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Post by ralendil on Jan 27, 2024 9:57:58 GMT
Hello,
Excuse me... I am totally new on this app and after searching a lot, I can’t find my answer.
What I try to do is to modify heavily several template to create my own cards (nothing extraordinary here... we all want to make our cards I guess) I succeeded to add options (text fonts, align, possibility to hide things, font color etc...), change colors I wanted to change (a green lighter, a white that is cream etc.), change the masks and the card display etc... Nothing really hard here, even without any explanation as we have lot of example and that the code is not really hard for this. Now, I work of the numbering of card. My first problem is that the soft ALWAYS change the number of a card when I add one. I suppose there is no option to just increment this number instead of this? from what I saw, I have not seen any workaround of this...
So, I wanted to go for custom numbers (boring, time consuming... but don’t want card number to change every times I add a card) And I wanted to add a letter to order all this (while I am here at loosing time, why not pushing it with some order).
So, I wanted a number like this: L 001 - 2024 where L means Land, 001 the chronological number of the card and 2024 the year I created it. I wanted to distinguish Lands, Instants, Enchantments, Sorceries, Creatures, Planewalkers and, if all type not matched, Artifacts. So, I added an extra card field (yes I could do it with combined_editor, but I wanted a clear field not editable) and wanted to make it via a script...
Questions: 1.) is the language used a total creation of the app? or is it based on something real. I can understand the if etc.. it could help me to get some infos how we write things 2.) Is there something that would permits me to do that easily? maybe a template with an example of this (I don’t think, but it is worth to ask) 3.) Is it even possible?
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Post by cajun on Jan 28, 2024 20:49:19 GMT
Questions: 1.) is the language used a total creation of the app? or is it based on something real. I can understand the if etc.. it could help me to get some infos how we write things 2.) Is there something that would permits me to do that easily? maybe a template with an example of this (I don’t think, but it is worth to ask) 3.) Is it even possible? MSE uses a custom scripting language. You can see the docs here. This is doable, you will have to overwrite the standard card numbering system, which may involve editing the templates you're using as well. the default script for card number is this, found in magic.mse-game/script
card_number := { position ( of: card in: set order_by: { number_partition() + rarity_sort() + sort_index() + sort_name(card.name) + sort_name(export_name())} filter: set_filter() ) + 1 + to_number(card_number_offset()) }
if you want to sort by the order they were added to the file, you'd leave off the order_by script filter we will need to redefine, which you want defined by types, so something like
set_filter := { if is_land(card.type) then { is_land(card.type) } else if is_enchantment(card.type) then { is_enchantment(card.type) } else (...) } then the number by itself would be
card_number := { position ( of: card in: set filter: set_filter() ) + 1 }
but we'll need to add some more bells and whistles formatted_card_number := { cn := card_number() ## pad small numbers with leading zeros cn := if cn < 10 then "00" + cn else if cn < 100 then "0" + cn else cn
# the type letter for this card # remember to order this so it handles conflicts in the way you want it to tl := if is_land(card.type) then "L" else if is_enchantment(card.type) then "E" else (...)
# the year this card was created yc = replace(card.time_created, match:"-.*", replace:"")
tl + " " + cn + " - " + yc }
ex: formatted_card_number() => "L 001 - 2024" however, most templates currently have their card number set up like so: script: if set.automatic_card_numbers then forward_editor(prefix: card_number_m15() + "/" + card_count_m15() + " " + rarity_code() + " ", field: card.card_code_text) else combined_editor(field1: card.custom_card_number, separator: " " + rarity_code() + " ", field2: card.card_code_text)
so you would either need to replace this with script: formatted_card_number() or change card.custom_card_number to be scripted to it and rarity_code() changed to output an empty string, then disable automatic card numbers.
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Post by ralendil on Jan 30, 2024 2:02:55 GMT
wow great.... hmmm... I believe I could not write this ... thank you for the post.
well, I guess this is close to work... When I remove
order_by: { number_partition() + rarity_sort() + sort_index() + sort_name(card.name) + sort_name(export_name())} The app crash at start... So I tried to add something like
order_by: sort_index(card.time_created) And I guess that it is not correct (errors) (sidenote: I tried many things... and succeeded at one time to make the numbering just increment by one... but could not reproduce. :/ )
Also
yc = replace(card.time_created, match:"-.*", replace:"") The app says me "Use of '=' operator is deprecated, did you mean ':=' or '=='? I will assume '==' So I tried ":=" but no luck... then the app says me "Warning: the right hand side of an assignment should always yield a value".
