a full ten eleven twelve



Amonkhet Invocations

Wizards must have thought they were making an untemplatable monster with this, but it never stopped MSE before. Includes several style options to change to Invocation font, snap the cartouche, remove the mana ring and center the name and type, while including systems to replicate the carved-in set symbol and

{Amonkhet Invocations}Wizards must have thought they were making an untemplatable monster with this, but it never stopped MSE before. Includes several style options to change to Invocation font, snap the cartouche, remove the mana ring and center the name and type, while including systems to replicate the carved-in set symbol and the hieroglyphs . Instead of an indicator, there is a casting cost field by the typeline. Be sure to install the included Invocation font file if you wish to use it.



Tall Tokens w/Clear Token

M15 tokens except the text token has been replaced with the full-text tokens some Embalm creatures use. Also includes Clear as a style option.

{Amonkhet Tall Tokens}M15 tokens except the text token has been replaced with the full-text tokens some Embalm creatures use. Also includes Clear as a style option.



M15 Unstable Basics

And due largely in part to solthanlas' arting efforts, we can now bring you the template for Unstable basic lands months before the set even drops!

{M15 Unstable Basics}And due largely in part to solthanlas' arting efforts, we can now bring you the template for Unstable basic lands months before the set even drops!



M15 Doublefaced Ixalands and M15 Treasure Maps

Took us a bit to get there but we finally have the Ixalan map template blanked, allowing you to make Ixalands and treasure maps to your hearts content. I plan to make a template fork for full art one of these days. PT is already supported on both frames.





{M15 Doublefaced Ixalands and M15 Treasure Maps}Took us a bit to get there but we finally have the Ixalan map template blanked, allowing you to make Ixalands and treasure maps to your hearts content. I plan to make a template fork for full art one of these days. PT is already supported on both frames.



and





M15 Legendary copies over the text formatting from m15 Altered and has a style switch to use the Vehicle frame. Additional crossovers will have to wait until the Mainframe update (releasing m15 and updating dfc and planeswalkers) in ~2 weeks.



(EHSAE from WindyDelcarlo's SoR, was the only Legendary Vehicle I had on hand.)

{M15 Legendary} M15 Legendary and Token Legends



M15 w/ Flavor Bar









Flavor Bar Offset

While the equation has gotten quite good at predicting where the flavor bar should be, it can still be off by a bit. For those cases, you can go to the style tab and type a number in the Flavor Bar Offset textbox. Typically you will be bumping it up by "1" or "2" or rarely bumping it down by "-1" or "-2"



My Flavor Bar Has Gone Rogue!

SPOILER: Click to show



{Examples}



While it's not perfect, we've turned this thing I've thought impossible into something that's actually pretty accurate. I'd like to thank SirnightNano for the way better flavor bar we are now releasing with, fluffyDeathbringer, Vunik, Zeu, and Fenhl for putting up with the beta test and getting some additional correction factors added into the equation, which is clocking in at 74 lines and has about 40% as many characters as a full template. And finally shoutout to CanterburyEgg@admin for keeping me sane during the opening salvo; this probably wouldn't have been done at all without eggo. M15 Flavor Bar detects when you have rules and flavor text and automagically places the flavor bar between the two... usually. Unfortunately, MSE was not at all designed to handle this thing, so it will occasionally require some fine tuning.While the equation has gotten quite good at predicting where the flavor bar should be, it can still be off by a bit. For those cases, you can go to the style tab and type a number in the Flavor Bar Offset textbox. Typically you will be bumping it up by "1" or "2" or rarely bumping it down by "-1" or "-2"The crux of the detection equation is estimating how many lines of flavor text you have. Sometimes the equation gets it wrong. Luckily, there's a simple fix. Typing "u" in Flavor bar offset will make it go up a line, typing "d" will make it go down a line. (for the beta testers, !fbu in the card notes will still move it up as well.) If it manages to get it super wrong you can double it to "uu" or "dd" to correct for two lines, but I haven't seen that actually needed yet.While it's not perfect, we've turned this thing I've thought impossible into something that's actually pretty accurate. I'd like to thank SirnightNano for the way better flavor bar we are now releasing with, fluffyDeathbringer, Vunik, Zeu, and Fenhl for putting up with the beta test and getting some additional correction factors added into the equation, which is clocking in at 74 lines and has about 40% as many characters as a full template. And finally shoutout to CanterburyEgg@admin for keeping me sane during the opening salvo; this probably wouldn't have been done at all without eggo. {M15 w/ Flavor Bar}



M15 Spellbooks







What's All This Then?

This is the frame used by Signature Spellbook: Jace that has been colorshifted to make a complete template. We don't know yet how future Spellbook frames will be handled, so this may be updated or get a sister frame down the line when the next one comes out. It comes equipped with text chopping (which comes up more often than normal) and the new flavor bar code (which can be disabled in Style). By default the black frame uses white text because its easier to read (imo), but there is a style switch to make it use the black font as well.



What Do I Do With It?

Unzip the folder and move the two folders inside to your MSE/data/ folder and viola. Make sure you're moving magic-m15-spellbooks and magic-mana-small-spellbook and not just "Spellbooks" or else it won't turn up. {M15 Spellbooks}



M15 Contraptions







Whip those X's, Punch those O's, what we're building, now we knows. The badge in the corner uses the basic watermark field, so you can get other faction symbols in there if you like as well. Don't forget to pick up the Unstable watermarks from the watermarks update if you haven't already!

{M15 Contraptions}Whip those X's, Punch those O's, what we're building, now we knows. The badge in the corner uses the basic watermark field, so you can get other faction symbols in there if you like as well. Don't forget to pick up the Unstable watermarks from the watermarks update if you haven't already!



Watermark and Color Indicator Updates

This is an update to the base watermarks file, the identity file, and the blend scripts for the base templates, M15 Extra and New Extra. For watermarks, it adds the Story Spotlight watermark which is scripted to card color, darkens the Tarkir watermarks so they are more visible, adds the Alara watermarks that were posted to reddit awhile back. It also changes the scripting for 3, 4, and 5 color indicators so they are pie-shaped instead of striped as shown on the Grimlock transformer.

Update: Added the Unstable Watermarks. I have been asked not to distribute the A25 watermarks.



{Watermark and Color Indicator Updates}This is an update to the base watermarks file, the identity file, and the blend scripts for the base templates, M15 Extra and New Extra. For watermarks, it adds the Story Spotlight watermark which is scripted to card color, darkens the Tarkir watermarks so they are more visible, adds the Alara watermarks that were posted to reddit awhile back. It also changes the scripting for 3, 4, and 5 color indicators so they are pie-shaped instead of striped as shown on the Grimlock transformer.Update: Added the Unstable Watermarks. I have been asked not to distribute the A25 watermarks.



M15 Pokemon and PokeWalkers

First real template, basically just updating the New-Pokemon and PokeWalker frames to M15. Both frames have the evolution dropbar, and a image on the evolution node that can be toggled off in Style. Walkers will gain a 4th ability if entered like M15 Walkers.

