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54 Commits

Author SHA1 Message Date
aryst0krat
e70aa429b6 #9136 formatting fix 2025-11-11 16:02:07 +01:00
Paul Hammerton
355722516f Add variant names for OM1 2025-11-11 15:47:15 +01:00
Paul Hammerton
f08d3f6447 Fix audit finding unimplemented funny cards (#9138) 2025-11-11 14:07:31 +01:00
Fulgur14
d7a69b72e4 Watery Grasp (TLA) (#9140) 2025-11-11 12:36:04 +00:00
Hans Mackowiak
bce5466c62 Trigger: reuse Execute for multiple Trigger (#9094)
* Trigger: reuse Execute for multiple Trigger

* Update CardState.java

copy abilityForTrigger

* Update CardState.java

* Update Trigger.java

* Update CardState.java

* Fix Multi Trigger with Idris

* Fix Oasis of Renewal ActivationLimit

* fix storedAbilityForTrigger

* remove hasAbilityForTrigger

* Update script

---------

Co-authored-by: tool4EvEr <tool4EvEr@>
2025-11-11 08:46:53 +01:00
Paul Hammerton
c90ddd1bac Merge pull request #9134 from paulsnoops/edition-updates
Edition updates: TLA, TLE
2025-11-10 19:14:02 +00:00
Paul Hammerton
f12fbb1774 Edition updates: TLA, TLE 2025-11-10 19:11:29 +00:00
Paul Hammerton
c3c74efbe0 Merge pull request #9133 from paulsnoops/bar-10-nov-2025
Banned and Restricted Announcement for November 10, 2025
2025-11-10 18:43:40 +00:00
Paul Hammerton
5fd44c4788 Banned and Restricted Announcement for November 10, 2025 2025-11-10 18:26:12 +00:00
Jetz72
539bea6b11 Merge pull request #9096 from Jetz72/fixes20251106
Minor Adventure Updates
2025-11-10 12:17:36 -06:00
Fulgur14
40e9480c2c Apostrophes correction (#9130)
* Update ruinous_waterbending.txt

