Please Help Define Manalink.csv
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Please Help Define Manalink.csv
by CirothUngol » 13 Oct 2010, 07:16
Hiya guys, it's insane request day!
I'm trying to understand the use and meaning of all of the Headers in the Manalink.csv file and build a comprehensive list of definitions. If anyone is in the know, please help me to fill in my murky knowledge by providing corrections, additions and answers so I can try to fill in the Blanks.
I'll place the lengthy text in a CodeBox and incorporate any responses I might receive.
Any help in this regard would be most appreciated.
Edit:
This has been posted to the Manalink 2.0 Reference Wiki.
I'm trying to understand the use and meaning of all of the Headers in the Manalink.csv file and build a comprehensive list of definitions. If anyone is in the know, please help me to fill in my murky knowledge by providing corrections, additions and answers so I can try to fill in the Blanks.
I'll place the lengthy text in a CodeBox and incorporate any responses I might receive.
- Code: Select all
Definitions and Specifications for Manalink.csv
Updated: 2010.10.14
The file itself is actually not a Comma Separated Value file, but is instead a
Quoted-Delimited data file with a semi-colon as the delimeter. Any data
fields containing either delimeters or double-quotes (; or ") as part of their data
must themselves be surrounded by double-quotes. Mana symbols, program variables and
text associations are represented by a pipe character (|) followed by a letter, number
or symbol. These are used exclusively for rules text in the following data fields:
103. Rules Text
105. Damage Text
107. Effect Text
109. Legacy Text
Special display characters (ex. carriage return) are represented by a backslash (\)
followed by a letter or character. These are used exclusively in the preceding 4
data fields, as well as field #104. Flavor Text.
The available modifiers are:
|0 thru |9 - Generic Mana Symbol
|B - Black Mana Symbol
|U - Blue Mana Symbol
|G - Green Mana Symbol
|R - Red Mana Symbol
|W - White Mana Symbol
|X - "X" Mana symbol (ex. Crypt Rats)
|T - Tap Symbol
|a - Additional effect text produced by Card's ability (ex. Urza's Avenger)
|n - Modifier produced by Card's ability (ex. +|n/+0 until end of turn)
|S - Identifies the color(s) associated with Card (ex. |SBlack)
|H1 - Identifies the basic land type(s) associated with Card (ex. |H1Swamp)
|H2 - Identifies the landwalk ability(s) associated with Card (ex. |H2Swampwalk)
|L and |M - Replace word "L" with word "M" in Card text (ex. Magical Hack)
|#1 and |#2 - Associate 2 sections of text for different Card effects (ex. Raging River)
\n - Generates a "carriage return" when Card's text is displayed
\\ - Generates a "backslash" (\) when Card's text is displayed
There are currently 109 data fields in the header for Manalink.csv.
Each is detailed below:
1. ID
Unique numerical identifier for each Card. Currently the range is 0-1999.
2. Full Name
Complete name of Card as it appears on the upper-left of the printed original.
3. CODED CARD
A binary flag to define the coded status of a card. The possible values are:
0 - Uncoded and not usable
1 - Coded and usable
4. Name
Card name as it appears on the Playfield, in the Beckbuilder, etc. (potentially shortened
for in-game display). Usually the exact same as field #2-Full Name.
5. Expansion
A HexaDecimal number representing the Card's associated expansion.
There are 9 possible values:
0800h - Unlimited
0004h - Arabian Nights
0002h - Antiquities
0100h - Legends
0020h - The Dark
0008h - Astral Set
0040h - 8th Edition
01000h - Tokens
0080h - N/D
_______________________________________________
Q: What does "N/D" stand for, "Non-Determined"?
6. Color
A single digit associating each card with a specific color.
There are 8 possible values:
1 - Black
2 - Blue
3 - Artifact
4 - Gold
5 - Green
6 - Land
7 - Red
8 - White
_______________________________________________________
Q: How does this differ from field #45-Sleighted Color.
7. Card Type
A single digit defining the Card's type.