{M15 Pokemon and PokeWalkers}First real template, basically just updating the New-Pokemon and PokeWalker frames to M15. Both frames have the evolution dropbar, and a image on the evolution node that can be toggled off in Style. Walkers will gain a 4th ability if entered like M15 Walkers.



M15 Clear Tops

Basically Devoid in reverse. Made this for crushcastles23 so I don't actually know what you use it for but it looks cool.

{M15 Clear Tops}Basically Devoid in reverse. Made this for crushcastles23 so I don't actually know what you use it for but it looks cool.



M15 TriLeveler

Adds some code to Levelers to allow for a level 0 arrow and mana symbols in the level box. For if you need weird stuff like this iguess. This includes an update to card_fields that is compatible with Melds 3-in-1.

{M15 TriLevel}Adds some code to Levelers to allow for a level 0 arrow and mana symbols in the level box. For if you need weird stuff like this iguess. This includes an update to card_fields that is compatible with Melds 3-in-1.



M15 Token Copies

Alteration to Taller Tokens to create token copy cards with mana costs and left-aligned names. Requested by Fenhl.

{M15 Token Copies}Alteration to Taller Tokens to create token copy cards with mana costs and left-aligned names. Requested by Fenhl.



Nyx and Miracle DKA Promos

These add Nyx and Miracle toppers to the DKA Promo frame. Requested by Sylph.

{DKA Nyx and Miracle frames}These add Nyx and Miracle toppers to the DKA Promo frame. Requested by Sylph.



ABU Splits and ABU Phyrexian Mana

.

A modification to the Old Split frame that uses ABU frames instead. Also includes an updated mana folder that adds {ABU Splits}



DFC Leveler



Levelers, but there's two of em. Requested by crushcastles23. {DFC Levelers}Levelers, but there's two of em. Requested by crushcastles23.



Ophorio Sagas/Scroll Frame

When some of us heard Invocations, we expected a scroll-like frame, the lost secrets and spells of a broken plane. We didn't get that at the time, but now I've made it happen. Through the style tab you can toggle the wax seal and its stamp, and using the pt box on creatures. Due to the font, there are two quirks to the font, + has to be added via Format->Insert Symbol, and the red hyphen in the typeline is a box, though it will be automagically fixed if your card uses the hyphen. You'll need to install the included font if you haven't already got it from a pre-8th frame.

{M15 Scrolls}When some of us heard Invocations, we expected a scroll-like frame, the lost secrets and spells of a broken plane. We didn't get that at the time, but now I've made it happen. Through the style tab you can toggle the wax seal and its stamp, and using the pt box on creatures. Due to the font, there are two quirks to the font, + has to be added via Format->Insert Symbol, and the red hyphen in the typeline is a box, though it will be automagically fixed if your card uses the hyphen. You'll need to install the included font if you haven't already got it from a pre-8th frame.



M15 Textless

M15 Textless is designed for the fullart version you see on the left there, but has a style option to make the text visible and editable, either for the modified DKA on the right, or to easily add text to these cards for exporting their rules text to Lackey, Cockatrice, or Planesculptors. It's also had a few modifications carried over from M15 Altered.

{M15 Textless}M15 Textless is designed for the fullart version you see on the left there, but has a style option to make the text visible and editable, either for the modified DKA on the right, or to easily add text to these cards for exporting their rules text to Lackey, Cockatrice, or Planesculptors. It's also had a few modifications carried over from M15 Altered.



M15 Outlaws





While I may be magic at the code, I'm not great at the arts, so Sakon stepped in to work his magic on the Outlaw frames. Outlaws and Planeswalker Outlaws bring all the code over from M15 Altered and Mainframe Planeswalkers respectively, while adding a text field in the target to put a price on the head of whomever you want. Outlaws comes with two additional fonts, so be sure to install those before moving the folders into MSE/data/ While I may be magic at the code, I'm not great at the arts, so Sakon stepped in to work his magic on the Outlaw frames. Outlaws and Planeswalker Outlaws bring all the code over from M15 Altered and Mainframe Planeswalkers respectively, while adding a text field in the target to put a price on the head of whomever you want. Outlaws comes with two additional fonts, so be sure to install those before moving the folders into MSE/data/ {M15 Outlaws, Planeswalker Outlaws, and Token Outlaws}



Mainframe Game Files

What's All This Then?

The Mainframe Game Files Update adds several QoL features to all Magic templates:



- 5 Custom Watermarks per set.

- A Masterpiece rarity and set code, and accompanying pack options for including it.

- The Wedge Sorting set option has been updated with an Unsorted option, allowing Shard and Wedge sorting in the same set.

- The add multiple card option "Add Horizontal Cycle" has been replaced with Add Common, Add Uncommon, and Add Rare Cycle options

- Tokens and Special rarity cards have been removed from the normal Cost and Color statistics

- Cards without artists now count as "No Artist" in the Illustrator tab

- The subtypes and dictionary have been updated. If you run into any other real/Magic words that trip the spellchecker, let me know and I'll add them.

- Keywords have been updated to Rivals of Ixalan.



It also adds some features that have been rolled out to nearly all public templates. I can't host all of those templates, so they can be found in r/cm's various template packs instead.



- A second set symbol for the Masterpiece rarity, letting them stay in the main set file while keeping all its functionality.

- The copyright line now automatically uses the one in the Set tab rather than being editable. This can be reverted in the Set tab.

- A style option "Remove from autocount" has been added, and should be used only after "Options specific to this card" has been checked. This allows for overcounted cards as seen in the Planeswalker decks, or allowing multiple counts in a set, such as for Masterpieces.

- Various styling issues such as centering, color indicators, and broken custom numbers will be fixed up along the way.



Mainframe Set Options

As we get more and more Mainframe templates, it makes sense to be able to change some settings for all of them in one place, which we can't do in the Style tab. Luckily the Set tab does handle that.



Use Flavor Bar : Enabling this will use the flavor bar on supported frames, currently M15 Mainframe, Mainframe DFC, M15 Future, and Mainframe Tokens.



Auto Legends : This is enabled by default and will automatically apply the Legendary frame to non-planeswalker Legendary cards in the supported frames (Mainframe M15, DFC, and Tokens)



Mainframe Rarity : An often requested feature is to use outside .pngs as set symbols instead of trying to wrestle with the symbol editor. M15 Mainframe finally brings the solution. First, create the .png renders for each of your rarities. You'll want to save these images into MSE/data/magic-mainframe-extras.mse-include (or a folder inside it) as "SETc.png", "SETu.png", "SETr.png", "SETm.png", "SETs.png", and "SETmp.png". You will want each of these even if you aren't using all the rarities, but the extra rarities can just be blank images or renamed copies of the other images. "SET" can be anything at all as long as it's consistent across all the images. Then you'll type "SET.png" into this textbox and the rarity symbol across all the Mainframe templates will update to your png images.

You will need to distribute these images alongside the set. I've tried a few things to prevent this but there's no user friendly way to keep the rarity symbols alongside the set file.



Custom Watermarks!

Custom Watermarks!



Custom watermarks have always been possible, but messy both to implement and share. Now you can assign custom watermarks in the set tab, and only need to add images to the watermarks folder.



Instructions

Create your watermark image in a program that supports transparency. 200x200 is a good size.