Then... I tried to come back to my idea (one step after the other). So, started with the letter.... And I have failed... I tried this
set_filter := {
# TODO: what about rulestips?
if is_unsorted() then
{ is_unsorted() }
else if is_land(card.type) then
{ is_land(card.type) }
else if is_instant(card.type) then
{ is_instant(card.type) }
else if is_enchantment(card.type) then
{ is_enchantment(card.type) }
else if is_sorcery(card.type) then
{ is_sorcery(card.type) }
else if is_creature(card.type) then
{ is_creature(card.type) }
else if is_planeswalker(card.type) then
{ is_planeswalker(card.type) }
else if is_artifact(card.type) then
{ is_artifact(card.type) }
else if card.shape == "token" or card.shape == "emblem" then
{ card.shape == "token" or card.shape == "emblem" }
else if card.shape == "rulestip" then
{ card.shape == "rulestip" }
else if card.shape == "counter" then
{ card.shape == "counter" }
else if card.shape == "checklist" then
{ card.shape == "checklist" }
else if is_masterpiece() and card.shape != "token" and card.shape != "emblem" then
{ is_masterpiece() and card.shape != "token" and card.shape != "emblem" }
else if set.sort_special_rarity != "separate numbering" then
{ not over_partition() and not is_unsorted() and card.shape != "token" and not is_masterpiece() and card.shape != "emblem" and card.shape != "rulestip" and card.shape != "counter" and card.shape != "checklist"}
else if card.rarity == "special" then
{ not over_partition() and not is_unsorted() and card.shape != "token" and not is_masterpiece() and card.shape != "emblem" and card.shape != "rulestip" and card.shape != "counter" and card.shape != "checklist" and card.rarity == "special" }
else
{ not over_partition() and not is_unsorted() and card.shape != "token" and not is_masterpiece() and card.shape != "emblem" and card.shape != "rulestip" and card.shape != "counter" and card.shape != "checklist" and card.rarity != "special" }
}
card_code := { if is_land(card.type) then "L"
else if is_instant(card.type) then "I"
else if is_enchantment(card.type) then "E"
else if is_sorcery(card.type) then "S"
else if is_creature(card.type) then "C"
else if is_planeswalker(card.type) then "P"
else if is_artifact(card.type) then "A"
else "O" } And added this to my style file:
script: card_code() And this show => O It means it just doesn’t see the types...
Well 3 AM... I guess I cannot think correctly... time to go bed
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Post by cajun on Jan 30, 2024 8:26:14 GMT
When I remove order_by: { number_partition() + rarity_sort() + sort_index() + sort_name(card.name) + sort_name(export_name())} The app crash at start... So I tried to add something like order_by: sort_index(card.time_created) And I guess that it is not correct (errors) (sidenote: I tried many things... and succeeded at one time to make the numbering just increment by one... but could not reproduce. :/ ) weird. you want {card.time_created} i think
yc = replace(card.time_created, match:"-.*", replace:"") The app says me "Use of '=' operator is deprecated, did you mean ':=' or '=='? I will assume '==' So I tried ":=" but no luck... then the app says me "Warning: the right hand side of an assignment should always yield a value". := is correct. the warning means somewhere you have and If Else that doesn't end with an Else, so shouldn't be here card_code := { if is_land(card.type) then "L"
else if is_instant(card.type) then "I"
else if is_enchantment(card.type) then "E"
else if is_sorcery(card.type) then "S"
else if is_creature(card.type) then "C"
else if is_planeswalker(card.type) then "P"
else if is_artifact(card.type) then "A"
else "O" }
And added this to my style file: script: card_code() And this show => O It means it just doesn’t see the types... Well 3 AM... I guess I cannot think correctly... time to go bed you only put card_code() which is only the type letter yea. you need a full script like formatted_card_number from my example
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Post by ralendil on Jan 30, 2024 20:22:47 GMT
Thank you for all the help... I will continue my project (I want now to find a way to add auto a watermark depending of the card type) Will follow, the code,. I had to adapt it as I use french language. #####################[ BEGIN CARD NUMBERING - Idea Ralendil - Code 95% Cajun ]##############################
