Forge version 1.2.2
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Chris H. - Forge Moderator
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Re: Forge version 1.2.2
by Sloth » 17 Jan 2012, 15:20
Five different users have reported the following bug in only one day since the release: viewtopic.php?f=26&t=6180&start=15#p79776 and viewtopic.php?f=26&t=787&start=6345#p79825
It looks like all unless costs and echo costs (probably cumulative upkeep too) make the game crash. The bug is fixed already. Is this reason enough to release the new beta sooner?
It looks like all unless costs and echo costs (probably cumulative upkeep too) make the game crash. The bug is fixed already. Is this reason enough to release the new beta sooner?
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Sloth - Programmer
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Re: Forge version 1.2.2
by Chris H. » 17 Jan 2012, 15:45
`Sloth wrote:Five different users have reported the following bug in only one day since the release: viewtopic.php?f=26&t=6180&start=15#p79776 and viewtopic.php?f=26&t=787&start=6345#p79825
It looks like all unless costs and echo costs (probably cumulative upkeep too) make the game crash. The bug is fixed already. Is this reason enough to release the new beta sooner?
I can release the next beta on Friday. This will give us a chance to fix a few more things before release.
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Chris H. - Forge Moderator
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Re: Forge version 1.2.2
by mark » 18 Jan 2012, 22:54
I wrote a small patch against revision 13278 that enables the possibility to comment out lines in deckfiles by starting them with a '#'-symbol. Comments in deckfiles are useful for two reasons:
I tested the patch with one functional deck file where I added a line like "#3 foo" into it. Forge loaded the deck and I was able to play the deck too. But as I don't know the internals of your codebase, further work might be needed in other places to reflect the possibility of commentlines in deckfiles.
Further, I chose the '#'-symbol because it is a common comment symbol in scriptiong languages; one might add additional symbols like ';' but then the startsWith-check should be replaced by a regular expression to handle multiple symbols.
Note, that the '#'-symbol must be the very first symbol in a line, ignoring comments will not work with other symbols before '#', like blanks or complete entries.
What you write after the '#'-symbol does not matter as the complete line will be ignored.
Here is an example
- People like me who replicate preconstructed decks want to add all cards from a decklist into a .dck file once and comment those lines out, that represent unsupported cards until forge supports them. So we do not have to search for the decklist again and compare it to the .dck file and try every card out again.
- People might want to write comments into their .dck files e.g. to write down a strategy, switch cards easily, write a copyright notice or whatever.
I tested the patch with one functional deck file where I added a line like "#3 foo" into it. Forge loaded the deck and I was able to play the deck too. But as I don't know the internals of your codebase, further work might be needed in other places to reflect the possibility of commentlines in deckfiles.
Further, I chose the '#'-symbol because it is a common comment symbol in scriptiong languages; one might add additional symbols like ';' but then the startsWith-check should be replaced by a regular expression to handle multiple symbols.
Note, that the '#'-symbol must be the very first symbol in a line, ignoring comments will not work with other symbols before '#', like blanks or complete entries.
What you write after the '#'-symbol does not matter as the complete line will be ignored.
Here is an example
- Code: Select all
7E Armada
[general]
constructed
[main]
#4 Fooworms|7ED -- works
_#4 Fooworms|7ED -- will not work (_ is supposed to be a blank, but the forum removes it from my example)
15 Plains|7ED # these are plains -- will also not work (just making the above example clear)
1 Angelic Page|7ED -- no change here
- Attachments
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commentsForDeckfilesPatch.txt- (1.02 KiB) Downloaded 208 times
Re: Forge version 1.2.2
by friarsol » 20 Jan 2012, 13:57
Hey Sloth, it looks like you removed Quest tokens having summoning sickness on the player's first turn? What's your reasoning here? It was intentional to have them not be able to attack until the player's second turn.
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Re: Forge version 1.2.2
by Sloth » 20 Jan 2012, 14:58
I just wanted to apply the rules of the game, if i play Sleeper Agent on my first turn the AI should be able to attack with it on his first turn. We should be able to find a solution to balance pets and stuff.friarsol wrote:Hey Sloth, it looks like you removed Quest tokens having summoning sickness on the player's first turn? What's your reasoning here? It was intentional to have them not be able to attack until the player's second turn.
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Sloth - Programmer
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Re: Forge version 1.2.2
by friarsol » 20 Jan 2012, 15:05
Ahh right Sleeper Agent. I was trying to think what cards would need this in. Alright, the pets will be a bit more powerful until we get it worked out.
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