In MSE/data/magic-watermarks.mse-include, you'll want to add a folder to keep everything neat and reduce the chance of conflicting watermarks. For example, my folder will be "MSE/data/magic-watermarks.mse-include/cajun", and this is where we will save our watermark, "afnan_stand.png" in this case.





With that saved we go to our set's Set tab and add our watermarks address within the watermarks file as Custom Watermark 1, ie "cajun/afnan_stand.png" for our example.





Now when we use the watermark field, our custom watermark is waiting for us!





Remember to provide the watermark images alongside the set file, and remember to add those to the watermarks folder when they are given!

{Mainframe Game Files Update}What's All This Then?The Mainframe Game Files Update adds several QoL features to all Magic templates:- 5 Custom Watermarks per set.- A Masterpiece rarity and set code, and accompanying pack options for including it.- The Wedge Sorting set option has been updated with an Unsorted option, allowing Shard and Wedge sorting in the same set.- The add multiple card option "Add Horizontal Cycle" has been replaced with Add Common, Add Uncommon, and Add Rare Cycle options- Tokens and Special rarity cards have been removed from the normal Cost and Color statistics- Cards without artists now count as "No Artist" in the Illustrator tab- The subtypes and dictionary have been updated. If you run into any other real/Magic words that trip the spellchecker, let me know and I'll add them.- Keywords have been updated to Rivals of Ixalan.It also adds some features that have been rolled out to nearly all public templates. I can't host all of those templates, so they can be found in r/cm's various template packs instead.- A second set symbol for the Masterpiece rarity, letting them stay in the main set file while keeping all its functionality.- The copyright line now automatically uses the one in the Set tab rather than being editable. This can be reverted in the Set tab.- A style option "Remove from autocount" has been added, and should be used only after "Options specific to this card" has been checked. This allows for overcounted cards as seen in the Planeswalker decks, or allowing multiple counts in a set, such as for Masterpieces.- Various styling issues such as centering, color indicators, and broken custom numbers will be fixed up along the way.As we get more and more Mainframe templates, it makes sense to be able to change some settings for all of them in one place, which we can't do in the Style tab. Luckily the Set tab does handle that.: Enabling this will use the flavor bar on supported frames, currently M15 Mainframe, Mainframe DFC, M15 Future, and Mainframe Tokens.: This is enabled by default and will automatically apply the Legendary frame to non-planeswalker Legendary cards in the supported frames (Mainframe M15, DFC, and Tokens): An often requested feature is to use outside .pngs as set symbols instead of trying to wrestle with the symbol editor. M15 Mainframe finally brings the solution. First, create the .png renders for each of your rarities. You'll want to save these images into MSE/data/magic-mainframe-extras.mse-include (or a folder inside it) as "SETc.png", "SETu.png", "SETr.png", "SETm.png", "SETs.png", and "SETmp.png". You will want each of these even if you aren't using all the rarities, but the extra rarities can just be blank images or renamed copies of the other images. "SET" can be anything at all as long as it's consistent across all the images. Then you'll type "SET.png" into this textbox and the rarity symbol across all the Mainframe templates will update to your png images.You will need to distribute these images alongside the set. I've tried a few things to prevent this but there's no user friendly way to keep the rarity symbols alongside the set file.Custom watermarks have always been possible, but messy both to implement and share. Now you can assign custom watermarks in the set tab, and only need to add images to the watermarks folder.InstructionsCreate your watermark image in a program that supports transparency. 200x200 is a good size.In MSE/data/magic-watermarks.mse-include, you'll want to add a folder to keep everything neat and reduce the chance of conflicting watermarks. For example, my folder will be "MSE/data/magic-watermarks.mse-include/cajun", and this is where we will save our watermark, "afnan_stand.png" in this case.With that saved we go to our set's Set tab and add our watermarks address within the watermarks file as Custom Watermark 1, ie "cajun/afnan_stand.png" for our example.Now when we use the watermark field, our custom watermark is waiting for us!Remember to provide the watermark images alongside the set file, and remember to add those to the watermarks folder when they are given!



M15 Mainframe (v2.0)

M15 Altered (v1.1)



The grandaddy of all frames is finally ready. M15 Altered has been massively upgraded, with seven frames able to be applied, many in combination with each other.



Text Chopping : Text chopping works the same as ever, and will even be saved from your previous M15 Altered, but now has an extra mode. I've had a few requests to change it to be similar to Mainframe Planeswalkers where you type "5,5," in one box instead of "5" in two boxes, and this has been added into Chop Top.



Frames : The Map, Clear, Full-art Promo, Legendary, Miracle, Vehicle, and Nyx frame are all able to be used by this one template. With a few exceptions, these can be stacked to create Legendary Vehicles, Miracle Promos, and so on. (Vehicle overrides Nyx, Clear only works with Legend and Miracle, Map only works alone.)



Other options : Some various bits that have been requested, namely the prerelease stamp from M15 Extra, an option to use the brown pt for Legendary Vehicle, the dropbar from the Pokemon template, and the more accurate generic mana symbols created by ancestral.



Popout image style : Brought over from M15 Extra (and the other Mainframes now) is the option to place a second image that will go over all the other elements of the card. For those of you new to this, this text box wants the left coordinate, top coordinate, width, and height of the popout images, such as "29,59,316,231," which is the placement of the normal image.



Flavor bar offset : Brought over from M15 Flavor Bar, this allows you to tweak the placement of the flavor bar when the equation goes a bit off. Typically you will be bumping it up by "1" or "2" or rarely bumping it down by "-1" or "-2". The crux of the detection equation is estimating how many lines of flavor text you have, but sometimes the equation gets it wrong. Luckily, there's a simple fix: Typing "u" in Flavor bar offset will make it go up a line, typing "d" will make it go down a line. If it manages to get it super wrong you can double it to "uu" or "dd" to correct for two lines, but I haven't seen that actually needed yet.



Text Chopping Examples



M15 Altered adds two style options that move the top and bottom of the text field. This allows you to fix text running into the pt box and stamp, and lets you format the text without the run of spaces. Setting these at 5|5 for all cards fixes most issues, and card-specific 5|14 will fix the few that still have flavor text running into the pt. Only about 1% of cards will need margins smaller than 5|5, for reference, 5|5 was too big for only 3 of the 444 cards in Ophorio. From here you can also play around with the numbers to fix all those cards where the formatting looks wonky, like Echoing Sunder here:

