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Cost Reorganization

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Re: Cost Reorganization

Postby friarsol » 24 Aug 2011, 12:08

silly freak wrote:as I understand it, this will only influence aborting to pay partially paid costs, i.e. sacrifice something, then realize you can't pay the rest of the cost. reverting the successfully played ability of Black Lotus will only be possible with a revertible game state representation
Pretty much, except Cost should check if you can pay a whole cost before it even lets you try. It's more like you start paying for a Cost and then realize you don't want to pay the rest of the cost.

In general, the reorganization was to make each cost it's own entity to improve future testability as well as making it clearer what is needed to add new costs. Before everything was in one file, which made it difficult to see what was happening. Now each cost has a file that is structured very similarly, and they all handle anything related to that type of cost.

Edit: Cleaning up some sloppy spelling from not quite being awake.
Last edited by friarsol on 24 Aug 2011, 15:00, edited 2 times in total.
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Re: Cost Reorganization

Postby Sloth » 24 Aug 2011, 14:52

A little bit late, but it has to be said:
Great work Sol! Another part of the game has been properly structured and expanded.
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Re: Cost Reorganization

Postby Sloth » 24 Aug 2011, 20:48

It would be nice if the maximal amount to choose for X would be the maximum that's actually possible. If I cast Haunting Misery and have 3 cards in my graveyard but only one is a creature card, i can choose a number from 0 to 3 for X but I will fail to remove the desired number if I've chosen 2 or 3.
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Re: Cost Reorganization

Postby friarsol » 24 Aug 2011, 21:13

Sloth wrote:It would be nice if the maximal amount to choose for X would be the maximum that's actually possible. If I cast Haunting Misery and have 3 cards in my graveyard but only one is a creature card, i can choose a number from 0 to 3 for X but I will fail to remove the desired number if I've chosen 2 or 3.
Yea, that's the way it should work. I realised last night the ExileFrom Inputs weren't in the original checkin somehow, so I think it might be related to that. I'll try to patch that up tonight.
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Re: Cost Reorganization

Postby Braids » 25 Aug 2011, 02:26

moomarc wrote:Finally had some time this evening for personal work, so here's the icon to indicate cards being used for payment. I thought it would be nice to have some sort of link to the mana symbols . . .
and here i was, envisioning a Euro, Yen, or U.S. cent symbol. :D (the c would look like "cost" to me)

edit: this was not meant to be a slam against moomarc's awesome artwork. i just thought people might get a laugh or two out of my description.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. ;)
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Re: Cost Reorganization

Postby moomarc » 25 Aug 2011, 06:37

Braids wrote:
moomarc wrote:Finally had some time this evening for personal work, so here's the icon to indicate cards being used for payment. I thought it would be nice to have some sort of link to the mana symbols . . .
and here i was, envisioning a Euro, Yen, or U.S. cent symbol. :D (the c would look like "cost" to me)
Haha. I'm South African though so you would have been stuck with a capital 'R' for Rand and everyone would have been confused (even South Africans would be confused if our currency indicator were used out of context :lol: ) Blame the day job for completely ignoring obvious answers :D

Braids wrote:edit: this was not meant to be a slam against moomarc's awesome artwork. i just thought people might get a laugh or two out of my description.
I got a kick out of it so no offence taken. :mrgreen:
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Re: Cost Reorganization

Postby Chris H. » 25 Aug 2011, 10:03

I like the idea of having a gold coin as the icon. How about using Marc's forge symbol inside the coin icon?
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Re: Cost Reorganization

Postby moomarc » 25 Aug 2011, 10:13

[This never seems to lead anywhere, but I'll try anyway...] Are we going to try get consensus on this? Are we sticking to the current icon I created, or must I make a Forged coin? I'll count votes cast by Friday. (I never had much use for polls in forums, but could be useful at times like this :-k )
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Re: Cost Reorganization

Postby Sloth » 25 Aug 2011, 10:14

When I cast Haunting Misery for 0 the game won't continue and restarting the game/match will cause it to be uncastable.

moomarc wrote:[This never seems to lead anywhere, but I'll try anyway...] Are we going to try get consensus on this? Are we sticking to the current icon I created, or must I make a Forged coin? I'll count votes cast by Friday. (I never had much use for polls in forums, but could be useful at times like this :-k )
I vote for the current icon you've created. It looks like magic is going on.
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Re: Cost Reorganization

Postby Braids » 25 Aug 2011, 22:32

i vote for the icon as is. let's put its path in a/the properties file for the default theme.