There are 8 possible values:
1 - Artifact
2 - Enchantment
3 - Instant
4 - Interrupt
5 - Land
6 - Sorcery
7 - Creature
8 - Token
8. DB Card Type 2
A value between 0 and 12 defining the general ability of the Card.
The possible values are:
0 - Not applicable (ex. basic land, vanilla creatures)
1 - Ante (ex. Darkpact, Jeweled Bird)
2 - Control permanent (ex. Aladdin, Control Magic)
3 - Counter spell (ex. Power Sink, Deathgrip)
4 - Direct damage (ex. Lightning Bolt, Sandstorm)
5 - Discard (ex. Mind Twist, Cursed Rack)
6 - Card drawing (ex. Ancestral Recall, Bazaar of Baghdad)
7 - Life gaining (ex. Stream of Life, Swords to Plowshares)
8 - Damage prevention (ex. Forcefield, Death Ward)
9 - Land destruction/alteration (ex. Armageddon, Gaea's Liege)
10 - Mana producers (ex. Black Lotus, Drain Power)
11 - Game stallers (ex. Mana Short, Unsummon)
12 - Creature enhancers or inflatable creatures (ex. Order of Leitbur, Helm of Chatzuk)
_____________________________________
Note: These values may be irrelevant.
9. Rarity
A single digit defining the Card's rarity for the purpose of draft and sealed deck tournaments.
There are 3 possible values:
1 - Common
2 - Rare
4 - Uncommon
10. Req Colorless
11. Req Black
12. Req Blue
13. Req Green
14. Req Red
15. Req White
Each is a single digit (0 - 9) defining the total upper right-hand casting cost of the Card.
16. Num Pics
A value between 1 and 27 indicating the number of pictures available for the Card in the folder
"CardArtNew". Additional pictures are indexed by adding a single letter to the end of the filename.
(ex. 0000.jpg, 0000A.jpg, 0000B.jpg, etc.)
17. Mod Direct Fire
18. Mod Land Destructor
19. Mod Draw Cards
20. Mod Discard
21. Mod Gain Life
22. Mod Damage Prevention
23. Mod Recycler
24. Mod Counter Spell
25. Mod Control
26. Mod Combat Manipulator
27. Mod Enchantments
28. Mod Artifacts
29. Mod Creature
30. Mod Creature Generator
31. Mod Damage Opponent
32. Mod Library Manipulation
Each of these is a single digit between 0 and 7.
These are a set of modifiers to help communicate the use, intent and purpose of
the Card and it's abilities to the AI. The values can be directly relational
(ex. Giant Growth, Righteousness) or subjective (ex. Spirit Link, Balance).
____________________________________________________
Q: Is this anywhere close to correct? If so, exactly
how does the AI relate to each value?
33. Mod Dummy 1
34. Mod Dummy 2
35. Mod Dummy 3
36. Mod Dummy 4
A small set of spare headings for expanding Card definitions.
These are unused.
37. AI Inc Power
38. AI Inc Toughness
Each is a one byte value defining the Cards ability to enhance the
power and toughness of creatures. The values can be directly relational
(ex. Giant Growth, Righteousness) or subjective (ex. Army of Allah, Magma Sliver).
________________________________________________________
Q: Does the AI use these values in gameplay? If so, how?
39. AI Power
40. AI Toughness
Creature's power/toughness as it appears in the lower-right of the printed original.
__________________________________________________________________________
Q: How does this differ from the other power/toughness (fields 83 and 84)?
41. AI Base Value
A one byte value used by the AI in determining the best cards to
select for limited play (draft, sealed deck, etc.). Higher is more valuable.
