r.6198 - booster pack stuff
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r.6198 - booster pack stuff
by Rob Cashwalker » 08 Feb 2011, 06:09
friarsol-
One of your comments was concerning pulling sets in standard from a file. That's exactly what I've been plotting out lately. A few weeks ago, Rares asked about how to proceed in building draft pools. I posted some ideas of text files that could list a number of different criteria that booster packs could be generated from. One such file could contain a list of standard sets. I also have a rough idea of using similar text files to define booster pack rarity distributions.
I'm not sure why Quest has its own booster pack generator, but I suspect it's because quest used to have its own rarity files, which we no longer use.
I have just finished some basic work to allow deck files to carry set choices. The next part of my battle is boosters. I'm likely to try to change references to a single NewBoosterPack class across most anywhere where booster pack classes are referenced.
One of your comments was concerning pulling sets in standard from a file. That's exactly what I've been plotting out lately. A few weeks ago, Rares asked about how to proceed in building draft pools. I posted some ideas of text files that could list a number of different criteria that booster packs could be generated from. One such file could contain a list of standard sets. I also have a rough idea of using similar text files to define booster pack rarity distributions.
I'm not sure why Quest has its own booster pack generator, but I suspect it's because quest used to have its own rarity files, which we no longer use.
I have just finished some basic work to allow deck files to carry set choices. The next part of my battle is boosters. I'm likely to try to change references to a single NewBoosterPack class across most anywhere where booster pack classes are referenced.
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Re: r.6198 - booster pack stuff
by friarsol » 08 Feb 2011, 14:22
Sounds good. I was just looking in there and didn't know why we needed yet another class that had it's own color information, plus a bunch of arrays that held all of the cards we had in the game (which I'm sure was holding lots of memory for no reason). I tried to free up as many of those unneeded objects as possible. If we can have a centralized booster pack generator, that can be used in Quest, that's even better.
We probably would still need that class so the logic wasn't embedded in the UI, but we can let your class can just receive all of the appropriate parameters and do the work.
We probably would still need that class so the logic wasn't embedded in the UI, but we can let your class can just receive all of the appropriate parameters and do the work.
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