* Update waterbenders_restoration.txt
2025-11-10 14:33:39 +01:00
tool4ever
3db276f323 Secret of Bloodbending and support (#9129) 2025-11-10 12:18:53 +00:00
Chris H
c9a5fe9135 Initial checkin for Waterbending (#9120) 2025-11-10 10:27:44 +00:00
Fulgur14
219e3d6182 Update magmasaur.txt (#9125) 2025-11-10 07:30:19 +01:00
Jacob
ee7670abf6 Fix mana cost for Longshot, Rebel Bowman (#9124) 2025-11-09 16:04:34 +00:00
tool4ever
3736a0392d User guide update (#9115) 2025-11-09 09:05:29 +01:00
Fulgur14
1be45d73dd Avatar Destiny (TLA) (#9078) 2025-11-08 13:04:52 +00:00
Fulgur14
33e7bfae13 TLA cards, 7th November (#9102) 2025-11-08 12:19:13 +00:00
Fulgur14
61e04be781 Koh, the Face Stealer (TLA) (#9100) 2025-11-08 12:00:29 +00:00
Fulgur14
417ec3043e TLA cards, 6th November (#9097) 2025-11-08 11:12:45 +00:00
Paul Hammerton
30e9cc5254 Merge pull request #9117 from paulsnoops/edition-updates
Edition updates: SLD, TLA, TLE
2025-11-08 11:06:02 +00:00
Paul Hammerton
4b89f60513 Edition updates: SLD, TLA, TLE 2025-11-08 10:59:33 +00:00
Eradev
c5ba0f2c21 Search fixes (#9114)
* Remove old parser and added support for |  (or) and negated text.
2025-11-08 09:06:30 +00:00
Fulgur14
113c422478 11 TLA leaked cards (#9066) 2025-11-08 09:00:53 +00:00
Fulgur14
85d856e332 TLA/TLE cards, 5th November, batch 3 (#9092) 2025-11-07 18:11:00 +00:00
Fulgur14
9fe1328452 TLE cards, 5th November, batch 2 (a few TLA as well) (#9090) 2025-11-07 13:07:35 +00:00
tool4ever
a29ead42b0 Remove outdated stuff (#9105) 2025-11-07 11:28:33 +00:00
tool4ever
c765769466 Combine Adventure docs (#9098) 2025-11-06 18:19:58 +00:00
Jetz
d9e356e20c Add some extra checks for safety. 2025-11-06 09:34:56 -05:00
Jetz
843f2de272 Remove some redundant imports. 2025-11-06 09:30:44 -05:00
Jetz
f27eb1042f Expand anti-cheese. 2025-11-06 09:30:27 -05:00
Jetz
48be3406c7 Reduce bias towards standard in event selection.
Make allowedEvents override other filters.
Ensure set pool filter can't filter out every event.
2025-11-06 08:50:00 -05:00
Jetz
50a98238d1 Add allowedEvents support for adventure configs 2025-11-06 08:29:55 -05:00
Fulgur14
ec814fc706 TLA cards, 4th November, batch 2 (#9081) 2025-11-06 13:25:34 +00:00
Paul Hammerton
9248deebdb Merge pull request #9093 from paulsnoops/edition-updates
Edition updates: SLD, TLA, TLE
2025-11-05 18:25:15 +00:00
Paul Hammerton
5d91f6a8fb oops spaces 2025-11-05 18:24:10 +00:00
Paul Hammerton
02bc97b8d6 Edition updates: SLD, TLA, TLE 2025-11-05 18:08:59 +00:00
Fulgur14
03c1a0e6f0 Create the_legend_of_yangchen_avatar_yangchen.txt (#9055) 2025-11-05 17:47:40 +00:00
Fulgur14
3399a455ba TLE cards, 4th November (#9083) 2025-11-05 16:47:52 +00:00
Jetz72
75d717cce9 Merge pull request #9073 from h4ilst0rm/master
Brighter Holofoil cards
2025-11-05 09:42:07 -06:00
Jetz72
39d35fd016 Merge pull request #8742 from Jetz72/fixes20250918
Refactor "Unique Cards Only" Setting for Mobile Editor
2025-11-05 09:27:38 -06:00
tool4ever
a8ae802474 Fix counters on both 2025-11-05 16:23:16 +01:00
Janek Gröhl
561ad37f4f Fix commander adventure mode crash in limited event. When putting card from sideboard, isCommanderEditor returned true, even though game is in limited mode. Accessing the command zone then led to nullptr. (#9064) 2025-11-05 16:17:00 +01:00
Fulgur14
42cb1f55e1 TLE cards, 5th November (#9086)
* Support Tale of Katara and Toph
2025-11-05 15:43:27 +01:00
Jetz
01382fbcc4 Merge branch 'master' into fixes20250918
# Conflicts:
#	forge-gui-mobile/src/forge/adventure/scene/AdventureDeckEditor.java
2025-11-05 09:06:04 -05:00
tool4ever
227a1df06c Update ancient_animus.txt
Closes #9082
2025-11-04 21:41:40 +00:00
Jetz72
01da2df6f0 Merge pull request #9080 from Jetz72/fixes20251104
Apply display/flavor names in more places
2025-11-04 09:53:20 -06:00
Fulgur14
ec84a3f137 TLA cards, 4th November (#9079) 2025-11-04 15:42:21 +01:00
Jetz
02e2e713ed Cleanup - use Card.getTranslatedName method 2025-11-04 09:27:12 -05:00
Jetz
a21666040c Apply Card.getDisplayName to user-facing text 2025-11-04 09:17:52 -05:00
Jetz
fe2bd016b6 Add card face display name for card name lists. 2025-11-04 08:41:42 -05:00
Fulgur14
0bb67ec8d0 TLA cards, 3rd November (#9072)
Firebender Ascension and support
2025-11-04 14:20:26 +01:00
h4ilst0rm
58cb309940 Brighter Holofoil cards
Increased saturation to keep the colours while making it less opaque so it doesn't dim the underlying cards as much
2025-11-03 21:24:57 +02:00
Jetz
bd04a6f1b9 Move unique card filtering from editor to card manager. 2025-09-18 09:46:03 -04:00
499 changed files with 3162 additions and 1005 deletions

