fixing quest e cards and changing card sets
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fixing quest e cards and changing card sets
by mtgrares » 03 Jun 2009, 19:18
The problem is that Gui_Quest_DeckEditor was using the class ReadBoosterPack which reads from common.txt instead of QuestData_BoosterPack which reads from quest-common.txt I personally use Chris's original rarity files for both common.txt and quest-common.txt. I thought it would be good to divide them but who knows?
I wrote this code using wordpad and the code may have small syntax errors.
I wrote this code using wordpad and the code may have small syntax errors.
- Code: Select all
QuestData_BoosterPack.java - add this method
public String getRarity(String cardName)
{
if(commonCreature.contains(cardName) || commonSpell.contains(cardName))
return "common";
else if(uncommonCreature.contains(cardName) || uncommonSpell.contains(cardName))
return "uncommon";
else if(rareCreature.contains(cardName) || rareSpell.contains(cardName))
return "rare";
else
return "error";
}
Gui_Quest_DeckEditor - I changed one line, ReadBoosterPack to Quest_ReadBoosterPack
public void updateDisplay(CardList top, CardList bottom)
{
topModel.clear();
bottomModel.clear();
Card c;
String cardName;
Quest_ReadBoosterPack pack = new Quest_ReadBoosterPack();
ArrayList<String> addedList = AllZone.QuestData.getAddedCards();
//update top
for(int i = 0; i < top.size(); i++)
{
c = top.get(i);
cardName = c.getName();
c.setRarity(pack.getRarity(cardName));
if(addedList.contains(cardName))
c.setRarity("new");
topModel.addCard(c);
}//for
//update bottom
for(int i = 0; i < bottom.size(); i++)
{
c = bottom.get(i);
c.setRarity(pack.getRarity(c.getName()));;
bottomModel.addCard(c);
}//for
topModel.resort();
bottomModel.resort();
}//updateDisplay
- mtgrares
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Re: source code - fixing quest e cards
by Chris H. » 03 Jun 2009, 19:31
I think that with the recent changes that you made to the way cards are distributed to our starting pool will help to alleviate the imbalance that we were seeing in quest mode.mtgrares wrote:I thought it would be good to divide them but who knows?
It may be difficult for the development team to keep track of and maintain multiple sets of rarity files. If members of our user base chose to create an alternate set of rarity files, great. We can include other people's contribution in a sub-directory ... we could call it "alternate rarity sets".
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Re: source code - fixing quest e cards
by Rob Cashwalker » 04 Jun 2009, 03:32
One suggestion spawned from the custom card threads, is if there could be an easy way to switch card sets while Forge is running. From my understanding of the code, the cardset gets loaded on startup, I don't know how well the system could handle the switch.
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Re: source code - fixing quest e cards
by DennisBergkamp » 04 Jun 2009, 16:50
Cool thanks, yes this fix works (with some minor tweaks). No annoying e's in quest mode anymore,
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Re: source code - fixing quest e cards
by mtgrares » 04 Jun 2009, 18:22
The card files could be changed by the user, with some minor tweaking. Maybe let the user select which files are read for the different rarities: common, uncommon, rare. The only reason why I haven't added this feature is because I wouldn't use it but I understand how other people would.Rob Cashwalker wrote:One suggestion spawned from the custom card threads, is if there could be an easy way to switch card sets while Forge is running. From my understanding of the code, the cardset gets loaded on startup, I don't know how well the system could handle the switch.
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Re: source code - fixing quest e cards
by mtgrares » 09 Jun 2009, 18:11
Mostly I just have to update the gui, the coding isn't that hard.
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