The following scale should be used in determining the Card's value:
0 - Cards that are useless in limited play (ex. Buried Alive, Conversion)
1 thru 9 - Filler cards (ex. Grizzly Bears, Drudge Skeletons)
10 thru 19 - Lands and mana fixers (ex. Badlands, Basalt Monolith)
20 thru 39 - Average creatures (ex. Giant Spider, Granite Gargoyle)
40 thru 49 - Medium quality removal (ex. Immolation, Weakness)
50 thru 59 - Above average creatures (ex. Durkwood Boars, Prodigal Sorcerer)
60 thru 69 - Strong spells (ex. Tidings, Vampiric Tutor)
70 thru 79 - Very strong creatures (ex. Air Elemental, Serra Angel)
80 thru 99 - High quality removal (ex. Terror, Swords to Plowshares)
100 thru 200 - Potentially game-winning bombs (ex. Loxodon Warhammer, Fireball)
__________________________________________________________________________________
Q: Is this value used for anything besides Card selection? Is it used in gameplay?
42. Dependent Artifact
43. Dependent Creature
44. Dependent Wall
A set of binary flags to mark cards and their effects as dependent on a specific type of
permanent, either as part of the casting cost or as a targeting requirement.
The possible values are:
0 - Not Required
1 - Required
________________________________________________________________________
Q: If this is correct, why are there no flags for lands or enchantments?
45. Sleighted Color
A 6 bit binary register associating the Card with multiple colors.
Each bit represents a color:
000001 (+1) - Unknown
000010 (+2) - Black
000100 (+4) - Blue
001000 (+8) - Green
010000 (+16) - Red
100000 (+32) - White
So a Card that is Black, Green and White would have a value of 42 (101010)
________________________________________________________________
Q: How does this differ from field #6 Color? Does this represent
changes to the Card's color after entering play?
46. VS Black
47. VS Blue
48. VS Green
49. VS Red
50. VS White
A set of binary flags to define Card as being distinctly "Anti-Color". It can be
protection from color (ex. Black Knight), destruction of color (ex. Northern Paladin),
counterspell ability (ex. Deathgrip), or presumably anything else that is
negatively color centric. The possible values are:
0 - Neutral toward this color
1 - May negatively affect this color
51. For Black
52. For Blue
53. For Green
54. For Red
55. For White
A set of binary flags to define Card as being distinctly "Pro-Color". It can be
creature enhancement (ex. Bad Moon), mana production (ex. Tolarian Academy),
creature production (ex. Call of the Herd), or presumably anything else
that is positively color centric. The possible values are:
0 - Neutral toward this color
1 - May positively affect this color
56. Count as Black
57. Count as Blue
58. Count as Green
59. Count as Red
60. Count as White
A set of binary flags used to associate multi-colored Cards with the
specific colors of their casting cost. Mono-colored Cards ignore these values.
The possible values are:
0 - Multi-colored Card does not have this color in its casting cost
1 - Multi-colored Card does have this color in its casting cost
61. VS Black Land
62. VS Blue Land
63. VS Green Land
64. VS Red Land
65. VS White Land
A set of binary flags to define Card as being distincly "Anti-Basic Land".
It can be landwalk ability (ex. Bog Wraith), destruction (ex. Flashfires),
alteration (ex. Conversion), or presumably anything else that negatively
affects a basic land type. The possible values are:
0 - Neutral toward this basic land type
1 - May negatively affect this basic land type
66. For Black Land
67. For Blue Land
68. For Green Land
69. For Red Land
70. For White Land
A set of binary flags to define Card as being distinctly "Pro-Basic Land".
It can be mana production (ex. Gauntlet of Might), augmentation (ex.
Living Lands), alteration (ex. Blood Moon), or presumably anything else
that positively affects a basic land type. The possible values are:
0 - Neutral toward this basic land type
1 - May positively affect this basic land type
71. Count as Black Land
72. Count as Blue Land
73. Count as Green Land
74. Count as Red Land
75. Count as White Land
A set of binary flags used to define the Card as ???
They may actually be this land type (ex. all basic lands, Badlands)
or not (ex. Gaea's Cradle, Vault of Whispers). The possible values are:
0 - Is not this basic land type, or does not produce this color of mana
1 - Is this basic land type, or does produce this color of mana
____________________________________________________________________________
Q: This is horribly inaccurate. Both Magical Hack and Phantasmal Terrain
have all of these flags set (counts as all lands), yet Llanowar Elves has
none of them set. What exactly are these flags for?