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@@ -2,8 +2,6 @@
[Official repo](https://github.com/Card-Forge/forge.git).
Dev instructions here: [Getting Started](https://github.com/Card-Forge/forge/wiki) (Somewhat outdated)
## Requirements / Tools
- your favourite Java IDE (IntelliJ, Eclipse, VSCodium, Emacs, Vi...)
@@ -18,11 +16,10 @@ Dev instructions here: [Getting Started](https://github.com/Card-Forge/forge/wik
## Project Quick Setup
- Login into GitHub with your user account and fork the project.
- Login into GitHub with your user account and fork the project
- Clone your forked project to your local machine
- Go to the project location on your machine. Run Maven to download all dependencies and build a snapshot. Example for Windows & Linux: `mvn -U -B clean -P windows-linux install`
- Go to the project location on your machine. Run Maven to download all dependencies and build a snapshot.
- Example for Windows & Linux: `mvn -U -B clean -P windows-linux install`
## IntelliJ
@@ -30,107 +27,28 @@ IntelliJ is the recommended IDE for Forge development. Quick start guide for [se
## Eclipse
Eclipse includes Maven integration so a separate install is not necessary. For other IDEs, your mileage may vary.
At this time, Eclipse is not the recommended IDE for Forge development.
Eclipse includes Maven integration so a separate install is not necessary.
Google no longer supports Android SDK releases for Eclipse.
### Project Setup
- Follow the instructions for cloning from GitHub. You'll need to setup an account and your SSH key.
If you are on a Windows machine you can use Putty with TortoiseGit for SSH keys. Run puttygen.exe to generate the key -- save the private key and export
the OpenSSH public key. If you just leave the dialog open, you can copy and paste the key from it to your GitHub profile under
"SSH keys". Run pageant.exe and add the private key generated earlier. TortoiseGit will use this for accessing GitHub.
- Fork the Forge git repo to your GitHub account.
- Clone your forked repo to your local machine.
- Make sure the Java SDK is installed -- not just the JRE. Java 17 or newer required. If you execute `java -version` at the shell or command prompt, it should report version 17 or later.
- Install Eclipse 2021-12 or later for Java. Launch it.
- Create a workspace. Go to the workbench. Right-click inside of Package Explorer > Import... > Maven > Existing Maven Projects > Navigate to root path of the local forge repo and
ensure everything is checked > Finish.
- Let Eclipse run through building the project. You may be prompted for resolving any missing Maven plugins -- accept the ones offered. You may see errors appear in the "Problems" tab. These should
be automatically resolved as plug-ins are installed and Eclipse continues the build process. If this is the first time for some plug-in installs, Eclipse may prompt you to restart. Do so. Be patient
for this first time through.
- Once everything builds, all errors should disappear. You can now advance to Project launch.
### Project Launch
#### Desktop
This is the standard configuration used for releasing to Windows / Linux / MacOS.
- Right-click on forge-gui-desktop > Run As... > Java Application > "Main - forge.view" > Ok
- The familiar Forge splash screen, etc. should appear. Enjoy!
#### Mobile (Desktop dev)
This is the configuration used for doing mobile development using the Windows / Linux / MacOS front-end. Knowledge of libgdx is helpful here.
- Right-click on forge-gui-mobile-dev > Run As... > Java Application > "Main - forge.app" > Ok.
- A view similar to a mobile phone should appear. Enjoy!
### Eclipse / Android SDK Integration
Google no longer supports Android SDK releases for Eclipse. use IntelliJ.
#### Android SDK
## Windows
TBD
##### Windows
## Linux / Mac OSX
TBD
##### Linux / Mac OSX
### Android Platform
TBD
#### Android Plugin for Eclipse
TBD
#### Android Platform
In Intellij, if the SDK Manager is not already running, go to Tools > Android > Android SDK Manager. Install the following options / versions:
In IntelliJ, if the SDK Manager is not already running, go to Tools > Android > Android SDK Manager. Install the following options / versions:
- Android SDK Build-tools 35.0.0
- Android 15 (API 35) SDK Platform
#### Proguard update
### Proguard update
Standalone Proguard 7.6.0 is included with the project (proguard.jar) under forge-gui-android > tools and supports up to Java 23 (latest android uses Java 17).
#### Android Build
TBD
#### Android Deploy
TBD
#### Android Debugging
TBD
### Windows / Linux SNAPSHOT build
SNAPSHOT builds can be built via the Maven integration in Eclipse.
1. Create a Maven build for the forge top-level project. Right-click on the forge project. Run as.. > Maven build...
- On the Main tab, set Goals: clean install, set Profiles: windows-linux
2. Run forge Maven build. If everything built, you should see "BUILD SUCCESS" in the Console View.
The resulting snapshot will be found at: forge-gui-desktop/target/forge-gui-desktop-[version]-SNAPSHOT
## Card Scripting
Visit [this page](https://github.com/Card-Forge/forge/wiki/Card-scripting-API) for information on scripting.
@@ -139,6 +57,8 @@ Card scripting resources are found in the forge-gui/res/ path.
## General Notes
Art files need to be copyright-free and they should be in the public domain.
### Project Hierarchy
Forge is divided into 4 primary projects with additional projects that target specific platform releases. The primary projects are:
@@ -193,3 +113,5 @@ Mobile GUI game logic utilizing [libgdx](https://libgdx.badlogicgames.com/) libr
#### forge-gui-mobile-dev
Libgdx backend for desktop development for mobile backends. Utilizes LWJGL. Relies on forge-gui-mobile for GUI logic.
#### forge-installer