{M15 Mainframe}The grandaddy of all frames is finally ready. M15 Altered has been massively upgraded, with seven frames able to be applied, many in combination with each other.: Text chopping works the same as ever, and will even be saved from your previous M15 Altered, but now has an extra mode. I've had a few requests to change it to be similar to Mainframe Planeswalkers where you type "5,5," in one box instead of "5" in two boxes, and this has been added into Chop Top.: The Map, Clear, Full-art Promo, Legendary, Miracle, Vehicle, and Nyx frame are all able to be used by this one template. With a few exceptions, these can be stacked to create Legendary Vehicles, Miracle Promos, and so on. (Vehicle overrides Nyx, Clear only works with Legend and Miracle, Map only works alone.): Some various bits that have been requested, namely the prerelease stamp from M15 Extra, an option to use the brown pt for Legendary Vehicle, the dropbar from the Pokemon template, and the more accurate generic mana symbols created by ancestral.: Brought over from M15 Extra (and the other Mainframes now) is the option to place a second image that will go over all the other elements of the card. For those of you new to this, this text box wants the left coordinate, top coordinate, width, and height of the popout images, such as "29,59,316,231," which is the placement of the normal image.: Brought over from M15 Flavor Bar, this allows you to tweak the placement of the flavor bar when the equation goes a bit off. Typically you will be bumping it up by "1" or "2" or rarely bumping it down by "-1" or "-2". The crux of the detection equation is estimating how many lines of flavor text you have, but sometimes the equation gets it wrong. Luckily, there's a simple fix: Typing "u" in Flavor bar offset will make it go up a line, typing "d" will make it go down a line. If it manages to get it super wrong you can double it to "uu" or "dd" to correct for two lines, but I haven't seen that actually needed yet.M15 Altered adds two style options that move the top and bottom of the text field. This allows you to fix text running into the pt box and stamp, and lets you format the text without the run of spaces. Setting these at 5|5 for all cards fixes most issues, and card-specific 5|14 will fix the few that still have flavor text running into the pt. Only about 1% of cards will need margins smaller than 5|5, for reference, 5|5 was too big for only 3 of the 444 cards in Ophorio. From here you can also play around with the numbers to fix all those cards where the formatting looks wonky, like Echoing Sunder here:



Mainframe Planeswalkers







Are you tired of planeswalker abilities that don't fit our unchanging template? Wish you could tweak those lines or loyalty costs even a hair, or maybe just use the 2-ability walker without switching templates? Want to have your planeswalkers break out of the frame like they do on TV on real cards? Well then welcome to



What's All This Then?

This is an overhaul to the planeswalker frame that allows you to create breakout images, slide the locations of the ability stripes and loyalty costs, use separate textboxes for each ability like the Leveler template, and the ability to use customized imagemasks (which can change both framebreaks and stripe placement).



Well What Do I Do With This?

Unzip the file in the link and move all three folders to Magic Set Editor/data. This will overwrite card_fields with some new fields (which will be used in a leveler overhaul before long) and should be compatible with Melds 3-in-1.

Here's a rundown of all the styling features and how to use them. REMEMBER to check 'Options specific to this card' before changing these or these will try to apply to every card on the frame.



Popout image style : This is one way to add framebreak images to your card. For those familiar with M15 Extra, this is the same code as there. This option wants the left coordinate, top coordinate, the width, and the height of your breakout image, with each number followed by a comma. For example "15,15,345,493," will add a new image over the non-border parts of the card. This image supports transparency, so by using a Photoshop or a GIMP, you can cut out everything but the breaking elements of your art and upload that image. Generally you will start this at "15,35,345,260,", which creates an image halfway through the name to the top of the typeline. Sometimes MSE will glitch out and not apply the transparency to this art. When this happens, save and reload, or make your cutout image 1 pixel wider and move it in the upload window, one of these will fix it.





Stripe coordinate : This sets the placement of the ability stripes starting at the top of the textbox, using the "#," system as before. The default for two-ability planeswalkers is "48," the default for standard planeswalkers is "27,80," and the default for four-ability planeswalkers is "21,69,119,". Increasing and decreasing those values will move the ability divider down and up respectively, and a blank space is a zero.





Move loyalty costs : Finally, a simple one. This wants four numbers (or blanks) followed by commas and moves the first, second, third, and fourth loyalty cost up that many pixels. If you need to move one down, use a negative. "2,2,-2,," move the first two up 2 pixels, the third down 2 pixels, and leaves the fourth alone, likely because it doesn't use it.



Use separate textboxes : This is a dropdown that sets the number of leveler-style textboxes. By default this is turned off, using the default M15 Planeswalkers code. Two-ability planeswalkers can only be used through this option.



Separated text size : This is used to cap the font size used by the separated textboxes because this can't be scripted automatically. The default is 14, but you will typically set this between 9.5 and 11.



Level N chop : While the textboxes are keyed to the Stripe coordinate option, sometimes it doesn't quite work out (or you're using a custom mask). For those cases these style options let you tweak the top and bottom of each of the textboxes. These work similarly to the loyalty costs, "2,2," will move the top and bottom of the textbox up 2 pixels, "10,-10," will make the textbox 10 pixels taller in each direction and so on.



Default image size : Disabling this will increase the size of the image so that it extends under the name, making it easier to get an image to cut out for framebreaks.



Illus. DrawingNightmare



Borderless : This increases the art size to cover the borders, which can be used for fortresses.





Custom mask : Warning, not for the faint of heart.

Normally, the ability stripes are created by an image mask that selectively makes the image transparent. Image masks look like this, with black being completely invisible, white being completely visible, and gray being the partial transparency seen under the abilities.



Several of these are included in the template, which can be edited (even in something as simple as Paint) the change the size of the image stripes or erase parts of the frame to allow the art to break out from underneath. Framebreaks done this way can't break the border and will go under text.



Once you have this mask, save it to the folder bundled with this named "magic-mainframe-extras.mse-include", preferably with a personal subfolder so as to not accidentally interfere with anyone elses. It comes with a few of my masks both as an example and as possibly usable masks. If you distribute a set that uses this method, be sure to distribute any of these masks as well. If the mask can't be found, the render will have a blank image (and if you wind up in this scenario, just delete the '.png' to use the default mask without losing the mask name). While the subfolder and descriptive names are only (very strong) suggestions, these masks have to be .pngs in magic-mainframe-extras.mse-include in order to work.



What's All This Mainframe Noise?

Mainframe started out as a template that would contain all the M15 frames in a single style. Unfortunately, there are a lot of issues inherent in that, some of which are project-breaking. For the time being, Mainframe will be a series of unified overhauls.