76. AI Flying
77. AI Banding
78. AI Trample
79. AI First Strike
80. AI Wall
81. AI Landhome
Each value is a single digit between 0 and 4 that defines the Card as
possessing, granting, affecting or being affected by that type or ability.
"AI Flying" includes all creatures with flying as well as Gravity Sphere
and Hurricane. "AI Trample" includes all creatures with trample
as well as Berserk and Armadillo Cloak. "AI First Strike" includes all
creatures with first strike as well as Urborg and Kobold Overlord.
_________________________________________________________
Q: Does the AI actually use these values during gameplay?
If so, for what? How do the values affect gameplay?
If not, then what do the values represent?
82. Exp Rarity
A 5 digit HexaDecimal number defining the Card's rarity in different expansions.
Each of the 5 digits represents a specific expansion, in the following order:
1st digit - 8th Edition
2nd digit - Chronicles
3rd digit - 5th Edition
4th digit - 4th Edition
5th digit - Revised
Each digit has 5 possible values representing the Card's rarity in that expansion:
0 - Unavailable in this expansion
1 - Uncommon
5 - Common
7 - Special Chronicles
9 - Rare
___________________________________________________________
Q: There are 16 Cards in the current Manalink.csv using the
"Special Chronicles" rarity. What exactly is it for?
83. Power
84. Toughness
Creature's power/toughness as it appears in the lower-right of the printed original.
__________________________________________________________________________
Q: How does this differ from the other power/toughness (fields 39 and 40)?
85. Num of DB Abilities
Numer of database abilities the Card possesses. Currently the range is 0-8.
The abilities are defined in the fields following this one.
86. DBA1
87. DBA2
88. DBA3
89. DBA4
90. DBA5
91. DBA6
92. DBA7
93. DBA8
Each is a one byte value associating the Card with one of the following abilities:
0 - No additional abilities
1 - Banding
2 - Desertwalk
3 - First strike
4 - Flying
5 - Forestwalk
6 - Vigilance
7 - Islandwalk
8 - Legendary landwalk
9 - Mountainwalk
10 - Plainswalk
11 - Poison
12 - Protection from black
13 - Protection from red
14 - Protection from white
15 - Haste
16 - Rampage
17 - Regeneration
18 - Deathtouch
19 - Swampwalk
20 - Trample
21 - Reach
22 - Banding granting
23 - First strike granting
24 - Flying granting
25 - Forestwalk granting
26 - Vigilance granting
27 - Islandwalk granting
28 - Mountainwalk granting
29 - Plainswalk granting
30 - Protection from artifacts granting
31 - Protection from black granting
32 - Protection from blue granting
33 - Protection from green granting
34 - Protection from red granting
35 - Protection from white granting
36 - Haste granting
37 - Rampage granting
38 - Regeneration granting
39 - Deathtouch granting
40 - Swampwalk granting
41 - Trample granting
42 - Reach granting
94. Mana Source Colors
A 6 bit binary register defining the colors of mana the Card can produce.
Each bit represents a color of mana:
000001 (+1) - Colorless (generic)
000010 (+2) - Black
000100 (+4) - Blue
001000 (+8) - Green
010000 (+16) - Red
100000 (+32) - White
So a Card that can produce Black, Green and White mana would
have a value of 42 (101010)
95. Inflatable
A binary flag defining the Card as self-inflatable. This includes both
the obvious (ex. Shivan Dragon, Carrion Ants, Dragon Whelp,
Granite Gargoyle) and the less obvious (ex. Fungusaur, Sengir Vampire,
Lhurgoyf, Rock Hydra, Wall of Wonder).
The possible values are:
0 - Card is not self-inflatable
1 - Card is self-inflatable
96. Hack Color
A 6 bit binary register associating the Card with multiple basic land types.
Each bit represents a different basic land type:
000001 (+1) - Unknown
000010 (+2) - Swamp
000100 (+4) - Island
001000 (+8) - Forest
010000 (+16) - Mountain
100000 (+32) - Plains
So a Card that is Swamp, Forest and Plains would have a value of 42 (101010)
97. Hack Mode
A single digit defining how the Card and its effects are
associated with lands.