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@@ -32,7 +32,7 @@ Join the **Forge community** on [Discord](https://discord.gg/HcPJNyD66a)!
4. **Java Requirement:** Ensure you have **Java 17 or later** installed.
### 📱 Android Installation
- _(Note: **Android 11** is the minimum requirements with at least **6GB RAM** to run smoothly. You need to enable **"Install unknown apps"** for Forge to initialize and update itself)_
- _(Note: **Android 11** is the minimum requirement with at least **6GB RAM** to run smoothly. You need to enable **"Install unknown apps"** for Forge to initialize and update itself)_
- Download the **APK** from the [Snapshot Build](https://github.com/Card-Forge/forge/releases/tag/daily-snapshots). On the first launch, Forge will automatically download all necessary assets.
---
@@ -61,7 +61,7 @@ Test your skills against AI in multiple formats:
- **Commander**
- **Cube**
For comprehensive gameplay instructions, visit our [Gameplay Guide](https://github.com/Card-Forge/forge/wiki/Gameplay-Guide).
For comprehensive gameplay instructions, visit our [User Guide](https://github.com/Card-Forge/forge/wiki/User-Guide).
<img width="1282" height="752" alt="Sealed" src="https://github.com/user-attachments/assets/ae603dbd-4421-4753-a333-87cb0a28d772" />

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@@ -1,11 +1,14 @@
# About Forge's Artificial Intelligence
The AI is *not* "trained". It uses basic rules and can be easy to overcome knowing it's weaknesses.
The AI is *not* "trained". It uses basic rules and can be easy to overcome knowing its weaknesses.
The AI is:
* Best with Aggro and midrange decks
* Poor to Ok in control decks
* Pretty bad for most combo decks
- Best with Aggro and midrange decks
- Poor to Ok in control decks
- Pretty bad for most combo decks
The logic is mostly based on heuristics and split between effect APIs and all other ingame decisions. Sometimes there is hardcoded logic for single cards but that's usually not a healthy approach though it can be more justifiable for highly iconic cards.
Defining general concepts of smart play can help improve the win rate much easier, e.g. the AI will always attack with creatures that it has temporarily gained control of until end of turn in order not to miss the opportunity and thus waste the control effect.
If you want to train a model for the AI, please do. We would love to see something like that implemented in Forge.

