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As for my request, is there any way you could add an empty version of the chest for the kingdoms mode? I would like to put other decks in there like treasure cruise for my games with my friends, but havent had any luck in figuring out how to make an empty version of it on my own.
check the Pie's MTG Enablers bag (it's next to card importers next to yellow player spot)
it'll give you a pie
in the pie you'll find the "River Sol Enabler"
I edited the script by first summoning an instance of pie loader then changing its script, and here is my version of the script: {LINK REMOVED}https://1drv.ms/u/s!AjL0gS9WHZL2gP477ncTNnzDOLWPmQ?e=NKAmk8
It works for me, and I've tested several other languages and did not find any problem. Nevertheless, I have changed some of the error output for debugging, and I now couldn't find and resume them, hopefully not a big problem.
Thanks for the hard work, the tables are really great!
Read the common questions above for the second bit.
Also, is it possible to load in custom magic art for each card? I'd love to do that! I have the art, I'm just not sure how to apply it in-game.
would you like to toss me a file of the appropriate llua script files? i'll then update the ones of the official table
However, I found that after a recent update, the language part of Ome's importer broke again. The code for simplified Chinese is zhs instead of zcs, and it should be fine after changing this.
Also, another problem I found was about the localization. This problem appears when importing decks by URL from moxfield, where the language setting does not work and the generated deck is always in English. I've looked into the code and found that this is because of the Scryfall ID of the card. The ID of the card corresponds to its English version, and because of the branch condition on line 759, the localization part was skipped if the card has a scryfall ID. I removed the latter part of the condition and the importer worked properly.
BTW the importer and encoder was really amazing, thank you for your work!
I attempted to examine the code to rectify this issue but was unsuccessful. Consequently, I am hoping you can provide some assistance. One potential solution may involve using the oracle ID for the search instead of card names, thereby avoiding encoding issues and ensuring that the search consistently retrieves the English version of the card.
Thank you in advance for your help!
So, if you can't load in your saved deck/card objects, go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964935541
i just tested all importers with a sample planeswalker (Nissa, Who Shakes the World) - and everything appears to work
just in case.... have you read the description above?
"If you're getting your cards through a different method, be aware that a ton of automation at the table may fail: the scripts rely heavily on the contents and format of the card's name and description fields."
Just a question... Is there a way to get rid of the random stutter? Always when I play with your table my game stutters randomly for like miliseconds... I guess it's because of the scripts, idk
anyhow - super easy fix - fixed now - enjoy
no - there is no simple way to change the png on the fly within the game
you can make your own png and change the table's source image file
you'd getting into "i'm making my own TTS table" territory here tho
i shall not be implementing any "change colors on the fly" feature
I like the new grid spacing. I wasn't using symmetrical spacing (x.365,y.3).
Yeah, after a bit I realized that regardless of how you set it up it's hard to make sure it's symmetric for all sides of the table. Instead of trying to make it perfect for everyone I just changed the size with little regard to everyone's play fields. I did mess around with seeing if using the offsets would help but it didn't seem to. Realistically the offset probably wont help anyway. The fact that it's symmetrical really limits how small you can make either your [x] or [y] since the cards length to width aren't a perfect ratio...which now makes me wonder if you could figure out the cards [x,y] ratio and use that. I'll experiment with that.
On another note, if you set the snapping to "both" instead of just lines or center than you might be able to use larger grids. Using it caused the cards to sit really close to each other but it's every so slightly lower than the card next to it.
All 10 keybinds are taken up by other functions that aren't as niche.
You could use fan-reveal [5] or stack-reveal [6] followed up by move-to-exile [7], though.
I mean.. I can't make a button/keybind for every unique MTG mechanic out there, can I ;-)
Granted, I've done that to some extent for some specific cards (find the pie on the table). If I have time/boredom at some point, I could make a separate Umbris specific helper item.
I believe I succeeded getting a nice grid on the 4p and 6p tables:
1. if you have a bunch of cards selected and held up, press a number to organize them into flush rows, they snap into the grid perfectly
2. the grid is just right to be able to lay one card slightly below another and not have them snap into a deck
3. the grid allows for a nice spacing of tapped and uptapped cards next to each other (not flush)
What are your thoughts on the grid on those tables? Or do you always have more than 6 players? I couldn't use the same grid size on this table, because it needs to be X/Y symmetric (since there are seats on all sides of the table)
PS: I updated the grid size on the 8p table just now. This better?
I know this is very picky but would it be possible to make the grid on the table a bit more exact? I just like the cards to sit basically flush with each other and the boarder of the mat I'm using. I an manually changing the grid when I load in right now. I'm just wondering if I could just download the table as a separate file and change the spacing for those (basically make a "my version" of your table or, if there is a big enough demand by others could this be a minor update seen in the future?
Just something that "could" change, but honestly if it doesn't not that big a deal, there are more than 1 way to solve a problem and this is a ME problem not a problem with the table ;).
I put in a keybind for that some time ago. Select the cards you wish to put on the bottom (or if there is no selection, it'll do the one your cursor is hovering over) and press 9 on the numpad (if using default keybinds). If there are multiple cards selected, it'll put them on the bottom in a random order.
Also, there's a semi-hidden TTS feature: if/when you're holding a single card, you can hold right click to make the card drop to the level of the table, and then just move it towards a deck, and it'll automatically slide to be at the bottom.
Probably not. I wish to keep the table as clean as possible and I feel I've already filled it up with stuff quite a bit.
It's quite easy to bring/load in your own:
1. Save/load them in from a different TTS mod, e.g. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=508641351
https://scryfall.com/docs/syntax#extras
2. Or type "scryfall search type:Vanguard" into chat
or: "scryfall search set:PVAN"
or: "scryfall search set:PMOA"
Since 13.0 there is a TTS-wide "phantom table" bug.
Quite often, if you host one table, and then host another, the new table loads in some "dirty cache" bits from the previous one. This upsets a whole bunch of scripts and basically messes ***everything*** up, resulting in misplaced buttons, and a whole bunch of other crazy stuff. This often affects just a selection of the connected folks. The bug's messed up, yo.
The fix is: The host must restart TTS whenever hosting a new table. For safety, might as well have all folks joining have a brand-new start-up of TTS too ;-)
That should fix it, let me know if it doesn't.
Lets hope TTS's scripter team works this bug out sometime soon.