Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by Chris H. » 06 Dec 2011, 15:28
`Accountancy wrote:Just as Nordos said, it's 1366X768.
I didn't post this in bugs as the window works fine, it just has no function to resize whereas most forge windows do, it's unfortunate that my screen is so short as I can't move the window up, stupid wide-arse-screen.
I changed my monitor setting from 1920 x 1200 to 1024 x 768. The quest mode deck editor displayed OK. The card shop was cut off at the bottom.
Some work was recently done on the deck editors and I think that someone might redo the deck editor layout at a latter date. Some work is now being done on a new battlefield layout and it will now shrink down to 800 x 600. A similar approach could be taken with the deck editors.
But at 800 x 600 the layout is no where near as nice as it is on a larger screen.
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Re: Feature Requests Thread
by lugaru » 06 Dec 2011, 16:41
I've got a totally noob feature request: an option to get 1 free mulligan when playing casually? Between playing with my friends and also Duels of the Plainswalkers I'm a bit spoiled, and even on my weird 50% land decks I still get no lands fairly often.
Re: Feature Requests Thread
by Chris H. » 09 Dec 2011, 03:58
`Accountancy wrote:Because of the size of my screen, when using the Quest mode deck editor, I can't see the bottom of the window and it isn't possible to maximize or resize, can someone change to code to allow some way to fix this?
The quest mode deck editor would have to be rewritten to allow the same sort of resizing that we see in the constructed mode deck editor. It is on the todo list.
I was able to adjust the layout somewhat and while the quest mode deck editor can not yet be resized it does look better:
EDIT: I set my monitor to 1024 x 768 when I took the screen shot below.
`
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Re: Feature Requests Thread
by Chris H. » 09 Dec 2011, 19:43
`Chris H. wrote:I was able to adjust the layout somewhat and while the quest mode deck editor can not yet be resized it does look better:
Turns out the quest mode card shop had a similar problem. Fixed and merged into the SVN.
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Re: Feature Requests Thread
by victorvndoom » 09 Dec 2011, 23:19
1) add a discard option on the developer section
2) add a shuffle deck option on the developer section
3) add player takes over computer turn in the developer section
4) add shuffle back x cards in the deck in developer section
5) hotseat option for forge so you can play against your self or you can do 3) so the player can temporaly takes over the computer. so you can 'tutor' him aswel. If you see the computer isnt playing against you aswel as you would like you can alter his hand by changing cards. Taking out cards shuffling them back in the deck and draw new (sort of scroll rack option)
6) scroll rack option in developer section
2) add a shuffle deck option on the developer section
3) add player takes over computer turn in the developer section
4) add shuffle back x cards in the deck in developer section
5) hotseat option for forge so you can play against your self or you can do 3) so the player can temporaly takes over the computer. so you can 'tutor' him aswel. If you see the computer isnt playing against you aswel as you would like you can alter his hand by changing cards. Taking out cards shuffling them back in the deck and draw new (sort of scroll rack option)
6) scroll rack option in developer section
i have a autistic disorder. I speak english very well but it is not my mother language .I have also some dislectic / grammatical problems. please pay attention..i cant correct myself each time
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Re: Feature Requests Thread
by Accountancy » 10 Dec 2011, 06:58
I use Windows 7, so the taskbar would still cover the bottom of the window.Chris H. wrote:`Accountancy wrote:Because of the size of my screen, when using the Quest mode deck editor, I can't see the bottom of the window and it isn't possible to maximize or resize, can someone change to code to allow some way to fix this?
The quest mode deck editor would have to be rewritten to allow the same sort of resizing that we see in the constructed mode deck editor. It is on the todo list.
I was able to adjust the layout somewhat and while the quest mode deck editor can not yet be resized it does look better:
EDIT: I set my monitor to 1024 x 768 when I took the screen shot below.
`
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Re: Feature Requests Thread
by moomarc » 10 Dec 2011, 07:08
Is it possible to add a version of the Subability parameter to the scripting API that waits for the first line to resolve before going on the stack? Something like SubThen$ maybe? It would help with some timing issues and make sure that cards with an intervening 'then' can be implemented correctly. Posted to Mantis as well (issue 585) but thought I'd post here in for easier discussion. In a way its a more specialised Execute$ for abilities instead of triggers.
-Marc
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Re: Feature Requests Thread
by Chris H. » 10 Dec 2011, 11:33
`Accountancy wrote:I use Windows 7, so the taskbar would still cover the bottom of the window.
I use Mac OS X Lion myself which has a dock located at the bottom of the window and this covers the bottom portion of the forge window. There is a command on Mac OS X for displaying or hiding this dock. Is there a similar command on Windows?
Ultimately, the quest mode deck editor and the card shop needs to be rewritten to use swing as this would then allow these two windows to scale in size. Unfortunately, I do not believe that my limited skill level would allow me to do the rewrite myself.

Finding a way to hide the Windows taskbar may be the only option at this time. At least the current quest mode card shop and deck editor is no longer drawing material out side of the display window. A small step forward.