192
docs/Advanced-Search.md Normal file
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@@ -0,0 +1,192 @@
# Advanced Search
Forge implements many ways to help you find the cards you want in your ever growing collection.
Pressing Ctrl+Enter in current search adds another editable search bar.
Here's how searching for all Goblins without Haste-related abilities might look:
![search](search.png)
Click the "X" in the upper right corner of each search widget to remove that filter from the filter stack.
Find-as-you-type is implemented for Deck Editor tables. Just start typing while the table has focus and the next card with a matching string in its name will be highlighted. If more than one card matches, hit Enter to select the next matching card. A popup panel will appear with the search string so you know what you are searching for. If no cards match the string, the string will be highlighted in red. Find-as-you-type mode is automatically exited after 5 seconds of inactivity, or hit Escape to exit find-as-you-type mode immediately.
## Additional information
Another way to filter is using [Scryfall-like syntax](https://scryfall.com/docs/syntax) in the collection search bar.
If no operators are passed between tokens, Forge will assume it is joined by `and`. For example, `t:cat t:warrior t:creature` will search for "creatures that are a cat **and** a warrior". Make sure to use `|` or `or` for your queries, as well as parentheses `( )` when needed.
Keywords can be negated by prefixing a minus sign `-`. For example, `t:creature -t:goblin` will search for "creatures that aren't goblins".
If no keywords are used, Forge will search in their name, type and oracle text for the passed values. For exemple, `(cat | warrior)` will search for cards that has `cat` or `warrior` anywhere in their name, type, or oracle text. Not that it is not bounrd, so it will also match on "catastrophe". This type of search can be negated too. For exemple, `lightning -bolt` will search for card with "lightning and not bolt in their name, types, or oracle text", or `(t:cat | t:warrior) -(orc | angel | phyrexian)` will search for "cat or warrior cards that don't have orc, angel, or phyrexian in their name, types, or oracle text.
## Implemented keywords
### Colors
#### Keyword(s): `color`, `c`
You can find cards that are a certain color using the `c:` or `color:` keyword. Both keywords accepts full color names like blue or the abbreviated color letters `w`, `u`, `r`, `b` and `g`.
You can use many nicknames for color sets: all guild names (e.g. `azorius`), all shard names (e.g. `bant`), all college names (e.g., `quandrix`), all wedge names (e.g. `abzan`), and the four-color nicknames `chaos`, `aggression`, `altruism`, `growth`, `artifice` are supported.
Use `c` or `colorless` to match colorless cards, and `m`, `multi`, or `multicolor` to match multicolor cards.
You can use comparison expressions (`>`, `<`, `>=`, `<=`, and `!=`) to check against ranges of colors.
*Exemples:*
`c:rg` - Cards that are at least red and green
`c!gruul` - Cards that exclusively red and green
`color>=uw -c:red` - Cards that are at least white and blue, but not red
### Card Types
#### Keyword(s): `type:`, `t:`
Find cards of a certain card type with the `t:` or `type:` keywords. You can search for any supertype, card type, or subtype.
Using only partial words is allowed.
*Exemples:*
`t:merfolk t:legend` - Legendary merfolk cards
`t:goblin -t:creature` - Goblin cards that aren't creatures
### Card Text
#### Keyword(s): `oracle:`, `o:`
Use the `o:` or `oracle:` keywords to find cards that have specific phrases in their text box.
You must put quotes `" "` around text with punctuation or spaces.
*Exemples:*
`o:"enters tapped"` - Cards that enter the battlefield tapped
#### Keyword(s): `keyword:`, `kw:`
You can use `keyword:` or `kw:` to search for cards with a specific keyword ability.
> Note: Known to be buggy. You can search by oracle text instead.
*Exemples:*
`kw:flying -t:creature` - Noncreatures that have the flying keyword
#### Keyword(s): `name:`
You can find cards with certain words in their name using `name`.
Supports `!` (exact search), `!=` (doesn't contain), and `:` or `=` (contains).
*Exemples:*
`name!Fire` - The card Fire
`name:Phyrexian`- Cards that contain Phyrexian in their name
#### Keyword(s): `is:vanilla`
Find vanilla cratures (Creatures with no abilities).
### Mana Costs
#### Keyword(s): `manavalue`, `mv`, `cmc`
You can find cards of a specific mana value with `manavalue`, `mv`, or `cmc`, comparing with a numeric expression (>, <, =, >=, <=, and !=).
*Exemples:*
`c:u mv=5` - Blue cards with mana value 5
### Power, Toughness, and Loyalty
#### Keyword(s): `power`, `pow`
You can use numeric expressions (>, <, =, >=, <=, and !=) to find cards with certain power using `power` or `pow`.
*Exemples:*
`pow>=8` - Cards with 8 or more power
`pow>tou c:w t:creature` - White creatures that are top-heavy
#### Keyword(s): `toughness`, `tou`
You can use numeric expressions (>, <, =, >=, <=, and !=) to find cards with certain toughness using `toughness` or `tou`.
*Exemples:*
`tou<=4` - Cards with 4 or less thoughness
#### Keyword(s): `loyalty`, `loy`
You can use numeric expressions (`>`, `<`, `=`, `>=`, `<=`, and `!=`) to find cards with certain starting loyalty using `loyalty` or `loy`.
*Exemples:*
`t:planeswalker loy=3` - Planeswalkers that start at 3 loyalty
### Sets (Editions)
#### Keyword(s): `set:`, `s:`, `edition:`, `e`
Use `s:`, `e:`, `set:`, or `edition:` to find cards using their Magic set code.
Examples:
`e:war` - Cards from War of the Spark
#### Keyword(s): `in:` (set)
The `in:` keyword finds cards that appeared in given set code.
Examples:
`in:lea` - Find cards that once appeared in Alpha.
### Rarity
#### Keyword(s): `rarity:`, `r:`
Use `r:` or `rarity:` to find cards by their print rarity. You can search for `land` (`l`) (usually only basic lands), `common` (`c`), `uncommon` (`u`), `rare` (`r`), `mythic` (`m`), and `special` (`s`). You can also use comparison operators like `<` and `>=.`
Examples:
`r:common t:artifact` - Common artifacts
`r>=r`- Cards at rare rarity or above (rares and mythics)
#### Keyword(s): `in:` (rarity)
You can find cards that have been printed in a given rarity using `in:`
Examples:
`in:rare` - Cards that have been printed at rare.
### Multi-faced cards
#### Keyword(s): `is:split`
Find split-faced cards.
#### Keyword(s): `is:flip`
Find flip cards.
#### Keyword(s): `is:transform`
Find cards that transform.
#### Keyword(s): `is:meld`
Find cards that meld.
#### Keyword(s) `is:leveler`
Find cards with Level Up.
### Others
#### Keyword(s): `is:modal`
Find modal cards.
#### Keyword(s): `is:custom`
Find cards from custom sets.
#### Keyword(s) `is:foil`
Find foil cards.
#### Keyword(s) `is:nonfoil`
Find nonfoil cards.