Update 3/27/16

Added Clear frames. {Mainframe Planeswalkers}Are you tired of planeswalker abilities that don't fit our unchanging template? Wish you could tweak those lines or loyalty costs even a hair, or maybe just use the 2-ability walker without switching templates? Want to have your planeswalkers break out of the frame like they doon real cards? Well then welcome to Mainframe Planeswalkers This is an overhaul to the planeswalker frame that allows you to create breakout images, slide the locations of the ability stripes and loyalty costs, use separate textboxes for each ability like the Leveler template, and the ability to use customized imagemasks (which can change both framebreaks and stripe placement).Unzip the file in the link and move all three folders to Magic Set Editor/data. This will overwrite card_fields with some new fields (which will be used in a leveler overhaul before long) and should be compatible with Melds 3-in-1.Here's a rundown of all the styling features and how to use them. REMEMBER to check 'Options specific to this card' before changing these or these will try to apply to every card on the frame.: This is one way to add framebreak images to your card. For those familiar with M15 Extra, this is the same code as there. This option wants the left coordinate, top coordinate, the width, and the height of your breakout image, with each number followed by a comma. For example "15,15,345,493," will add a new image over the non-border parts of the card. This image supports transparency, so by using a Photoshop or a GIMP, you can cut out everything but the breaking elements of your art and upload that image. Generally you will start this at "15,35,345,260,", which creates an image halfway through the name to the top of the typeline. Sometimes MSE will glitch out and not apply the transparency to this art. When this happens, save and reload, or make your cutout image 1 pixel wider and move it in the upload window, one of these will fix it.: This sets the placement of the ability stripes starting at the top of the textbox, using the "#," system as before. The default for two-ability planeswalkers is "48," the default for standard planeswalkers is "27,80," and the default for four-ability planeswalkers is "21,69,119,". Increasing and decreasing those values will move the ability divider down and up respectively, and a blank space is a zero.: Finally, a simple one. This wants four numbers (or blanks) followed by commas and moves the first, second, third, and fourth loyalty cost up that many pixels. If you need to move one down, use a negative. "2,2,-2,," move the first two up 2 pixels, the third down 2 pixels, and leaves the fourth alone, likely because it doesn't use it.: This is a dropdown that sets the number of leveler-style textboxes. By default this is turned off, using the default M15 Planeswalkers code. Two-ability planeswalkers can only be used through this option.: This is used to cap the font size used by the separated textboxes because this can't be scripted automatically. The default is 14, but you will typically set this between 9.5 and 11.: While the textboxes are keyed to the Stripe coordinate option, sometimes it doesn't quite work out (or you're using a custom mask). For those cases these style options let you tweak the top and bottom of each of the textboxes. These work similarly to the loyalty costs, "2,2," will move the top and bottom of the textbox up 2 pixels, "10,-10," will make the textbox 10 pixels taller in each direction and so on.: Disabling this will increase the size of the image so that it extends under the name, making it easier to get an image to cut out for framebreaks.: This increases the art size to cover the borders, which can be used for fortresses.: Warning, not for the faint of heart.Normally, the ability stripes are created by an image mask that selectively makes the image transparent. Image masks look like this, with black being completely invisible, white being completely visible, and gray being the partial transparency seen under the abilities.Several of these are included in the template, which can be edited (even in something as simple as Paint) the change the size of the image stripes or erase parts of the frame to allow the art to break out from underneath. Framebreaks done this way can't break the border and will go under text.Once you have this mask, save it to the folder bundled with this named "magic-mainframe-extras.mse-include", preferably with a personal subfolder so as to not accidentally interfere with anyone elses. It comes with a few of my masks both as an example and as possibly usable masks. If you distribute a set that uses this method, be sure to distribute any of these masks as well. If the mask can't be found, the render will have a blank image (and if you wind up in this scenario, just delete the '.png' to use the default mask without losing the mask name). While the subfolder and descriptive names are only (very strong) suggestions, these masksto be .pngs in magic-mainframe-extras.mse-include in order to work.Mainframe started out as a template that would contain all the M15 frames in a single style. Unfortunately, there are aof issues inherent in that, some of which are project-breaking. For the time being, Mainframe will be a series of unified overhauls.Added Clear frames.



M15 Mainframe Double Face Cards





Following in the footsteps of Mainframe Planeswalkers comes Mainframe DFC, allowing you to break out MainWalkers code to sparkers, sacrificers, and double-walkers. It also brings the clear, nyx, miracle, and map frames that can be applied to either side, along with the doublecast mana flags, the meld overlay, text chopping and M15 Altered's name and type shrinking, fixes the over-shadowed backface pt boxes, and some other QoL features like being able to remove the hovering PT or change it to a hovering loyalty. And for those of you who like experimenting with DFCs, two Custom slots have been added to the Transform symbol, which can be set to a location in magic-mainframe-extras.mse-include from the style tab, just like the custom masks from Mainframe Walkers. Following in the footsteps of Mainframe Planeswalkers comes Mainframe DFC, allowing you to break out MainWalkers code to sparkers, sacrificers, and double-walkers. It also brings the clear, nyx, miracle, and map frames that can be applied to either side, along with the doublecast mana flags, the meld overlay, text chopping and M15 Altered's name and type shrinking, fixes the over-shadowed backface pt boxes, and some other QoL features like being able to remove the hovering PT or change it to a hovering loyalty. And for those of you who like experimenting with DFCs, two Custom slots have been added to the Transform symbol, which can be set to a location in magic-mainframe-extras.mse-include from the style tab, just like the custom masks from Mainframe Walkers.



I've been working with this a lot the past few days, but this is possibly the most complicated frame we have now. If you do happen upon a bug, or something that you think is missing, let me know and I'll fix it up as quick as I can.



Template Quirks

Due to the complications of the DFC frame, Planeswalkers use separated textboxes instead of a combined one. Switching to 2 or 4 abilities (or any of the other frame styles) is done through the Style tab.

The text chopping is carried from Mainframe Planeswalkers rather than M15 Altered. This means rather than

chop top: 5

chop bottom: 5 your styling numbers will be

level 1 chop: -5,5,

It might take some getting used to, but you can tell when you need to add the negative

Mainframe DFC had to undo a 7-year old compatibility patch for the original DFC frames, so sorry for anyone still trying to make cards on that awful legacy frame, but hey, I hear it's a good time to upgrade



For those keeping track at home, MDFC obsoletes 17 frames (not counting Append which still has some tradeoffs ithink) and clocks in at 1.3x more code than DFC Append Walkers, 1.5x DFC Append, and 2.1x Mainframe Walkers.



Custom Transform Nodes:

cajun said:



In your set file, create a Mainframe DFC card and go to the Style tab. In Custom One and Custom Two, write the address to your card from within magic-mainframe-extras, for example my addresses are "cajun/comedy.png" and "cajun/tragedy.png". This will apply to each Mainframe DFC card that doesn't have the "options specific to this card" box checked at the time.



On your DFCs, you can now select those images by clicking the transform node and choosing Custom One and Custom Two.

Save your images to "magic-mainframe-extras.mse-include" as pngs, preferably in a specialized folder named for you.In your set file, create a Mainframe DFC card and go to the Style tab. In Custom One and Custom Two, write the address to your card frommagic-mainframe-extras, for example my addresses are "cajun/comedy.png" and "cajun/tragedy.png". This will apply to each Mainframe DFC card that doesn't have the "options specific to this card" box checked at the time.On your DFCs, you can now select those images by clicking the transform node and choosing Custom One and Custom Two. {Mainframe DFC}I've been working with this a lot the past few days, but this is possibly the most complicated frame we have now. If you do happen upon a bug, or something that you think is missing, let me know and I'll fix it up as quick as I can.Due to the complications of the DFC frame, Planeswalkers use separated textboxes instead of a combined one. Switching to 2 or 4 abilities (or any of the other frame styles) is done through the Style tab.The text chopping is carried from Mainframe Planeswalkers rather than M15 Altered. This means rather thanyour styling numbers will beIt might take some getting used to, but you can tell when you need to add the negativeMainframe DFC had to undo a 7-year old compatibility patch for the original DFC frames, so sorry for anyone still trying to make cards on that awful legacy frame, but hey, I hear it's a good time to upgradeFor those keeping track at home, MDFC obsoletes 17 frames (not counting Append which still has some tradeoffs ithink) and clocks in at 1.3x more code than DFC Append Walkers, 1.5x DFC Append, and 2.1x Mainframe Walkers.Custom Transform Nodes:



M15 Fusable Splits

This does some tweaks to the M15 Split template to make it line up with the ones seen in C16, and can be automatically converted to the Fuse template by typing anything into the Fuse textbox. It also adds a style option to disable the holofoil stamp if you find it still too in-the-way.