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Re: Feature Requests Thread
by friarsol » 10 Dec 2011, 14:42
What card is this needed for? The real solution is to pass a function pointer into an Input so when that finishes it can continue on with the rest of what it wants to do. When I had started looking at Unless for Costs, this was a hard requirement and I didn't have the time to flesh it out in the right manner.moomarc wrote:Is it possible to add a version of the Subability parameter to the scripting API that waits for the first line to resolve before going on the stack? Something like SubThen$ maybe? It would help with some timing issues and make sure that cards with an intervening 'then' can be implemented correctly. Posted to Mantis as well (issue 585) but thought I'd post here in for easier discussion. In a way its a more specialised Execute$ for abilities instead of triggers.
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Re: Feature Requests Thread
by moomarc » 10 Dec 2011, 18:18
I can't remember offhand which card specifically I was trying, but I know I've come across a few instances where this might help. I'll try find some specific cards tomorrow if I get a chance.friarsol wrote:What card is this needed for? The real solution is to pass a function pointer into an Input so when that finishes it can continue on with the rest of what it wants to do. When I had started looking at Unless for Costs, this was a hard requirement and I didn't have the time to flesh it out in the right manner.moomarc wrote:Is it possible to add a version of the Subability parameter to the scripting API that waits for the first line to resolve before going on the stack? Something like SubThen$ maybe? It would help with some timing issues and make sure that cards with an intervening 'then' can be implemented correctly. Posted to Mantis as well (issue 585) but thought I'd post here in for easier discussion. In a way its a more specialised Execute$ for abilities instead of triggers.
-Marc
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Re: Feature Requests Thread
by moomarc » 11 Dec 2011, 15:43
@friarsol: I can't seem to find what I was working on. Sorry about that.
Scanning the data file it makes me think that it might have just been something that translated to an Unless-type statement in which case your work would cover it anyway.
Another thing I might have had in mind was using it to create repeat loops in the form of
If I ever remember what I was working on when this request idea triggered, I'll let you know.

Another thing I might have had in mind was using it to create repeat loops in the form of
- Code: Select all
A:AB$ ...| SubThen$ DBRepeat |...
SVar:DBRepeat:DB$...| SubThen$ DBRepeat | OptionalDecider$ True |...
- Code: Select all
A:AB$ ...| SubThen$ DBRepeat1 |...
SVar:DBRepeat1:DB$...| SubThen$ DBRepeat2 | OptionalDecider$ True |...
SVar:DBRepeat2:DB$...| SubThen$ DBRepeat1 | OptionalDecider$ True |...
If I ever remember what I was working on when this request idea triggered, I'll let you know.
-Marc
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Re: Feature Requests Thread
by friarsol » 11 Dec 2011, 16:02
That's ok, I think it mostly falls into the UnlessCost work requirements.
As for loops I think the "right" way to do it script wise looks like this:
AF_Loop would check for OptionalDecider (or Conditional or whatever), popup a "do you want to repeat?" Dialog. If the appropriate player says yes, go through each of the Parent Abilities until the Goto Label is found, and resolve that.
As for loops I think the "right" way to do it script wise looks like this:
- | Open
- A:SP$Dig | Cost$ 0 | DigNum$ 1 | Reveal$ True | ChangeNum$ All | ChangeValid$ Card | DestinationZone$ Hand | RememberChanged$ True | Label$ StartLoop | SubAbility$ DBLose
SVar:DBLose:DB$LoseLife | LifeAmount$ X | SubAbility$ DBCleanup
SVar:DBCleanup:DB$Cleanup | ClearRemembered$ True | SubAbility$ DBLoop
SVar:DBLoop:DB$ Loop | Goto$ StartLoop | OptionalDecider$ You
AF_Loop would check for OptionalDecider (or Conditional or whatever), popup a "do you want to repeat?" Dialog. If the appropriate player says yes, go through each of the Parent Abilities until the Goto Label is found, and resolve that.
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Re: Feature Requests Thread
by moomarc » 20 Dec 2011, 23:49
If it's not too complex, could one of the devs add PhasesAll AF. Not too sure what effort is required to build that from the targeted/defined Phases AF. With it we can finish off a bunch of the Visions, Mirage and Weatherlight sets.
Then we can pretty much clear out phasing related cards if we could do phases in/out triggers.
Then we can pretty much clear out phasing related cards if we could do phases in/out triggers.
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Re: Feature Requests Thread
by friarsol » 21 Dec 2011, 17:01
You may want to put notes on some of these Phasing cards if you plan on adding them. Forge currently doesn't support "reattaching" of Equipment and Auras when they phase in. It's a bit of a corner case, but something we should still point out on the cards.moomarc wrote:If it's not too complex, could one of the devs add PhasesAll AF. Not too sure what effort is required to build that from the targeted/defined Phases AF. With it we can finish off a bunch of the Visions, Mirage and Weatherlight sets.
Then we can pretty much clear out phasing related cards if we could do phases in/out triggers.
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Re: Feature Requests Thread
by Accountancy » 22 Dec 2011, 08:56
Not sure if there's a more appropriate thread for this, but with the old GUI, pressing enter/return would press the default button for the screen your on, i.e. in a game you can cycle through phases by pressing enter and easily resolve triggered abilities, but with the new ability, the enter/return key has no function I can tell and I have to manually move the mouse over to every window to press the buttons to change phases/resolve triggers etc. Is there anyway we can get this back? It made my games so much simpler and faster.
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