There are 8 possible values:
0 - Card has no abilities that affect lands
1 - Card has landwalk
2 - Card has ability that affects lands
3 - Card's rules text affects lands
4 - Card has a continuous effect on lands
5 - Card is a sorcery, an instant or has a trigger that affects lands
6 - Card has effects that affect all players or other player's land
7 - Card has landhome
98. Enchant Type OWN
99. Enchant Type OPP
Each of these appears to be a value from 0 thru 8
________________________________________________________________________
Q: Are these values intended to help guide the AI's targeting decisions?
Are they used for Cards or effects other that enchantments?
100. Subtype
101. Subtype 2
Each is a one byte value identifing the Card's sub-types as defined
in the source file "subtypes.h". There are currently 232 possible values:
1 - Incarnation
2 - Artificer
3 - Advisor
4 - Pest
5 - Angel
6 - Anteater
7 - Ape
8 - Nightstalker
9 - Archer
10 - Dryad
11 - Artifact
12 - Antelope
13 - Assassin
14 - Atog
15 - Avatar
16 - Archon
17 - Plant
18 - Badger
19 - Aurochs
20 - Beeble
21 - Blinkmoth
22 - Basilisk
23 - Bat
24 - Bear
25 - Beast
26 - Bringer
27 - Sliver
28 - Berserker
29 - Monk
30 - Boar
31 - Trap
32 - Ally
33 - Ox
34 - Cyclops
35 - Camel
36 - Equipment
37 - Cephalid
38 - Chimera
39 - Centaur
40 - Cleric
41 - Shapeshifter
42 - Construct
43 - Cockatrice
44 - Artifact Creature
45 - Citizen
46 - Demon
47 - Eldrazi
48 - Devil
49 - Crab
50 - Djinn
51 - Shaman
52 - Dragon
53 - Dauthi
54 - Drake
55 - Deserter
56 - Druid
57 - Dwarf
58 - Eye
59 - Dreadnought
60 - Drone
61 - Efreet
62 - Egg
63 - Elk
64 - Elder
65 - Elemental
66 - Elephant
67 - Elf
68 - Enchantment
69 - Ferret
70 - Flagbearer
71 - Minion
72 - Fox
73 - Faerie
74 - Homunculus
75 - Frog
76 - Goat
77 - Graveborn
78 - Harpy
79 - Fungus
80 - Hellion
81 - Gargoyle
82 - Hippo
83 - Homarid
84 - Giant
85 - Gnome
86 - Goblin
87 - Lizard
88 - Hyena
89 - Jellyfish
90 - Soldier
91 - Gorgon
92 - Hag
93 - Human
94 - Horror
95 - Horse
96 - Kavu
97 - Hydra
98 - Imp
99 - Kirin
100 - Kor
101 - Juggernaut
102 - Kraken
103 - Lammasu
104 - Kithkin
105 - Knight
106 - Golem
107 - Kobold
108 - Land
109 - Leech
110 - Legend
111 - Mountain
112 - Licid
113 - Metathran
114 - Leviathan
115 - Monger
116 - Mongoose
117 - Desert
118 - Moonfolk
119 - Mutant
120 - Mystic
121 - Bird
122 - Manticore
123 - Nautilus
124 - Nephilim
125 - Merfolk
126 - Minotaur
127 - Ninja
128 - Masticore
129 - Octopus
130 - Myr
131 - Orb
132 - Orgg
133 - Oyster
134 - Ouphe
135 - Nightmare
136 - Nomad
137 - Island
138 - Ogre
139 - Pentavite
140 - Ooze
141 - Orc
142 - Forest
143 - Pegasus
144 - Swamp
145 - Phelddagrif
146 - Phoenix
147 - Pincher
148 - Plains
149 - Prism
150 - Rabbit
151 - Reflection
152 - Barbarian
153 - Rhino
154 - Rat
155 - Cat
156 - Rogue
157 - Rigger
158 - Salamander
159 - Scout
160 - Satyr
161 - Scarecrow
162 - Scorpion
163 - Serpent
164 - Shade
165 - Permanent
166 - Fish
167 - Pirate
168 - Samurai
169 - Saproling
170 - Serf
171 - Skeleton
172 - Slug
173 - Sheep
174 - Slith
175 - Spawn
176 - Specter
177 - Sphinx
178 - Spider
179 - Spirit
180 - Soltari
181 - Spellshaper
182 - Griffin
183 - Spike
184 - Turtle
185 - Thopter
186 - Treefolk
187 - Troll
188 - Not Used 1
189 - Splinter
190 - Unicorn
191 - Vampire
192 - Sponge
193 - Squid
194 - Squirrel
195 - Starfish
196 - Warrior
197 - Wall
198 - Survivor
199 - Thalakos
