thefiremind's generator makes them such that each tab is replaced with two or three spaces. I don't remember which, but it's consistent. You can do a find/replace for " " => " " and it'll do the whole file at once.
Since you're using Notepad++, you can also make a macro out of that. In case you haven't made a macro before, click the Macro menu and choose start recording. The, use only keyboard bindings to get the result you want (and don't use auto-complete, not that that's relevant to this scenario). Then, click macro-> Stop recording. Now, pressing ctrl-shift-p will perform the same keyboard actions (but no windows pop up or anything, very efficient). You can also go back into the macro menu and save the current macro, which is helpful because when you close Notepad++ the macro disappears. Mind you, I haven't saved a macro in a long time, so I can't give instructions off-hand, but I remember it being easy.
And to actually answer your question, yes, I made my own almost 2 years ago. It's in the subfolder within
tools. It's named Card Indentor. Note that it works by dropping files onto it. You can either drop files or a folder. It'll indent all XMLs with DotP in mind, meaning MultipleChoiceQuestion functions and similar things are indented specially for readability. It also fixes <br> tags in the cards, but I don't think those have been an issue for a long time (they used to slip through the generator and end up in the XML, but I think that was fixed at some point). While it's running, esc will exit it.
----
Splinterverse wrote: <TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_UPKEEP and TriggerPlayer() ~= nil
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local Target = TriggerPlayer()
if Target ~= nil then
Target:MillCards( 1 )
end
</RESOLUTION_TIME_ACTION>
That's not working because the "BEGINNING_OF_STEP" trigger doesn't have a TriggerPlayer(). You need "BEGINNING_OF_PLAYERS_STEP".
----
tmxk2012917 wrote:Lumpine Prototype could not attack even though both the opponent and I had no card in hand
Isn't that the opposite of what it was doing before?
I've now fixed it, and I'll even make sure to test it this time haha.
----
Splinterverse wrote:Ok. I am finished for today. Will be back tomorrow.
==CARDS==Coded, tested, uploaded-- FROM MISSING CARDS LIST --Rootwater ShamanXanthic StatueXun Yu, Wei AdvisorYamabushi's StormYavimaya AncientsYavimaya GnatsYawgmoth's EdictYawning FissureZodiac Dragon-- FROM CONSPIRACY TAKE THE CROWN --Domesticated HydraSinuous VerminSkittering CrustaceanSplitting SlimeStunt DoubleCoded, uploaded, but NOT tested:Death Spark (added graveyard position check from Xander)
==ART==High Quality:Abandon HopeAlliance of ArmsBrand of Ill OmenDomesticated HydraKrovikan HorrorRootwater ShamanSelvala, Heart of the WildsSinuous VerminSubterranean TremorsXanthic StatueXun Yu, Wei AdvisorYamabushi's StormYavimaya AncientsYavimaya GnatsYawgmoth's EdictYawning FissureLow Quality:Leovold, Emissary of TrestNaya SoulbeastSkittering CrustaceanHigh Quality but Cropped:Stunt DoubleThere are a few problem children that I could use input on:
Alliance of Arms @
http://pastebin.com/Q76U6B2hIt works fine for the player, but the opponent seems to be able to pick whatever number he/she/it wants and then not tap the mana, EVEN when he/she/it doesn't have the mana available. The AI loves picking 16 when it has one untapped mountain.
Brand of Ill Omen @
http://pastebin.com/PEzpZ9UvThis card fizzles on play. Can't for the life of me figure out why.
Naya Soulbeast @
http://pastebin.com/r0sfCXuYThis card also fizzles on play. No idea why.
I will be back at again tomorrow on more missing cards.
Alliance of Arms - I'm not sure off-hand. I'd have to do some in-depth testing. I'll do that later today when I work on
Mizzium Mortars.
Brand of Ill Omen - Enchant Creature is a SPELL_ABILITY, not an ACTIVATED_ABILITY. Don't forget it needs the attach_definition attribute, and don't forget its close tag:
- Code: Select all
<SPELL_ABILITY attach_definition="0">
Naya Soulbeast - A card that needs an ability to do something when it's not on the battlefield needs that ability's zctive_zone attribute (in the ability tag) set to whatever zone it will be in when it's supposed to trigger/do stuff. In this case, you'd use ZONE_ANY. Have a look at the code for
Emrakul, the Aeons Torn.
- Code: Select all
<TRIGGERED_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When you cast Emrakul, take an extra turn after this one.]]></LOCALISED_TEXT>
--...LOCALISED_TEXT...
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
<SFX text="GLOBAL_WARP_PLAY" />
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
if effectController ~= nil then
local team = effectController:GetTeam()
team:TakeExtraTurn()
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP always="1" />
</TRIGGERED_ABILITY>
nachonal986 wrote:Hey there, months that I didn't touch this excellent game, and I'm a little confused...
All the arts show as last modified on Feb 2016, and I didn't find the core file as before...
What happened?

Did you get your issue figured out?