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@@ -1,6 +1,6 @@
All Enemies are stored under `res/<AdventureName>/world/enemies.json`
Enemies spawned on the overworld map or on map stages will use this exact template to define their base behavior. These values can be modified or added to with additional settings on an individual enemy basis, details of which can be found within [map instance](Create-new-Maps).
Enemies spawned on the overworld map or on map stages will use this exact template to define their base behavior. These values can be modified or added to with additional settings on an individual enemy basis, details of which can be found within [map instance](Create-new-Maps.md).
Some ideas for custom enemy cards:
- basic (CR or at least Alchemy conform) effects for normal mobs to add flavor
@@ -64,7 +64,7 @@ Supported directions are "Right","Left","Up","Down","RightDown","LeftDown","Left
Array of strings containing paths to the decks used for this enemy (from `res/<AdventureName>`)
If no decks are defined then the enemy will act like a treasure chest and give the rewards without a fight.
(only for enemies in dungeons)
The format for the deck file can be the normal forge *.dck syntax or a json file that will behave like a collection of [rewards](Create-Rewards) to get a random generated deck.
The format for the deck file can be the normal forge *.dck syntax or a json file that will behave like a collection of [rewards](Create-Rewards.md) to get a random generated deck.
## **randomizeDeck**
Boolean - if true then the enemy deck will be randomly selected from the deck array. If false, an algorithm will select a deck in sequential order based on the player's prior win/loss ratio against that opponent (discouraged and currently unused due to wild swings in ratio at low game count).
@@ -85,17 +85,17 @@ Decimal - Relative frequency with which this enemy will be picked to spawn in ap
Decimal - Relative estimated difficulty associated with this enemy. Currently unused, but will likely be factored in as a part of filtering enemies into early/late game appropriate opponents. Existing values range from 0 to 1.0.
## **speed**
Integer - Movement speed of this enemy in overworld or on a [map instance](Create-new-Maps). For comparison, the player's base speed is set at a value of 32 (before any equipment / ability modifiers).
Integer - Movement speed of this enemy in overworld or on a [map instance](Create-new-Maps.md). For comparison, the player's base speed is set at a value of 32 (before any equipment / ability modifiers).
## **scale**
Decimal - Default 1.0. For enemies whose sprites are too large or small for their intended usage, this serves as multiplier for the enemy's visual dimensions & collision area. By default, we work with 16x16 pixel sprites for most entities - this can be replicated with a more detailed 32x32 sprite by setting a scale of 0.5 for the enemy entry.
## **life**
Integer - Base starting life total. This is modified universally by a value determined by the player's chosen difficulty, and can be adjusted further at the enemy object level on [map instances](Create-new-Maps).
Integer - Base starting life total. This is modified universally by a value determined by the player's chosen difficulty, and can be adjusted further at the enemy object level on [map instances](Create-new-Maps.md).
## **rewards**
Array - A collection of the rewards to be granted for defeating the enemy.
see [Create Rewards](Create-Rewards) for the syntax.
see [Create Rewards](Create-Rewards.md) for the syntax.
## **equipment**
Array - A collection of strings representing [equipment items](adventure-items) normally intended for player use that this enemy will have. Not used widely, usually when an enemy will drop that [equipment](adventure-items) and it does not use [mana shards](mana-shards).

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@@ -107,7 +107,7 @@ Valid options are:
* `item` will give items to be added to the player's inventory.
* `card` will create one or more cards matching a detailed set of filters to follow.
* `union` is a wrapper for multiple `card` instances that can have mutually exclusive filters.
* `deckCard` is only used with rewards from [enemies](Create-Enemies), this functions as a `card` reward that is limited to cards found in that enemy's deck.
* `deckCard` is only used with rewards from [enemies](Create-Enemies.md), this functions as a `card` reward that is limited to cards found in that enemy's deck.
`{"type": "card", ...}`

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@@ -1,6 +1,6 @@
Basic Gamepad Support for Adventure Mode
Tested using DS4 Cpntroller on Windows and Android.
Tested using DS4 Controller on Windows and Android.
If using on Windows OS and you have DS4Windows installed, you might experience dual input because of Emulated/Virtual Controller. To fix this you must use HidHide (better than exclusive mode). Refer to the guide here:
https://vigem.org/projects/HidHide/Simple-Setup-Guide/