200 - Thrull
201 - Wizard
202 - Wolverine
203 - Wolf
204 - Wombat
205 - World
206 - Wraith
207 - Triskelavite
208 - Wurm
209 - Yeti
210 - Zombie
211 - None
212 - Crocodile
213 - Illusion
214 - Insect
215 - Vedalken
216 - Volver
217 - Weird
218 - Snake
219 - Sand
220 - Tetravite
221 - Whale
222 - Worm
223 - Zubera
224 - Assembly Worker
225 - Hound
226 - Lhurgoyf
227 - Tribal
228 - Shrine
229 - Carrier
230 - Mercenary
231 - Rebel
232 - Viashino
102. Type Text
The Card type as it appears to the left and below the Card's art on the printed original.
103. Rules Text
The complete updated rules text for the Card. Pipe (|) and Backslash (\) are allowed.
104. Flavor Text
The flavor text for the Card as it appears on the printed original.
Backslash (\) is allowed.
105. Damage Text
Additional rules text displayed on the Damage Card created
by this Card's damage effect. Pipe (|) and Backslash (\) are allowed.
106. Effect Title Text
Title displayed on the Effect Card produced by this Card's ability.
107. Effect Text
Additional rules text displayed on the Effect Card created
by this Card's ability. Pipe (|) and Backslash (\) are allowed.
108. Legacy Title Text
Title displayed on the Legacy Effect Card created
by this Card's ability.
109. Legacy Text
Additional rules text displayed on the Legacy Effect Card created
by this Card's ability. Pipe (|) and Backslash (\) are allowed.
Notes:
The goal for this definition is to be specific, inclusive, uniform and concise.
General questions to consider:
What is the range of values for each data field?
What exactly do the values represent? What are they used for?
Selection of Cards in limited play (draft/sealed deck)?
Used by the AI to help decide targets?
Is the value actively used by Manalink, or is it now irrelevant?
If so, what was it used for and why is it no longer needed?
Still to do:
Break down fields #17-32 and provide more accurate and singular definitions.
Any help in this regard would be most appreciated.
Edit:
This has been posted to the Manalink 2.0 Reference Wiki.
Last edited by CirothUngol on 14 Oct 2010, 06:37, edited 1 time in total.
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-
CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
- Location: Gulf Coast, Texas, USA
- Has thanked: 106 times
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Re: Please Help Define Manalink.csv
by jatill » 13 Oct 2010, 12:05
If you want to ask specific questions, I'll try to answer, but it's too much for me to plow through that giant doc.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Please Help Define Manalink.csv
by CirothUngol » 13 Oct 2010, 12:50
Highly understandable. ^_^
How about field #8 "DB Card Type 2"? It seems to be a value between 0 and 12, is this observation correct? What is this value used for and is there a table that shows what each value means? Does "DB" stand for "DataBase"?
...and the mess at the top of the text about the Pipe and Backslash characters, did I get that right? Did I miss any?
Thanx for any help JATill, much appreciated.
How about field #8 "DB Card Type 2"? It seems to be a value between 0 and 12, is this observation correct? What is this value used for and is there a table that shows what each value means? Does "DB" stand for "DataBase"?
...and the mess at the top of the text about the Pipe and Backslash characters, did I get that right? Did I miss any?
