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Re: More ability icons

PostPosted: 17 Jun 2013, 12:42
by Aswan jaguar
About the double click in case you don't know or it passed your attention
(better being thorough,than sorry I guess)it is used in Manalink battlefield to auto-arrange the cards,hand(in some order in the battlefield).And as I mentioned crash happens every time you do it while it is "thinking time" for the engine.

Re: More ability icons

PostPosted: 17 Jun 2013, 13:41
by Korath
The double-click problem should be fixed by looking at the cached abilities in regen_status instead of calling get_abilities(). I'll have a new patch built over the Dragon's Maze version sometime today or tomorrow.

Re: More ability icons

PostPosted: 17 Jun 2013, 13:54
by Gargaroz
Please wait, as a V2 is coming shortly as there was an huge bug about sacrifices.

Re: More ability icons

PostPosted: 17 Jun 2013, 15:05
by Sonic
@Korath - if you PM the Abilities.bmp you modified to get the icons strip to work I'll recreate the Abilities.bmp/pic files so the new icons match the overall look of the other icons in the strip.

Re: More ability icons

PostPosted: 17 Jun 2013, 15:53
by Aswan jaguar
Korath wrote:The double-click problem should be fixed by looking at the cached abilities in regen_status instead of calling get_abilities(). I'll have a new patch built over the Dragon's Maze version sometime today or tomorrow.
When you do please pm it to make tests having that,too.

EDIT:
I don't know if have noticed or if you care to enable it but when you place the cursor on the new icons the ability is not mentioned and if the creature has summoning sickness for example when you place the cursor above the new ability it will show summoning sickness as it does when you place it elsewhere on the card.

Re: More ability icons

PostPosted: 18 Jun 2013, 14:36
by Korath
I hadn't noticed that even the original icons had tooltips. Probably fixable, but not a high priority.

Re: More ability icons

PostPosted: 18 Jun 2013, 16:30
by Aswan jaguar
About what other four abilities I would love to see having an icon:

1- Can't Block -a non-ability- (infinite times I lost a game because I forgot I had a creature that couldn't block or didn't attack forgetting AI's creatures couldn't block)
2- Persist
3- Undying
4- Bushido or horsemanship

EDIT:
1- I am also in favour to have the same icon for Intimidate and Fear.(better like this not at all)

EDIT:No hardcrashes with double click.

Re: More ability icons

PostPosted: 18 Jun 2013, 23:33
by Sonic
Korath wrote:I hadn't noticed that even the original icons had tooltips. Probably fixable, but not a high priority.
Shouldn't be a hard fix, though. The Abilities hints are listed in the UIString.txt file under @ABILITYWORDS

Currently:
@ABILITYWORDS
17
Flying
Web
Banding
Trample
First strike
Regenerates
Swampwalk
Islandwalk
Forestwalk
Mountainwalk
Plainswalk
Protection from black
Protection from blue
Protection from green
Protection from red
Protection from white
Protection from artifacts

Re: More ability icons

PostPosted: 19 Jun 2013, 01:04
by Korath
I have no UIString.txt file - part of the rewritten deckbuilder? Or detritus left over from before it? In any case, changes to @ABILITYWORDS in Text.res show up as the in-game tooltips, but adding the new ones there isn't sufficient by itself to give them tooltips. Might be fixed by the same thing that's preventing them from being repainted.

Re: More ability icons

PostPosted: 19 Jun 2013, 17:17
by Aswan jaguar
Sonic can you still make UI changes from the UIString.txt file?because I tried and didn't manage to do it after the Manalink3.0 era.Unless more actions are now necessary plus changing the UIString.txt file.