set_filter := {
# TODO: what about rulestips?
if is_unsorted() then
{ is_unsorted() }
else if is_land(card.type) then
{ is_land(card.type) }
else if is_instant(card.type) then
{ is_instant(card.type) }
else if is_enchantment(card.type) then
{ is_enchantment(card.type) }
else if is_sorcery(card.type) then
{ is_sorcery(card.type) }
else if is_creature(card.type) then
{ is_creature(card.type) }
else if is_planeswalker(card.type) then
{ is_planeswalker(card.type) }
else if is_artifact(card.type) then
{ is_artifact(card.type) }
else if card.shape == "token" or card.shape == "emblem" then
{ card.shape == "token" or card.shape == "emblem" }
else if card.shape == "rulestip" then
{ card.shape == "rulestip" }
else if is_masterpiece() and card.shape != "token" and card.shape != "emblem" then
{ is_masterpiece() and card.shape != "token" and card.shape != "emblem" }
else
{ not over_partition() and not is_unsorted() and card.shape != "token" and not is_masterpiece() and card.shape != "emblem" and card.shape != "rulestip" and card.shape != "counter" and card.shape != "checklist" and card.rarity != "special" }
}
card_number := {
position (
of: card
in: set
order_by: {card.time_created}
filter: set_filter()
) + 1
}
# ) + 1 + to_number(card_number_offset())
card_count := {
number_of_items(in: set, filter: set_filter()) + to_number(set_number_offset())
}
formatted_card_number := {
cn := card_number()
## pad small numbers with leading zeros
cn := if cn < 10 then "00" + cn else if cn < 100 then "0" + cn else cn
# the type letter for this card
# remember to order this so it handles conflicts in the way you want it to
tl := if is_land(card.type) then "L"
else if lang_setting("is_creature")(card.type) then "C"
else if lang_setting("is_planeswalker")(card.type) then "P"
else if lang_setting("is_instant")(card.type) then "I"
else if lang_setting("is_sorcery")(card.type) then "S"
else if lang_setting("is_enchantment")(card.type) then "E"
else if lang_setting("is_artifact")(card.type) then "A"
else "O"
# the year this card was created
yc := replace(card.time_created, match:"-.*", replace:"")
tl + " " + cn + " - " + yc
}
#####################[ END CARD NUMBERING - Idea Ralendil - Code 95% Cajun ]######################### I hope the part related to the filter does not need same treatment... Here the result... (template is not finished... far from that) well... no picture... I cannot add a picture even shared from my google drive... drive.google.com/file/d/1mS2P4nL6Efv0cuHC1rJ2RRddFm912dF0/view?usp=drive_link
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Post by ralendil on Feb 1, 2024 10:03:02 GMT
Code reworked a little
Changed the code for something that doesn’t interfere with others functions of script file (added the code _cni at the end of the created functions). This code can be added without removing anything. It could also be added as an option to choose between M15 numbering and incremented numbering. The numbering is done by type (so C 0001 - 2024 => C 0002 - 2024 but if you add your first Instant it would be I 0001 - 2024)
Code doesn’t work cause the app, when it copies a card, copies EVERYTHING... including the date of creation... This means, we cannot use card.time_created...
Creating a new card and ALWAYS using it does the trick... but this is not what I want to start from scratch for every card (time consuming)
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Post by ralendil on Feb 1, 2024 18:15:37 GMT
Found the problem and solved it. I will post the solution later... I work also on a default watermark linked to the type. It works... now I need to permits to choose a watermark that will be displayed instead of the default one when you select one.
Seriously, is there a way to just increment the number of cards... that’s all I need.
I don’t want the card number changing... and I can’t see any help in the documentation about such commands:
=============================================
position (
of: card
in: set
order_by: { card_type_sort() }
filter: set_filter_cni()
)
Of I understand, that’s ok
Order by, I did the trick and ordered by type. It works
filter: here I cannot understand how it works.
The result is that all cards that are Enchantment, Creature, Planewalker or Land are classed by categories. All others are classed together. Seem linked to the fact I use french, as I encountered same behavior while writing the first part of the code.
However, lang_setting("is_XXXX")(card.type) does not work in the filter function...
And even with ordering by type, the numbers change when you add a new card... all of this, cause when you copy a card and paste it as a new card, the app copy also the creation date.... I cannot get past this problem. I don’t see what I can use to just increment the card number by one and keep this number for always.
It looked great, but I have spent 1 entire day at trying lot of things... that I think at really removing the numbers (and illustrator, it makes no sense to keep that then). I don’t want to add them manually each time. Can’t believe it is so hard to just say assign the number of total cards to the card number of newly created card.
And yes, I tried also that (by adding the field, make it with save also... but sure I miss something)... problem is all cards get as number the total of cards... The card number seems generated each time we open the set...