Thanx for any help JATill, much appreciated.
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-
CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
- Location: Gulf Coast, Texas, USA
- Has thanked: 106 times
- Been thanked: 108 times
Re: Please Help Define Manalink.csv
by jatill » 13 Oct 2010, 13:50
I don't know what DB Card Type 2 is. I think it is unused. DB does stand for database.
You got all the escape character stuff right.
How about you post everything to the wiki, and I can fill in some stuff you're missing?
You got all the escape character stuff right.
How about you post everything to the wiki, and I can fill in some stuff you're missing?
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Please Help Define Manalink.csv
by CirothUngol » 13 Oct 2010, 16:50
Well, there's a good idea. ^_^
I'm at work right now, but I'll finish up my SWAGs and try to post that monster to the Wiki tonight.
Incidently, who developed Manalink.csv? Was it SkyMarshall (and didn't he develop the C Programming branch)? Surely the values in "DB Card Type 2" mean something...
Thanx again for any attention you care to give to this matter.
I'm at work right now, but I'll finish up my SWAGs and try to post that monster to the Wiki tonight.
Incidently, who developed Manalink.csv? Was it SkyMarshall (and didn't he develop the C Programming branch)? Surely the values in "DB Card Type 2" mean something...
Thanx again for any attention you care to give to this matter.
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-
CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
- Location: Gulf Coast, Texas, USA
- Has thanked: 106 times
- Been thanked: 108 times
Re: Please Help Define Manalink.csv
by jatill » 13 Oct 2010, 17:02
It was MokCirothUngol wrote:Incidently, who developed Manalink.csv?
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Please Help Define Manalink.csv
by CirothUngol » 13 Oct 2010, 17:19
Oh, OK. Manalink.csv wasn't part of the original Manalink 2.0 distribution, so I thought it was developed later.
I'm sure this would belong in the "Reference" section of the Wiki, but please color me ignorant because I just took a quick glance at the Wiki Page and I don't see how to post new content. Can any user edit it?
I'm sure this would belong in the "Reference" section of the Wiki, but please color me ignorant because I just took a quick glance at the Wiki Page and I don't see how to post new content. Can any user edit it?
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
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Re: Please Help Define Manalink.csv
by jatill » 13 Oct 2010, 17:59
Yes, you just need to log in first. The reason the CSV isn't included in the distribution is that it's not needed to run the game. It gets turned into cards.dat via csv2dat.exe.CirothUngol wrote:Oh, OK. Manalink.csv wasn't part of the original Manalink 2.0 distribution, so I thought it was developed later.
I'm sure this would belong in the "Reference" section of the Wiki, but please color me ignorant because I just took a quick glance at the Wiki Page and I don't see how to post new content. Can any user edit it?
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Please Help Define Manalink.csv
by CirothUngol » 13 Oct 2010, 18:35
I thought I was logged in, until I spied the little LogIn link at the top. Thanx for the help (I've never wiki'd before).
Regarding the Manalink.csv... that makes sense. Too bad Mok's not around to answer questions anymore. I'll get that stuff posted to the Wiki tonight.
It's posted Here on the Wiki. I finished what I could of the definitions (hoping that most of it is right) and cleaned it up a little. Again, thanx for any attention you care to give it.
Regarding the Manalink.csv... that makes sense. Too bad Mok's not around to answer questions anymore. I'll get that stuff posted to the Wiki tonight.
It's posted Here on the Wiki. I finished what I could of the definitions (hoping that most of it is right) and cleaned it up a little. Again, thanx for any attention you care to give it.
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
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CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
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Re: Please Help Define Manalink.csv
by Aswan jaguar » 28 Jan 2012, 11:23
I am coming back to this post as I believe it is the proper place to continue to define Manalink.csv and now define also the exe part values=ct_all.csv.Mok who has done this work said that some fields need to get proper definition and Knowledge of how they work.Besides there are values as "Unknown".
Manalink csv columns
1)Hack colour=As Ciroth Ungol and Orion79 found has nothing to do with colour but with Lands and this tells AI that a card can be hacked.For human even if you put 0 value it is still hackable.As for that a more proper name would be "AI Hack Lands".