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@@ -8,6 +8,10 @@ Primarily there are two types of images you'll care about; cards, and tokens.
**Tokens** - are the images for the cards replacing a generic "1/1 zombie" for example. These are less frequently updated, and are typically the bulk of what is missing when doing an audit. However, these are probably where the more true "custom" replacements are available, with either custom artwork, or modified of other existing.
A deck may explicitly define the edition and art variant of each card it includes. If a deck specifies those for no card, Forge uses a special algorithm to determine which card printings were the latest by the moment all of deck's had been printed. These very editions of cards are used when loading deck into memory to reflect the flavour of the season when the deck was built.
Card images are cleared from memory cache when switching screens and between games.
# Downloading
Due to charges in Forges hosting and scryfall terms you can no longer predownload card images. Turn on auto download in forge to download card images when first viewed.
@@ -26,6 +30,8 @@ Due to charges in Forges hosting and scryfall terms you can no longer predownloa
**(I'm not gatekeeping, please if you have a private location for bulk downloads or for alternate or custom arts, you can update this wiki too or let us know in the discord. I'll be happy to update the wiki page with additional sources.)**
If you have an older Android device for increased performance or to save bandwidth it might be a good idea to use lower resolution images instead: https://www.slightlymagic.net/forum/viewtopic.php?f=15&t=29104
# Storage
Card images are stored in `pics/cards`, and tokens in `pics/tokens`, in the Cache folder for forge:

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@@ -8,7 +8,7 @@ Much of the code is shared, so creating the data object will look very similar.
- **AB** is for Activated Abilities
- **SP** is for Spell
- **DB** is for Drawback and many abilities that are subsidiary to other things, like replacements. They are only used to chain AFs together, and will never be the root AF
- **ST** is for Static, this gets used in case the API should resolve without using the stack<br> (e.g. the unique *Circling Vultures* special action is directly implemented in the script this way)
- **ST** is for Static, this gets used in case the API should resolve without using the stack<br /> (e.g. the unique *Circling Vultures* special action is directly implemented in the script this way)
>*NOTE:*
> - these factories are refactored from time to time (often to adapt to new sets), so while some entries could be slightly outdated, the base information should still be correct
@@ -52,7 +52,7 @@ The SpellDescription for secondary abilities (both AB and DB) is now displayed w
## Remember*
Remembering is often needed when a card becomes a new object, which is then further affected by the ability. Typical example: [Flicker](https://github.com/Card-Forge/forge/blob/master/forge-gui/res/cardsfolder/f/flicker.txt)<br>
Remembering is often needed when a card becomes a new object, which is then further affected by the ability. Typical example: [Flicker](https://github.com/Card-Forge/forge/blob/master/forge-gui/res/cardsfolder/f/flicker.txt)<br />
Because cards keep their remembered parts when changing zones manual [cleanup](#Cleanup) is usually required.
## AI params
@@ -235,7 +235,7 @@ Parameters
## Choose*
These can be used to chain effects together. However for common cases many effects already support this directly, e.g. `PutCounter | Choices$``.<br>
These can be used to chain effects together. However for common cases many effects already support this directly, e.g. `PutCounter | Choices$``.<br />
Besides making the script shorter using such shortcuts usually also helps the AI making better use of the effect.
### ChooseType
@@ -295,6 +295,8 @@ Parameters:
### ControlExchange
### ControlPlayer
### ControlSpell
## Copy*
@@ -748,7 +750,7 @@ As another example, here's Mitotic Slimes' use of TokenTriggers$:
## Trigger
If possible split the SpellDescription$ of the the effect so the part for the trigger can become the StackDescription directly.
If possible split the SpellDescription of the effect so the part for the trigger can become the StackDescription directly.
### DelayedTrigger