Precision: after one day... i feel miserable as I have the feeling to be totally stupid to not understand something that should not be hard...
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Post by ralendil on Feb 2, 2024 13:25:33 GMT
EDIT - 2024-02-04 - Addition to get a numbering different for basic lands EDIT - 2024-02-14 - Corrected watermark script for new cards
I put the solution here if someone would try to do the same. Afterall, if it can benefits for all, that’s great. Thanks to cajun for his help. Could not do without these indications.
Incremented numberingHow it works: Cards are sorted by the last created and then the last modified. Why? cause when you copy a card, the app copies everything, including the date of creation. So it means that you should create a new card every times... but if you don’t do, unless you modify a card, it will keep its number. There is no possibility to write something better. The numbering is with the format: X 0000Y - YEAR where X is the type of card with a letter indication, Y is the card number and this followed by the year of creation. -====================[ NEEDED IF YOU USE SOMETHING ELSE THAN ENGLISH ]====================- In magic.mse-game\script
============================================== Find: ============================================== is_creature := match@(match: "(?i)Creature") is_creaturish := match@(match: "(?i)(Creature|Vehicle)") is_tribal := match@(match: "(?i)Tribal") is_artifact := match@(match: "(?i)Artifact") is_land := match@(match: "(?i)Land") is_enchantment := match@(match: "(?i)Enchantment") is_aura := match@(match: "(?i)Aura") is_spell := match@(match: "(?i)Instant|Sorcery") is_sorcery := match@(match: "(?i)Sorcery") is_instant := match@(match: "(?i)Instant") is_planeswalker := match@(match: "(?i)Planeswalker") is_legendary := match@(match: "(?i)Legendary") match_vehicle := contains@(match:"Vehicle") match_snow := contains@(match:"Snow")============================================== Replace - Nota: Add your own words for your language ==============================================is_creature := match@(match: "(?i)Creature|Créature") is_creaturish := match@(match: "(?i)(Creature|Vehicle)") is_tribal := match@(match: "(?i)Tribal") is_artifact := match@(match: "(?i)Artefact|Artifact") is_land := match@(match: "(?i)Terrain|Land") is_enchantment := match@(match: "(?i)Enchantement|Enchantment") is_aura := match@(match: "(?i)Aura") is_spell := match@(match: "(?i)Éphémère|Rituel|Instant|Sorcery") is_sorcery := match@(match: "(?i)Rituel|Sorcery") is_instant := match@(match: "(?i)Éphémère|Instant") is_planeswalker := match@(match: "(?i)Planeswalker") is_legendary := match@(match: "(?i)Legendary") match_vehicle := contains@(match:"Vehicle") match_snow := contains@(match:"Snow")============================================== Add below that (again add your own word for your language ==============================================is_basic_land := match@(match: "(?i)Basic Land|Terrain de base")-====================[ CODE for formatted_card_number function ]====================- In magic.mse-game\script
============================================== Add - There is no need to delete something ==============================================#####################[ BEGIN CARD NUMBERING ]############################## # cni = Card Numbering by Increment #Needed to get a numbering BY type set_filter_cni := { # TODO: what about rulestips? if is_unsorted() then { is_unsorted() } else if is_land(card.type) and is_basic_land(card.super_type) then { is_basic_land(card.super_type) and is_basic_land(card.super_type) } else if is_land(card.type) and not is_basic_land(card.super_type) then { is_land(card.type) and not is_basic_land(card.super_type) } else if is_instant(card.type) then { is_instant(card.type) } else if is_enchantment(card.type) then { is_enchantment(card.type) } else if is_sorcery(card.type) then { is_sorcery(card.type) } else if is_creature(card.type) then { is_creature(card.type) } else if is_planeswalker(card.type) then { is_planeswalker(card.type) } else if is_artifact(card.type) then { is_artifact(card.type) } else { not is_unsorted() and not is_land(card.type) and not is_instant(card.type) and not is_enchantment(card.type) and not is_sorcery(card.type) and not is_creature(card.type) and not is_planeswalker(card.type) and not is_artifact(card.type) } } # Function to assign a letter card_type_sort := { # basic lands - addition if is_basic_land(card.super_type) then "B"
#work for both french and english.. if you use a different language, you may have to copy the format in the next section if lang_setting("is_artifact")(card.type) then "A" else if lang_setting("is_enchantment")(card.type) then "E" else if lang_setting("is_land")(card.type) then "L" else if lang_setting("is_planeswalker")(card.type) then "P"
# Needed cause english seems to need that cause no lang_setting as it is the main? else if (lang_setting("is_creature")(card.type) or is_creature(card.type)) then "C" else if (lang_setting("is_instant")(card.type) or is_instant(card.type)) then "I" else if (lang_setting("is_sorcery")(card.type) or is_sorcery(card.type)) then "S" #Battle cards... we could have defined them and then added else nil... but I do not care of battle cards... else "O" } card_number_cni := { position ( of: card in: set order_by: { card.time_created + card.time_modified} filter: set_filter_cni() ) + 1 } formatted_card_number := { cn := card_number_cni() ## formatting numbering cn := if cn < 10 then "000" + cn else if cn < 100 then "00" + cn else if cn < 1000 then "0" + cn else cn # the year this card was created yc := replace(card.time_created, match:"-.*", replace:"")
card_type_sort() + " " + cn + " - " + yc } #####################[ END CARD NUMBERING ]#########################-====================[ OPTIONNAL - Adding a new column to show the sorting ]====================- In magic.mse-game\card_fields
