and exes and arrows do it the other way. Card counter images are one for each color. Exes and arrows are drawn from a single image file each, but that image file is tinted to the appropriate color.

All card counter images and ex and arrow image files are stored in Lackey's images/interface/ folder. All of these image files are open to feedback and are not necessarily what the final versions will look like. If you want to offer better counter, ex, or arrow images, please send them to me.

Note that there are default interface images, and plugin specific images. If a plugin has interface images (such as counters) a plugin's version will override the default images. Try putting a transparent PNG file in your plugin's images/ folder and see how the counters look.

If you don't see the new images for card counters, exes, or arrows, get the images/interface/ directory from the latest lackey from the downloads section. Also, take a look at your appearance preferences. It is possible that they interface images are disabled, but they should be on by default.

/shufflealldecks (or "/sod" for short) is a log command that will shuffle all decks.

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/addpack is a cool new function which I shall explain in detail now.
Here is example syntax:
/addpack <kind>Pack Name</kind> <player>Trevor</player> <zone>Deck</zone> <quantity>1</quantity> <shuffle>yes</shuffle> <checksum>yes</checksum> <erase>yes</erase>

Or for short:
/ap <k>Pack Name</k> <p>Trevor</p> <z>Deck</z> <q>1</q> <s>yes</s> <c>yes</c> <e>yes</e>

I know that all seems overwhelming, but you don't need to use it in that very complicated form. I list it like that so you can see all the options.

Spaces between the arguments are also optional, after the space immediately after /addpack that is.

You can omit arguments. If you do, defaults will be used.

<kind>Pack Name</kind>: this is the only argument that doesn't default to anything and it is therefore the only required argument. The pack name is the same one listed in the pack list.

<player>Trevor</player>: Omit this and it assumes it is person who is performing the action. You can also enter "shared" for a shared zone, but if you give a name of a shared zone as the zone argument, you can omit this argument. You can give the name of a specific player, or PLAYERN (where N is a numeral between 0 and 9). If you use PLAYERN that will allow you to load to whoever is in seat N. (Note the first seat is 0 and the second seat is 1, et cetera.)
<zone>Deck</zone>: This is the name of the game zone to load to. If you put the name of a shared zone, you don't need to enter a player name as an argument. If omitted, this argument is assumed to be the second game zone.
<quantity>1</quantity>: You can specify how many packs are to be added by this function. The default is 1.
<shuffle>yes</shuffle>: If the zone is to be shuffled. The default is yes.
<checksum>yes</checksum>: If yes, a checksum is displayed. This checksum will allow other players to know a player didn't cheat and alter the pack definition. The default is yes.
<erase>yes</erase>: Enter "yes" to erase the contents that were in the zone before the pack is loaded to. Note that if you have a log function that chains multiple addpack functions together, you should only use this argument for the first argument. Otherwise, subsequent executions will erase the previous packs you loaded to that zone. The default is "no".

If you just type "/addpack <k>Example</k>", that will add one pack of the "Example" kind to your second game zone and then shuffle that zone. NOTE: You need to type in an actual pack name. "Example" is not a real pack name for any plugin.... or so I would assume.
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More coming soon...