{Mainframe Splits}This does some tweaks to the M15 Split template to make it line up with the ones seen in C16, and can be automatically converted to the Fuse template by typing anything into the Fuse textbox. It also adds a style option to disable the holofoil stamp if you find it still too in-the-way.



Mainframe Tokens



Now that we've got a few token frames under out belt, there's been a few requests for crossovers, so lets just knock them all out in one go. Mainframe Tokens combines the Token Copy, Tall Tokens, Legendary Tokens, Clear Tokens, and HonchkrowDavid



As above, Mainframe Tokens works with the mainframe rarity, flavor bar, and auto legends Set options. It also has the prerelease stamp, ancestral mana symbols, popout image, and name/type altering, plus two options requested by crushcastles to center the pt box and remove the rarity symbol from the line, giving more room for the typeline. {Mainframe Tokens}Now that we've got a few token frames under out belt, there's been a few requests for crossovers, so lets just knock them all out in one go. Mainframe Tokens combines the Token Copy, Tall Tokens, Legendary Tokens, Clear Tokens, and's Nyx Tokens in almost all of their iterations (there's no clear+nyx, but everything else works).As above, Mainframe Tokens works with the mainframe rarity, flavor bar, and auto legends Set options. It also has the prerelease stamp, ancestral mana symbols, popout image, and name/type altering, plus two options requested by crushcastles to center the pt box and remove the rarity symbol from the line, giving more room for the typeline.



Cajun Style Emblems









SPOILER: Click to show

Unlike other emblem templates, the default setup for this template puts the art behind the emblem rather than on top of it:



















On the Style tab, change the Mask dropdown to Upload. This will add another image field to the card, where you will upload this image. Finally, change the Mask dropdown to Custom, and it will apply the mask. To create this, open "emblem_frame_mask.png" from the folder in your layering image editor of choice, then copy the art from MSE and paste it as a new layer, with the bottom of the images lined up. On a third layer, paint over the parts you want to break out with black, then merge the third and first layers. From here there are two ways to add framebreaking to the art. The popout option returns again for those who are good with cutouts. Otherwise there is a way to upload a new mask to allow only certain parts of the image to break out: {Custom Masking!}Unlike other emblem templates, the default setup for this template puts the art behind the emblem rather than on top of it:

This one's been around for a long while as the frame that creates the emblems for MSEM, however it is a very fiddly frame, requiring some image editing outside of MSE. I am finally releasing it because I've made an update that allows you to include all the pieces in MSE instead of extra files. So how does this frame work? {Mainframe Emblems}



(can be in the same file as regular cards)

Mainframe Planechase for Planechase







What's All This Then?

Mainframe Planechase adds a new Planechase frame using the "M15" version seen in Anthologies, separates the static and chaos text boxes, and automates Phenomenona. In the style options I've added three 'chaos break' options to allow for longer static or chaos abilities, a font size option for a little more tweaking, and an option to disable copyright and center the card info cause I just think that looks nicer. It also carries over Masterpiece and auto-copyrights from the Mainframe updates, and we'll see about updating the rest of Planechase to it. {Mainframe Planechase} Mainframe Planechase for Magic (can be in the same file as regular cards)Mainframe Planechase adds a new Planechase frame using the "M15" version seen in Anthologies, separates the static and chaos text boxes, and automates Phenomenona. In the style options I've added three 'chaos break' options to allow for longer static or chaos abilities, a font size option for a little more tweaking, and an option to disable copyright and center the card info cause I just think that looks nicer. It also carries over Masterpiece and auto-copyrights from the Mainframe updates, and we'll see about updating the rest of Planechase to it.



Mini Planes for Magic

for Planechase





A template that shrinks Mainframe Planes down to split card size. This isn't a perfectly even shrink so reimporting images into the tiny frame is recommended. Requested by 5lacker. {Mini Planes} Mini Planes for PlanechaseA template that shrinks Mainframe Planes down to split card size. This isn't a perfectly even shrink so reimporting images into the tiny frame is recommended. Requested by 5lacker.



M15 Sagas







It's finally done.



What's All This Then?

Despite WotC's best efforts, this is the Dominaria Sagas frame. With this you can fiddle with the ability placements and textboxes, and add in the full size watermarks. The reminder text is automatically added but also editable. Those of you who have used Mainframe Planeswalkers will be familiar with the controls, but here's the crash course. Sagas require a bit of work in the Style tab, so let's head over there and see what's new.







Chapter textboxes: This sets the defaults for two, three, or four boxes. The next two options will override this if they conflict.



Chapter number coordinates: This controls the placement of the five chapter hexes, and is formatted anywhere from "1," to "1,2,3,4,5," The defaults for two and three boxes are in the description along the bottom. These are going to range from 150 to 400 realistically. If you're putting multiple numbers on an ability, make the second 40px lower (as seen in the 360,400, above.)



Chapter divider coordinates: This controls the start/stop points of the chapter textboxes, and is formatted from "1," to "1,2,3,4," with the defaults along the bottom again. These are going to range from 200 to 400ish.



Separated text size: This controls the font size across all the chapter textboxes. If you need to change it 10 or 11 is usually your go to.



Wider watermarks: This is for the more artistic after the full Saga experience. On normal watermarks, this will allow them to spill over the bookmark, but allows you to use a custom watermark that is the proper size. Included in the style folder is "watermark_mask.png", this is your aspect ratio and also your layer mask.



Well What Do I Do With It?

Download and unzip the file and find the three folders inside. Move those three to your MSE/data/ folder. It includes an update to card_fields to help us out with the next problem...





How Do I Export This?

For those of you exporting Sagas to Cockatrice, Lackey, Planesculptors or w/e, Sagas throw a bit of a wrench in the code. I've worked my magic to make it as smooth as possible though. There is a new field, card.special_text, that is normally blank, but will write out the combined text for Sagas (and possibly walkers in a coming update). Anywhere where you would use card.text, you'll want the following instead.



(if card.special_text != "" then card.special_text else card.text)

card.special_text retains all the tags from card.text, so whatever you're doing there will be fine.

special text:

<i-auto>(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)</i-auto>

<kw-A><nospellcheck>Extort</nospellcheck><atom-reminder-expert> <i-auto>(Whenever you cast a spell, you may pay <sym>W/B</sym>. If you do, each opponent loses 1 life and you gain that much life.)</i-auto></atom-reminder-expert></kw-A>

I, II — Create a 1/1 black Rogue creature token with <kw-a><nospellcheck>lifelink</nospellcheck></kw-a>.

III — Each opponent loses life equal to the number of tokens you control. You gain life equal to the life lost this way.

