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Please Help Define Manalink.csv

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Please Help Define Manalink.csv

Postby 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.
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.
All of this information was gleened (as best I could) from the Wiki, Forums, Source Files, SkyMagic Editor and by disassembling the Manalink.csv. It's incompleteness is obvious, and much of what is there may be wrong. Guesses are always welcome, but surely I've made a few too many of those already. ^_^
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.
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby 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?
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby jatill » 13 Oct 2010, 17:02

CirothUngol wrote:Incidently, who developed Manalink.csv?
It was Mok
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Re: Please Help Define Manalink.csv

Postby 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?
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Re: Please Help Define Manalink.csv

Postby jatill » 13 Oct 2010, 17:59

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?
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.
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby 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.
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Re: Please Help Define Manalink.csv

Postby 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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