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MTGForge 02/08 (unofficial BETA) version

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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 11 Feb 2009, 18:04

DennisBergkamp wrote:- Valor, Anger, Wonder now only work if the corresponding land is controlled.
The cards.txt file needs to be updated for this added feature for these three cards. They should be changed to:

Anger
3 R
Creature Incarnation
As long as Anger is in your graveyard and you control a Mountain, creatures you control have Haste.
2/2
Haste

Valor
3 W
Creature Incarnation
As long as Valor is in your graveyard and you control a Plains, creatures you control have First Strike.
2/2
First Strike

Wonder
3 U
Creature Incarnation
As long as Wonder is in your graveyard and you control an Island, creatures you control have Flying.
2/2
Flying
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Re: MTGForge 02/08 (unofficial BETA) version

Postby DennisBergkamp » 11 Feb 2009, 18:34

Thanks Chris, I got the deck files, and fixed my cards.txt :)
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 12 Feb 2009, 13:42

I have found 19 cards which can be added via the new "TgtKPump" command which is part of the MTG Forge 02-08 beta release. These cards do not require any additional coding.

We need someone to enter the data for these 19 cards into Rob's card editor application. I could enter the data myself but I want to give other people a chance to participate.

If someone volunteers, then I can provide them the additional data for these cards. I'm sure there are people here that could answer any questions that you may have.


The 19 cards which I found are:

Bant Battlemage
Battle Rampart
Elvish Herder
Flying Carpet
Fyndhorn Bow
Harmattan Efreet
Heartwood Shard
Icatian Scout
Iron Lance
Ivy Dancer
Jamuraan Lion
Pixie Queen
Restless Bones
Sunhome, Fortress of the Legion
Unseen Walker
War Chariot
Weatherseed Elf
Whip Sergeant
Wind Dancer


EDIT:

The following 4 cards were removed. We are not yet able to do targeted regenerate.

Niall Silvain
Ragnar
Suture Spirit
Yavimaya Hollow
Last edited by Chris H. on 12 Feb 2009, 23:20, edited 2 times in total.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Rob Cashwalker » 12 Feb 2009, 14:58

There are a couple on your list we can't do yet.

Targeted Regenerate is not available yet. Soon though, after the targeted pumps are done.

EDIT: I was thinking, it might work like this:

TgtKPump {cost}:RegenerateMe: 0

But now that I think of it, using keywords to define similar code only works when the cards are first generated. When Forge starts up, CardFactory creates all the card objects, and either the keyword parsers create abilities, or the explicit card code create abilities. If the game assigns one of our code keywords to a card mid-game, it's meaningless, because the card doesn't suddenly parse its keyword list. Though, as I'm thinking about things, this is one thing that could probably be hacked in at some point...

So a dedicated TgtRegenerate will still need to be done.

Just as chris has offered to let others do some leg work on these new cards, I'd like to remind the programmers among us, that the overall structure of these keyword code parsers has been well defined now. Maybe someone else would like to fill in a few keywords. Just look at a card in Forge that does something simple, but is often repeated, and then translate the code into something more generic.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 12 Feb 2009, 16:32

Rob Cashwalker wrote:There are a couple on your list we can't do yet.

Targeted Regenerate is not available yet. Soon though, after the targeted pumps are done.

EDIT: I was thinking, it might work like this:

TgtKPump {cost}:RegenerateMe: 0
It is starting to make sense to me. I'm sure that in play testing this would become apparent.

This morning I decided to test the boundaries with the following and found that it would not work:


Scornful AEther-Lich
3 U
Artifact Creature Zombie Wizard
no text
2/4
KPump W B:Fear/Vigilance
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Huggybaby » 12 Feb 2009, 16:39

I just got around to trying this latest version. Will an .exe be added for those who don't have java?

<edit> And now that there's a pics directory, why do pics still download to the root directory?
<edit> How do I get resizable game area to work?
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 12 Feb 2009, 17:20

<edit> And now that there's a pics directory, why do pics still download to the root directory?
This problem should be fixed in the next version.

<edit> How do I get resizable game area to work?
When Forge is launched you will see the New Game window. There is a Resizable Game Area checkbox above the Start Game button.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby DennisBergkamp » 12 Feb 2009, 17:26

I just got around to trying this latest version. Will an .exe be added for those who don't have java?
I've always just made runnable JAR files, I'm not sure how to create an .exe. Does anyone know ?
I know Forge's previous versions always had an .exe file, but I think they still required Java to run. Maybe I'm wrong though.

<edit> And now that there's a pics directory, why do pics still download to the root directory?
I messed up, forgot to add one line from Helza's patch. Anyway, here's a link to a fixed version Helza posted which will download pictures into the pics subfolder:
http://cardforge.googlecode.com/issues/ ... ge0208.rar

<edit> How do I get resizable game area to work?
As far as I know, make sure the resizable game area box is checked. Now you should be able to resize the window of the game by dragging its edges (like any other window).
Hope this helps :)

EDIT: Chris beat me to it!
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Snacko » 12 Feb 2009, 17:44

An exe wrapper can be easily created with launch4j, however you still need jre to run the actual software.
The plus is that you get a descriptive error message when there's no jre or the version is too low.

Theoretically you could try gcj which has advanced quite a bit in the mean time and it might compile your java byte code to a native executable.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Huggybaby » 12 Feb 2009, 18:11

I have checked the resizable game area box, but I can't grab and move any edges.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 12 Feb 2009, 18:55

Huggybaby wrote:I have checked the resizable game area box, but I can't grab and move any edges.
Try dragging on the bottom right hand corner. This corner should have some type of a marking indicating the area from which to drag.

There may be some type of an icon at the top of the window that you also can click on. On my Macintosh there is 3 buttons, close, minimize and maximize.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby mtgrares » 12 Feb 2009, 19:24

Another new version, wow, awesome possum. Thanks to everyone that helped. Tomorrow I'll post this version and announce it on my blog.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Rob Cashwalker » 12 Feb 2009, 20:26

Chris H. wrote:This morning I decided to test the boundaries with the following and found that it would not work:

Scornful AEther-Lich
3 U
Artifact Creature Zombie Wizard
no text
2/4
KPump W B:Fear/Vigilance
Yeah, that's definitely not going to work. I don't know if multiple keyword pumps are worth rewriting the code to handle that. It would be complicated.

BTW, just grab the old EXE from previous releases, all it does is executes the default entry point in the jar file. Yes, java still needs to be installed.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby DennisBergkamp » 12 Feb 2009, 20:40

mtgrares wrote:Another new version, wow, awesome possum. Thanks to everyone that helped. Tomorrow I'll post this version and announce it on my blog.
Welcome back! Please use the version Helza posted, as my link will still download pictures to the root directory.
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Re: MTGForge 02/08 (unofficial BETA) version

Postby Chris H. » 12 Feb 2009, 21:12

Rob Cashwalker wrote:Yeah, that's definitely not going to work. I don't know if multiple keyword pumps are worth rewriting the code to handle that. It would be complicated.
I seem to only remember seeing two cards that gave multiple abilities. It probably would be best to not create a keyword just for these two cards. We are not likely to see these types of cards added except in rare instances.
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