2)Hack modethis tells AI again how to hack and play his own hack cards-related to Lands.For instance AI won't hack his own cards if this value is 0 but will still hack opponents cards.A more accurate name would be
"AI play own hack-Lands"
In Manalink csv I checked the Hack Mode as this column has to do with AI hacking anything concerning "name" lands in the rules text.
Hack Mode
Value 1 (the most tricky for me)=having to do with landwalk but also with abilities that work when opponent has that land.
3 cards that are mystery to this value are:
1)Eternal flame is the mystery (unless is a false value added later)2)Active volcano,Flash Flood which weren't originally coded(were the values added later or they were added originally knowing how the engine works?)
Value 2(only 2 cards used it originally)=Transforms a land type to another land type.
Value 3=Card (P/T or existence)affects,affected by number or Kind of lands.
Value 4=Card affects,affected by a phase to land connection.It could even have to do with turn-land if Gaea's Touch (not originally coded has correct value)
Value 5=Card negatively affects the owner of that kind of lands.
Value 6=Don't play,there is no advantage if you don't own that kind of land.(Blood moon is tricky)
Value 7=Islandhome.
Nothing of course is thoroughly tested but only for the above lots of hours in 4 days were spend(unemployed unfortunately).It would be great if someone could also check my findings.
Edit if everybody agrees, CirothUngol please add to the name of the topic also exe part "ct_all"csv.
Manalink csv columns
1)Hack colour=As Ciroth Ungol and Orion79 found has nothing to do with colour but with Lands and this tells AI that a card can be hacked.For human even if you put 0 value it is still hackable.As for that a more proper name would be "AI Hack Lands".
2)Hack modethis tells AI again how to hack and play his own hack cards-related to Lands.For instance AI won't hack his own cards if this value is 0 but will still hack opponents cards.A more accurate name would be
"AI play own hack-Lands"
In Manalink csv I checked the Hack Mode as this column has to do with AI hacking anything concerning "name" lands in the rules text.
Hack Mode
Value 1 (the most tricky for me)=having to do with landwalk but also with abilities that work when opponent has that land.
3 cards that are mystery to this value are:
1)Eternal flame is the mystery (unless is a false value added later)2)Active volcano,Flash Flood which weren't originally coded(were the values added later or they were added originally knowing how the engine works?)
Value 2(only 2 cards used it originally)=Transforms a land type to another land type.
Value 3=Card (P/T or existence)affects,affected by number or Kind of lands.
Value 4=Card affects,affected by a phase to land connection.It could even have to do with turn-land if Gaea's Touch (not originally coded has correct value)
Value 5=Card negatively affects the owner of that kind of lands.
Value 6=Don't play,there is no advantage if you don't own that kind of land.(Blood moon is tricky)
Value 7=Islandhome.
Nothing of course is thoroughly tested but only for the above lots of hours in 4 days were spend(unemployed unfortunately).It would be great if someone could also check my findings.
Edit if everybody agrees, CirothUngol please add to the name of the topic also exe part "ct_all"csv.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: Please Help Define Manalink.csv
by Dave » 28 Jan 2012, 14:41
To assume that certain fields work as they seem to do, without knowing the code, is ,in program-terms, dangerous. It would be good to mention in the wiki, that this behaviour is assumed by way of testing instead of reading the code. That way when someone is analyzing asm, the wiki could be a very helpfull guide, without pointing the programmer in the wrong direction.
I certainly agree on the renaming of this topic with the "ct_all"csv.
I certainly agree on the renaming of this topic with the "ct_all"csv.
Re: Please Help Define Manalink.csv
by Aswan jaguar » 28 Jan 2012, 15:44
You are right it needs to be declared in the wiki that "findings" are mostly through tests-compare values,but so far everything we have in the wiki is through tests and comparing csv values mostly if I am not wrong.I don't have a single idea about coding but even Mok suggested to test things, values of the originally cards to understand how things work and if "coders" decrypt the code so the better.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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