============================================== Find ==============================================############################# Card sorting / numbering============================================== Add below - Note: the column will be sorted like the numbering is incremented and for both same sorting method is used ==============================================card field: type: text name: card type sort save value: false script: card_type_sort() sort script: card_type_sort() + card_number_cni() card list visible: true card list column: 10 card list width: 50 card list name: #ts card list alignment: right editable: false show statistics: false
card field: type: text name: card number increment save value: true script: card_number_cni() sort script: card_type_sort() + card_number_cni() card list visible: true card list column: 10 card list width: 50 card list name: #i card list alignment: right editable: false show statistics: false
-====================[ ADD the function to your template ]====================- In YOUR TEMPLATE FOLDER\script
============================================== Find ==============================================extra card field: type: text name: card code save value: false ============================================== Replace the script part - Means from "script:" line to the line before "extra card field:" Nota: we could make this as an option... but this is not what I will describe. ==============================================script: formatted_card_number()************************************************************************* Auto watermark How it works: It selects automatically the watermark according to the type of the card when no watermark has been selected. If you select one, the selected watermark will appear instead. It uses the watermarks of "future sight type symbol".
/!\ Precision: You need to execute the instruction of the "NEEDED IF YOU USE SOMETHING ELSE THAN ENGLISH" section above before anything else.
-====================[ CODE for formatted_card_number function ]====================- In magic.mse-game\script
============================================== Add - There is no need to delete something Sidenote: yes it looks ugly, but I don’t see any example how to do it better ============================================== #####################[ BEGIN WATERMARKS AUTO ]################################################# autowatermark := { ############################ [ Watermark selected ] ############################ if card.watermark == "mana symbol white" then "/magic-cbgwatermarks.mse-include/watermark_w.png" else if card.watermark == "mana symbol blue" then "/magic-cbgwatermarks.mse-include/watermark_u.png" else if card.watermark == "mana symbol black" then "/magic-cbgwatermarks.mse-include/watermark_b.png" else if card.watermark == "mana symbol red" then "/magic-cbgwatermarks.mse-include/watermark_r.png" else if card.watermark == "mana symbol green" then "/magic-cbgwatermarks.mse-include/watermark_g.png" else if card.watermark == "mana symbol snow" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_s.png"))
else if card.watermark == "transparent mana symbol white" then (set_alpha(alpha: 0.4, input:"/magic-cbgwatermarks.mse-include/watermark_w.png")) else if card.watermark == "transparent mana symbol blue" then (set_alpha(alpha: 0.4, input:"/magic-cbgwatermarks.mse-include/watermark_u.png")) else if card.watermark == "transparent mana symbol black" then (set_alpha(alpha: 0.4, input:"/magic-cbgwatermarks.mse-include/watermark_b.png")) else if card.watermark == "transparent mana symbol red" then (set_alpha(alpha: 0.4, input:"/magic-cbgwatermarks.mse-include/watermark_r.png")) else if card.watermark == "transparent mana symbol green" then (set_alpha(alpha: 0.4, input:"/magic-cbgwatermarks.mse-include/watermark_g.png"))
else if card.watermark == "guild symbol The Azorius Senate (W/U)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_azorius.png")) else if card.watermark == "guild symbol House Dimir (U/B)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_dimir.png")) else if card.watermark == "guild symbol The Cult of Rakdos (B/R)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_rakados.png")) else if card.watermark == "guild symbol The Gruul Clans (R/G)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_gruul.png")) else if card.watermark == "guild symbol The Selesnya Conclave (G/W)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_selesnya.png")) else if card.watermark == "guild symbol The Orzhov Syndicate (W/B)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_orzhov.png")) else if card.watermark == "guild symbol The Izzet (U/R)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_izzet.png")) else if card.watermark == "guild symbol The Golgari (B/G)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_golgari.png")) else if card.watermark == "guild symbol The Boros Legion (R/W)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_boros.png")) else if card.watermark == "guild symbol The Simic Combine (G/U)" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_simic.png"))