@moomarc, what are the glyphs around the the circle? it reminds me of the One Ring.

i have to admit, it makes our attack/defence icons look shabby. oh well.
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Re: Cost Reorganization

Postby moomarc » 26 Aug 2011, 05:28

Braids wrote:i vote for the icon as is. let's put its path in a/the properties file for the default theme.

@moomarc, what are the glyphs around the the circle? it reminds me of the One Ring.

i have to admit, it makes our attack/defence icons look shabby. oh well.
the glyphs are actually a font based on the Morrowind/Oblivion games (the Elderscrolls series). And for anyone that had too much time and recognized the font, instead of typing gibberish, it translates to "You've cracked the unbreakable code! Congratulations!" :mrgreen:

If everyone is interested, I don't mind creating new action icons. Just let me know.
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Re: Cost Reorganization

Postby Chris H. » 26 Aug 2011, 10:57

moomarc wrote:
Braids wrote:i vote for the icon as is. let's put its path in a/the properties file for the default theme.

@moomarc, what are the glyphs around the the circle? it reminds me of the One Ring.

i have to admit, it makes our attack/defence icons look shabby. oh well.
the glyphs are actually a font based on the Morrowind/Oblivion games (the Elderscrolls series). And for anyone that had too much time and recognized the font, instead of typing gibberish, it translates to "You've cracked the unbreakable code! Congratulations!" :mrgreen:

If everyone is interested, I don't mind creating new action icons. Just let me know.
`
I noticed something about the code which draws the action icons a few months ago. I thought that I would bring it up to get input from other people.

Currently this code only draws the action icons if a card image is below a specific size. This means that we do not see these icons if there are only a few cards on screen when displayed on a large screen monitor. This is probably not noticed on smaller sized screens. It is very noticeable on resolutions of 1920 x 1200 and above.

And we might want to consider having these action icons drawn at two sizes, 32 x 32 and 16 x 16?

With a of of cards displayed computers with large screen monitor could change to the lower sized action icons?

Computers with a smaller screen monitor would only use the lower sized action icons?
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Re: Cost Reorganization

Postby Sloth » 26 Aug 2011, 11:23

Chris H. wrote:I noticed something about the code which draws the action icons a few months ago. I thought that I would bring it up to get input from other people.

Currently this code only draws the action icons if a card image is below a specific size. This means that we do not see these icons if there are only a few cards on screen when displayed on a large screen monitor. This is probably not noticed on smaller sized screens. It is very noticeable on resolutions of 1920 x 1200 and above.

And we might want to consider having these action icons drawn at two sizes, 32 x 32 and 16 x 16?

With a of of cards displayed computers with large screen monitor could change to the lower sized action icons?

Computers with a smaller screen monitor would only use the lower sized action icons?
Good point. We should seperate the mana symbols from the action symbols (attacking, blocking, paying). The action symbols should always be shown but only on cards in the battlefield window.
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Re: Cost Reorganization

Postby friarsol » 26 Aug 2011, 12:36

Sloth wrote:
Good point. We should seperate the mana symbols from the action symbols (attacking, blocking, paying). The action symbols should always be shown but only on cards in the battlefield window.[/quote]
Morph creatures also do not get this symbol: http://cardforge.org/bugz/view.php?id=71
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Re: Cost Reorganization

Postby ArsenalNut » 26 Aug 2011, 22:48

Chris H. wrote:
I noticed something about the code which draws the action icons a few months ago. I thought that I would bring it up to get input from other people.

Currently this code only draws the action icons if a card image is below a specific size. This means that we do not see these icons if there are only a few cards on screen when displayed on a large screen monitor. This is probably not noticed on smaller sized screens. It is very noticeable on resolutions of 1920 x 1200 and above.
I've noticed that the summoning sickness icon doesn't seem to show up until I have three or four permanents on the battlefield. Is this a related issue?

Edit: My screen resolution is set at 1900x1080
Last edited by ArsenalNut on 27 Aug 2011, 00:06, edited 1 time in total.
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