{M15 Sagas}Despite WotC's best efforts, this is the Dominaria Sagas frame. With this you can fiddle with the ability placements and textboxes, and add in the full size watermarks. The reminder text is automatically added but also editable. Those of you who have used Mainframe Planeswalkers will be familiar with the controls, but here's the crash course. Sagas require a bit of work in the Style tab, so let's head over there and see what's new.This sets the defaults for two, three, or four boxes. The next two options will override this if they conflict.This controls the placement of the five chapter hexes, and is formatted anywhere from "1," to "1,2,3,4,5," The defaults for two and three boxes are in the description along the bottom. These are going to range from 150 to 400 realistically. If you're putting multiple numbers on an ability, make the second 40px lower (as seen in the 360,400, above.)This controls the start/stop points of the chapter textboxes, and is formatted from "1," to "1,2,3,4," with the defaults along the bottom again. These are going to range from 200 to 400ish.This controls the font size across all the chapter textboxes. If you need to change it 10 or 11 is usually your go to.This is for the more artistic after the full Saga experience. On normal watermarks, this will allow them to spill over the bookmark, but allows you to use a custom watermark that is the proper size. Included in the style folder is "watermark_mask.png", this is your aspect ratio and also your layer mask.Download and unzip the file and find the three folders inside. Move those three to your MSE/data/ folder. It includes an update to card_fields to help us out with the next problem...For those of you exporting Sagas to Cockatrice, Lackey, Planesculptors or w/e, Sagas throw a bit of a wrench in the code. I've worked my magic to make it as smooth as possible though. There is a new field, card.special_text, that is normally blank, but will write out the combined text for Sagas (and possibly walkers in a coming update). Anywhere where you would use card.text, you'll want the following instead.card.special_text retains all the tags from card.text, so whatever you're doing there will be fine.



M15 Future, Future Clear, and Future Planeswalkers

This is basically the Future frame updated with the standard M15 border and Beleren font. The default type symbol has also been updated with Fortress and Aetherprint added, but this and the font can be reverted in the style menu. Additionally, the symbol has been added to the casting cost font.

{M15 Future}This is basically the Future frame updated with the standard M15 border and Beleren font. The default type symbol has also been updated with Fortress and Aetherprint added, but this and the font can be reverted in the style menu. Additionally, thesymbol has been added to the casting cost font.



Aftermath

Supports hybrid/multicolor/artifact, identities and tombstones, and now land frames and p/t boxes. The bottom frame hybrid is 'sideways' but you can set the blending to vertical to put it normally.

{Amonkhet Aftermath}Supports hybrid/multicolor/artifact, identities and tombstones, and now land frames and p/t boxes. The bottom frame hybrid is 'sideways' but you can set the blending to vertical to put it normally.



Namecheck Exporter

A loooooong overdue update to the Namecheck Exporter, bringing it up to ELD's names.



What's All This Then?

This is an exporter for MSE that produces a text file of all card names that share a name with canon card names. Simply open the set you would like to check, ensure you're on a nontoken card, then click Export Set-> HTML-> Name Check. You can optionally check for cards with no artist credit as well. Save it somewhere you can find it. Open it up for a list of shared names!

{Namecheck Exporter}A loooooong overdue update to the Namecheck Exporter, bringing it up to ELD's names.This is an exporter for MSE that produces a text file of all card names that share a name with canon card names. Simply open the set you would like to check, ensure you're on a nontoken card, then click Export Set-> HTML-> Name Check. You can optionally check for cards with no artist credit as well. Save it somewhere you can find it. Open it up for a list of shared names!



LackeyCCG Exporter and sample plugin

Another overdue update to the Lackey exporter with instructions to create your own plugin for it.

On top of some fixes, token creation, scry, reveal/look/exile scripts, entering the battlefield tapped or with counters, and planeswalker abilities are now automagically scripted within Lackey. Note the tokens and emblems need to be in the same set file for Lackey to make the tokens.



Instructions:

- Download this and unzip it.

- Move magic-lackeyccg.mse-export-template to your MagicSetEditor/data/ folder

- Move sample to LackeyCCG/plugins

- Open the set file to export.

- Watch out for the limitations below, make sure you're not viewing a token, then go to Export Set -> HTML -> Lackey

- Put the set's unique name or set code into set code

- If you are exporting with DFC-Exporter templates, change that option to Back faces

- If you create Clue tokens without using Investigate, set that to yes. [This was a MSEM switch that got carried over]

- If this is a new set or an image update, set export images to yes. For just allcards updates, you can disable it.

- Export that set and save it within LackeyCCG/plugins/sample/sets



- Copy paste the data in the saved .txt into allcards.txt (you can overwrite the sample cards there)

- Rename the SET-files folder to just SET and move it into setimages

- In the SET folder, cut the images at the end, labeled SET1, SET2 etc and paste them into the tokens folder in setimages.



- Rename the plugin/sample folder to the name of your plugin.

- In your folder, open the format file. Rename Format to your format name and TST to your set code. You can add additional sets to this format with <set>SET</set> within the <format> tags

- Open the plugininfo and replace "sample" with the name of your plugininfo

- And if you'd like to add packs, open the packs file and open packdefinitions1.xml in Notepad. There is a template there for packs with or without mythic rares, all that needs to be changed is the TST to the set code you exported with.



- Open Lackey and click the plugin tab, browse installed plugins and click your plugin to ensure it loads up correctly

- Once you're ready to share, zip the plugin folder and upload it to your site of choice.



- DFC-Exporter -

- DFC-Exporter and DFC-Sparker-Exporter are a pair of templates that make it easier to export DFC images for Lackey

- The DFC exporters will start on the backface, so export at least the DFCs with the Back face option on

- Then go to the style tab of one of those cards and flip "back face" to no, then export the full set with the Front face option in the exporter

- This will create the images needed automatically and the full allcards data



Script Limitations

Teeny Text

- Autoscript only checks the first four paragraphs per face.



I Never Make Tpyos

- Many of these autoscripts need exact wording to function. Here is the token check, bracketed bits are [optional]



[create LEGENDNAME, ]number(X, a, an, two-twenty)[ tapped][ and attacking][ snow][ legendary] [p/t] [color1] [and color2] subtype[ subtype2][ subtype3] [enchantment ][artifact ][land ][creature ]token(s)[ with stuff][ named stuff]

- Subtypes can be any word that starts with a capital letter. Tokens must have at least one subtype to be autoscripted.

- Tokens should be named their subtypes OR the words after "token named " in the ability creating them

- Planeswalker Emblems should be named Emblem, with a typeline of Emblem - [Planeswalker Subtype]



Way Too Many Tokens

- Per line, this can create up to 20 tokens of up to three different types

- "Create ten 1/1 white Soldier creature tokens, ten 2/2 white Knight creature tokens, and ten 3/3 white Angel creature tokens with flying." works but "Create twenty-one 1/1 white Soldier creature tokens." and "Create a 1/1 white Soldier creature token, a 1/1 blue Soldier creature token, a 1/1 black Soldier creature token, and a 1/1 red Soldier creature token." do not.

- These token scripts can be added/adjusted in allcards.txt as such:



Spawn [type] tokens /spawn[x2, x3 etc if multiple] [Token's name, by default "PT Colors Subtypes SetCode"]

INFINITE KNOWLEDGE

- Autoscript can't handle Scry 10+ or reveal/look/exile more than twenty cards.