Re: More ability icons

PostPosted: 19 Jun 2013, 20:36
by Sonic
Aswan jaguar wrote:Sonic can you still make UI changes from the UIString.txt file?because I tried and didn't manage to do it after the Manalink3.0 era.Unless more actions are now necessary plus changing the UIString.txt file.
Ignore me, I was having a dumb post moment. Especially considering I'd only updated the pack/booster text in sealed deck game the day before. #-o

Korath is right. The one you want is the TEXT.RES file. :oops:

Re: More ability icons

PostPosted: 21 Jun 2013, 17:23
by Korath
The good news: I've gotten tooltips to display for new abilities.
The bad news: The code that I thought would display a newly-acquired ability without having to partially cover their card first doesn't do that; it only does tooltips.
The ugly news: The buffer space where the text for the ability names is stored after reading it from Text.res is only large enough for the original 17, at a maximum of 50 characters long each. I've squeezed in 32 by limiting them to 26 characters; this is fortunately exactly long enough for the longest, "Protection from artifacts" (25 characters plus a trailing nul). There's other places scattered throughout the code that reuse this text, though; too many to fix. So what I'll probably have to do is store the first 17 where they were; store all 32 (including another copy of the first 17) somewhere else; and look at the new place only when displaying tooltips.

For now, I'm disabling them again. The repainting problem annoys me more; will have to investigate further. Oh, and removing the first strike icon when there's a double strike one works without further problems.

Re: More ability icons

PostPosted: 24 Jun 2013, 01:06
by Korath
This is now working well enough that I feel comfortable sending it to Gargaroz for mainline releases. There's still the question of the last four available slots, though. My current opinions:
  • Haste: An evergreen keyword, and extremely common (it appears 418 times in a Gatherer text search); but can already be seen once it's on the battlefield by the lack of summoning sickness, and technically difficult since the underlying function is in the exe (essentially none of the cards with haste end up with the SP_KEYWORD_HASTE flag).
  • Flash: Evergreen and quite common at 216 cards, but technically difficult since it's not flagged in an easily accessible way.
  • Defender: A stong candidate at 200 cards, but even most of the cards coded in C don't end up with SP_KEYWORD_DEFENDER.
  • Legendary: 591 cards. Not currently flagged in an easily accessible way.
  • Is-a-token: My current first choice. Technically easy and stupidly common, though game impact is only moderate.
  • Cannot-block: High game impact, but the underlying function's in the exe, so technically difficult.
  • Persist and Undying: Fairly rare, at 25 and 23 cards respectively, but are at least a middling candidate if combined. Undying doesn't have a flag, though, and SP_KEYWORD_PERSIST doesn't actually get added to cards.
  • Metalcraft: Only 31 cards and not currently flagged, but recent (same reason infect makes the cut) and has a challenge deck built around it (same reason shadow makes the cut, though more so).
  • Exalted: Only 33 cards, but featured in several of the challenge decks; also in Magic2013, so that number will probably grow. Not currently flagged.
  • Flanking: Only 34 cards, and I'm probably biased since I stopped playing paper Magic after the Mirage block and started taking an interest again around Time Spiral.
  • Bushido: Only 38 cards and unlikely to return, at least by that name.
  • Horsemanship's been suggested, but it's only on 36 cards, only two of which (Rolling Earthquake and Xiahou Dun, the One-Eyed) are currently enabled, and it won't be returning.
  • Transform: Recent and 56 appearances in a Gatherer search, though probably at least a third are on the reverse side of the same card. Not currently flagged.
All in all, my inclination is to do nothing for now, with an eye towards flagging exalted and undying, making the persist flag stick, and seeing if there isn't some way to get haste, flash, and defender to show up consistently.

Re: More ability icons

PostPosted: 24 Jun 2013, 05:56
by Korath
Already in there.
(The post this was in reply to was deleted. I won't be offended if this is too.)

Re: More ability icons

PostPosted: 24 Jun 2013, 06:17
by Aswan jaguar
- For Haste you can see the ability as soon as it hits the table without the summoning sickness symbol,and ability is no longer important later on the game in most cases.(Icon important if it displays the ability in hand,too)
- For Flash as above doesn't affect later game after is cast in most cases.(Icon important if it displays the ability in hand,too)
- Defender rather it's predecessor Wall (ability)is in the engine and csv can't you make a call to the asm code that already exists.
- Legendary as above, is in the engine and csv can't you make a call to the asm code that already exists.(unless that is what you mean with:
Not currently flagged in an easily accessible way
edit-I have noticed also that some icons with some cards with(till the end of turn and such abilities)sometimes work as intended and others not.When this gets incorporated in next patch are we going to report them in bug forum so that maybe cards code can be improved or here?