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报告翻译问题






- I will make a separate mod that does not rely on any external data source as best I can. this will have separate boxes like the old lotus assassin mod, and will be listed and updated separately on the workshop. All current tools except the deck builder and card searcher will be in this iteration and it will act as a fall back for any future issues that may arise.
- I will investigate alternative methods to maintain the current, API supported, mod with a new API. I have been made aware of the existence of the TCGDex API which seems to be a good candidate but may not (yet) have all the features I need. If i am able to identify a good candidate I will update this mod to use the other API and (hopefully) no features will need to be lost.
For longer term maintenance anyone interested in learning the procedures should friend request or DM me, the process involves light scripting (mostly extending existing tables), some image editing for tool/energy icons and a varying amount of searching/investigative and spreadsheet work for gathering data, with the worst case sets requiring a certain amount of patience for poketuber pack openings.
This is because the new version of the API will not have any free access whatsoever, in part due to massive influx of bots and poorly made collector focused apps that have effectively DDoS'd the service (this is why the API is struggling ATM), however it is functionally impossible for a tabletop simulator mod to even log in to the service, as the password cannot be hidden from the user. Even attempting to use a proxy to handle requests just changes the problem to how you approve the mod for the proxy.
Because of this, starting after Mega Evolution's release, I will be looking to make the mod self-reliant. This will result in slower room loading (Worst Case Scenario: similar to other Pokemon TCG mods), larger file sizes, the removal of the search tile and likely slower updates due to more work needing to be done manually.
There are some upsides however, as there will no longer be set loading times if all data is in the mod.
I apologise for the issues we've had in this past month and my inability to more rapidly address the problems due to IRL commitments
Right click the coin object > "State" > Select desired state in multiples of 10 (i.e. state 20 = 200 dmg)
Not as of this time, however I would be willing to help anyone who was making a pocket booster sim by letting them use my code as a base.
[code] function onObjectLeaveContainer(container, obj)
if container == self then
local objClone = obj.clone({position = self.getPosition()})
self.putObject(objClone)
end
end [/code]
Attach this script to a bag that you have already loaded with your desired packs. You should get a random pack out, which will then be copied and inserted back into the bag. (The cards should be different for each pack, since cards are generated as the pack is opened, not as the pack object is created. Correct me if I'm wrong!)
This is an API-side problem, these cards do not exist on the API. I tried to get them added to the API years ago but they are still sitting in an abandoned Pull Request. Please contact pokemontcg.io with a request to add the sets.
I really need that booster pack script for another Pokémon project I'm working on (not cards but they still use Booster Packs for a reason I'm keeping hidden). I'm still designing the units, but Gen 1 is already a thing to a certain extent.