- These can be adjusted in allcards.txt as such:



<s><l>Reveal the top X</l><f>/vp1atX</f></s> Look at top X /vp1ptX Reveal the top X /vp1atX

Double Check

-Scry X, then reveal/look effects in the same sentence will only scry. This can be fixed in the allcard.txt



<s><l>Scry X</l><f>/vp1ptX</f></s><s><l>Reveal Y</l><f>/vp1atY</f></s> ##fixed version Scry X, then reveal Y /vp1ptX;/vp1atY ##original Scry X /vp1ptX Reveal Y /vp1atY ##fixed version

- Only the first counter check will be autoscripted. If you /really/ need that +1/+1 counter Vanishing card, you can add them like this

=X</f></s>

##where is red, green, or yellow, and X is your number. y Initialize /cc

{LackeyCCG Exporter}Another overdue update to the Lackey exporter with instructions to create your own plugin for it.On top of some fixes, token creation, scry, reveal/look/exile scripts, entering the battlefield tapped or with counters, and planeswalker abilities are now automagically scripted within Lackey. Note the tokens and emblems need to be in the same set file for Lackey to make the tokens.Instructions:- Download this and unzip it.- Move magic-lackeyccg.mse-export-template to your MagicSetEditor/data/ folder- Move sample to LackeyCCG/plugins- Open the set file to export.- Watch out for the limitations below, make sure you're not viewing a token, then go to Export Set -> HTML -> Lackey- Put the set's unique name or set code into set code- If you are exporting with DFC-Exporter templates, change that option to Back faces- If you create Clue tokens without using Investigate, set that to yes. [This was a MSEM switch that got carried over]- If this is a new set or an image update, set export images to yes. For just allcards updates, you can disable it.- Export that set and save it within LackeyCCG/plugins/sample/sets- Copy paste the data in the saved .txt into allcards.txt (you can overwrite the sample cards there)- Rename the SET-files folder to just SET and move it into setimages- In the SET folder, cut the images at the end, labeled SET1, SET2 etc and paste them into the tokens folder in setimages.- Rename the plugin/sample folder to the name of your plugin.- In your folder, open the format file. Rename Format to your format name and TST to your set code. You can add additional sets to this format with SET within the tags- Open the plugininfo and replace "sample" with the name of your plugininfo- And if you'd like to add packs, open the packs file and open packdefinitions1.xml in Notepad. There is a template there for packs with or without mythic rares, all that needs to be changed is the TST to the set code you exported with.- Open Lackey and click the plugin tab, browse installed plugins and click your plugin to ensure it loads up correctly- Once you're ready to share, zip the plugin folder and upload it to your site of choice.- DFC-Exporter - Download Link - DFC-Exporter and DFC-Sparker-Exporter are a pair of templates that make it easier to export DFC images for Lackey- The DFC exporters will start on the backface, so export at least the DFCs with the Back face option on- Then go to the style tab of one of those cards and flip "back face" to no, then export the full set with the Front face option in the exporter- This will create the images needed automatically and the full allcards data- Autoscript only checks the first four paragraphs per face.- Many of these autoscripts need exact wording to function. Here is the token check, bracketed bits are [optional]- Subtypes can be any word that starts with a capital letter. Tokens must have at least one subtype to be autoscripted.- Tokens should be named their subtypes OR the words after "token named " in the ability creating them- Planeswalker Emblems should be named Emblem, with a typeline of Emblem - [Planeswalker Subtype]- Per line, this can create up to 20 tokens of up to three different types- "Create ten 1/1 white Soldier creature tokens, ten 2/2 white Knight creature tokens, and ten 3/3 white Angel creature tokens with flying." works but "Create twenty-one 1/1 white Soldier creature tokens." and "Create a 1/1 white Soldier creature token, a 1/1 blue Soldier creature token, a 1/1 black Soldier creature token, and a 1/1 red Soldier creature token." do not.- These token scripts can be added/adjusted in allcards.txt as such:- Autoscript can't handle Scry 10+ or reveal/look/exile more than twenty cards.- These can be adjusted in allcards.txt as such:-Scry X, then reveal/look effects in the same sentence will only scry. This can be fixed in the allcard.txt- Only the first counter check will be autoscripted. If you /really/ need that +1/+1 counter Vanishing card, you can add them like this



Cockatrice Exporter



Looks like this one was a long time coming. With some assistance from Zeu, the Cockatrice exporter has gotten several updates:

The exporter now creates the images files with proper names, instead of having to jump through all the hoops you had before. This includes token images.

The exporter now creates a tokens.xml file, with the option to add your set code to the end of your token names rather than a random string of spaces. This is in the same folder with the images.

Added support for Sagas, mainframes, and the missing DFC iterations.

Added a tagging system in MSE for creating reverse-related blocks:

To use this, add "!related" in your card notes, then follow it with the card names that produce your token, separated by linebreaks or semicolons. You can close it with a second "!" if you want to add more text after it (any text before it is already fine). Some example tags:

!related This card;That card;Some other card!extra junk



!related

This card

That card

Some other card For those of you with too many of these, this is the one subtitled "Updated Full Exporter"

{Cockatrice Exporter}Looks like this one was a long time coming. With some assistance from Zeu, the Cockatrice exporter has gotten several updates:The exporter now creates the images files with proper names, instead of having to jump through all the hoops you had before. This includes token images.The exporter now creates a tokens.xml file, with the option to add your set code to the end of your token names rather than a random string of spaces. This is in the same folder with the images.Added support for Sagas, mainframes, and the missing DFC iterations.Added a tagging system in MSE for creating reverse-related blocks:To use this, add "!related" in your card notes, then follow it with the card names that produce your token, separated by linebreaks or semicolons. You can close it with a second "!" if you want to add more text after it (any text before it is already fine). Some example tags:For those of you with too many of these, this is the one subtitled "Updated Full Exporter"



Planesculptors Exporter



I've worked with mzabsky to update the Planesculptors exporter to handle Sagas, mainframe Walkers and DFC, and now Plane cards. It's recommended you use the big planes for PS, as the little frames will still take up the same space, just with whitespace filler.

{Planesculptors Exporter}I've worked with mzabsky to update the Planesculptors exporter to handle Sagas, mainframe Walkers and DFC, and now Plane cards. It's recommended you use the big planes for PS, as the little frames will still take up the same space, just with whitespace filler.

To Do List:

Mainframe Watermark touchups



M15 Original Conspiracy

DFC Future



Figured I should collect these somewhere now that there'sbunches of em now. To install, unzip the given folder, install any fonts you don't have, then move the folders into your Magic Set Editor/data folder.All of these frames are now available via github ! You can download them all in one go by clicking the green Code button and then Download ZIP, and the more code-y among you might find other things to do with that.Mainframe is a collection of frames with more advanced options, allowing for a lot more customization of cards and more set-wide options. All of these frames will need the Game Files from the first spoiler, or you can pick up the complete Mainframe Pack here to get them all in one go.2.0.2 UpdatesAugment