else if card.watermark == "xander hybrid mana B/R"then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_brmana.png")) else if card.watermark == "xander hybrid mana U/B" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_ubmana.png")) else if card.watermark == "xander hybrid mana B/G" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_bgmana.png")) else if card.watermark == "xander hybrid mana R/G" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_rgmana.png")) else if card.watermark == "xander hybrid mana G/U" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_gumana.png")) else if card.watermark == "xander hybrid mana U/R" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_urmana.png")) else if card.watermark == "xander hybrid mana W/B" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_wbmana.png")) else if card.watermark == "xander hybrid mana G/W" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_gwmana.png")) else if card.watermark == "xander hybrid mana R/W" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_rwmana.png")) else if card.watermark == "xander hybrid mana W/U" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/watermark_wumana.png"))
else if card.watermark == "colored xander hybrid mana B/R" then "/magic-watermarks.mse-include/watermark_brmana_colored.png" else if card.watermark == "colored xander hybrid mana U/B" then "/magic-watermarks.mse-include/watermark_ubmana_colored.png" else if card.watermark == "colored xander hybrid mana B/G" then "/magic-watermarks.mse-include/watermark_bgmana_colored.png" else if card.watermark == "colored xander hybrid mana R/G" then "/magic-watermarks.mse-include/watermark_rgmana_colored.png" else if card.watermark == "colored xander hybrid mana G/U" then "/magic-watermarks.mse-include/watermark_gumana_colored.png" else if card.watermark == "colored xander hybrid mana U/R" then "/magic-watermarks.mse-include/watermark_urmana_colored.png" else if card.watermark == "colored xander hybrid mana W/B" then "/magic-watermarks.mse-include/watermark_wbmana_colored.png" else if card.watermark == "colored xander hybrid mana G/W" then "/magic-watermarks.mse-include/watermark_gwmana_colored.png" else if card.watermark == "colored xander hybrid mana R/W" then "/magic-watermarks.mse-include/watermark_rwmana_colored.png" else if card.watermark == "colored xander hybrid mana W/U" then "/magic-watermarks.mse-include/watermark_wumana_colored.png"
else if card.watermark == "future sight type symbols artifact" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_artifact.png")) else if card.watermark == "future sight type symbols creature" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_creature.png")) else if card.watermark == "future sight type symbols enchantment" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_enchantment.png")) else if card.watermark == "future sight type symbols instant" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_instant.png")) else if card.watermark == "future sight type symbols land" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_land.png")) else if card.watermark == "future sight type symbols multiple" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_multiple.png")) else if card.watermark == "future sight type symbols planeswalker" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_planeswalker.png")) else if card.watermark == "future sight type symbols sorcery" then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_sorcery.png"))
else if lang_setting("is_artifact")(card.type) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_artifact.png")) else if lang_setting("is_enchantment")(card.type) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_enchantment.png")) else if lang_setting("is_land")(card.type) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_land.png")) #uncomment next line if you really want the watermark of the planewalkers #else if lang_setting("is_planeswalker")(card.type) then "/magic-watermarks.mse-include/futsymbol_planeswalker.png"
else if (lang_setting("is_creature")(card.type) or is_creature(card.type)) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_creature.png")) else if (lang_setting("is_instant")(card.type) or is_instant(card.type)) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_instant.png")) else if (lang_setting("is_sorcery")(card.type) or is_sorcery(card.type)) then (set_combine(combine:"shadow", input:"/magic-watermarks.mse-include/futsymbol_sorcery.png"))
else "" }
#####################[ END WATERMARKS AUTO ]#################################################
-====================[ ADD the function to your template ]====================- In YOUR TEMPLATE FOLDER\script ============================================== Find ============================================== watermark: left: 117 top: {if is_tall() then 310 else if is_short() then 389 else 363} width: 138 height: {if is_tall() then 171 else if is_short() then 87 else 113} z index: 5 render style: image============================================== Add right under it ============================================== image: {autowatermark()}
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