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@@ -2,7 +2,7 @@ A reference guide for scripting cards using the API parsed by the Forge engine.
# Base Structure
By opening any file in the /res/cardsfolder folder you can see the basic structure of how the data is created.<br>
By opening any file in the /res/cardsfolder folder you can see the basic structure of how the data is created.<br />
Here's an example of a vanilla creature:
```
@@ -13,11 +13,11 @@ PT:2/2
Oracle:
```
The name of this card is Vanilla Creature.<br>
It's casting cost is {2}{G}.<br>
It has the types Creature and Beast.<br>
It has a Power-Toughness of 2/2.<br>
It will not display any additional text in the card's template.<br>
The name of this card is Vanilla Creature.<br />
It's casting cost is {2}{G}.<br />
It has the types Creature and Beast.<br />
It has a Power-Toughness of 2/2.<br />
It will not display any additional text in the card's template.<br />
If a card has two faces, use AlternateMode:{CardStateName} in the front face and separate both by a new line with the text "ALTERNATE".
@@ -28,9 +28,9 @@ There are a few other properties that will appear in many cards. These are
|`A`|[Ability effect](AbilityFactory)
|`AI`|RemoveDeck:<br />* `All`<br />This will prevent the card from appearing in random AI decks. It is applicable for cards the AI can't use at all like Dark Ritual and also for cards that the AI could use, but only ineffectively like Tortoise Formation. The AI won't draft these cards.<br />* `Random`<br /> This will prevent the card from appearing in random decks. It is only applicable for cards that are too narrow for random decks like Root Cage or Into the North. The AI won't draft these cards.<br />* `NonCommander`<br />
|`Colors`|Color(s) of the card<br /><br />When a card's color is determined by a color indicator rather than shards in a mana cost, this property must be defined. If no identifier is needed, this property should be omitted.<br /><br />* `Colors:red` - This is used on Kobolds of Kher Keep, which has a casting cost of {0} and requires a red indicator to make it red.<br /><br />* `Colors:red,green` - Since Arlinn, Embraced by the Moon has no casting cost (it's the back of a double-faced card), the red and green indicator must be included.
|`DeckHints`|AI-related hints for a deck including this card<br /><br />To improve synergy this will increase the rank of of all other cards that share some of its DeckHints types. This helps with smoothing the selection so cards without these Entries won't be at an unfair disadvantage.<br /><br />The relevant code can be found in the [CardRanker](https://git.cardforge.org/core-developers/forge/-/blob/master/forge-gui/src/main/java/forge/gamemodes/limited/CardRanker.java) class.
|`DeckHints`|AI-related hints for a deck including this card<br /><br />To improve synergy this will increase the rank of of all other cards that share some of its DeckHints types. This helps with smoothing the selection so cards without these Entries won't be at an unfair disadvantage.<br /><br />The relevant code can be found in the [CardRanker](https://github.com/Card-Forge/forge/blob/master/forge-gui/src/main/java/forge/gamemodes/limited/CardRanker.java) class.
|`DeckNeeds`|This can be considered a stronger variant when the AI should not put this card into its deck unless it has whatever other type is specified. The way this works is "inverted": it will directly decrease the rank of the card unless other cards are able to satisfy its types.<br />If a card demands more than one kind of type you can reuse it:<br />`DeckNeeds:Type$Human & Type$Warrior` will only find Human Warrior compared to `DeckNeeds:Type$Human\|Warrior` which is either
|`DeckHas`|specifies that the deck now has a certain ability (like, token generation or counters) so that the drafting/deckbuilding AI knows that it now meets requirements for DeckHints/DeckNeeds. This is actually very useful since many of these (such as `Ability$Graveyard, Ability$Token, Ability$Counters`) are not deduced by parsing the abilities, so an explicit hint is necessary. Using the other types is also supported in case the implicit parsing wouldn't find it.<br />It doesn't require exact matching to have an effect but cards that care about multiple entries for a given type will be judged higher if a card seems to provide even "more" synergy for it.<br />Example:<br />Chishiro has two abilities so `DeckHas:Ability$Token & Ability$Counters` is used, therefore score for `DeckNeeds:Ability$Token\|Counters` is increased
|`DeckHas`|specifies that the deck now has a certain ability (like, token generation or counters) so that the drafting/deckbuilding AI knows that it now meets requirements for DeckHints/DeckNeeds. This is actually very useful since many of these (such as `Ability$Graveyard, Ability$Token, Ability$Counters`) are not deduced by parsing the abilities, so an explicit hint is necessary. Using the other types is also supported in case the implicit parsing wouldn't find it (TokenScript$ is also included).<br />It doesn't require exact matching to have an effect but cards that care about multiple entries for a given type will be judged higher if a card seems to provide even "more" synergy for it.<br />Example:<br />Chishiro has two abilities so `DeckHas:Ability$Token & Ability$Counters` is used, therefore score for `DeckNeeds:Ability$Token\|Counters` is increased
|`K`|Keyword (see below)
|`Loyalty`|Number of starting loyalty counters
|`ManaCost`|Cost to cast the card shown in mana shards<br /><br />This property is required. It has a single parameter that is a mana cost.<br /><br />* `ManaCost:no cost` for cards that cannot be cast<br />* `ManaCost:1 W W` sets the casting cost to {1}{W}{W}
@@ -50,6 +50,7 @@ Rarity and Set info are now defined in edition definition files. These can be fo
- filename: all lowercase, skip special characters, underscore for spaces
- Unix(LF) line endings
- use empty lines only when separating multiple faces on a card
- AI SVars right before the Oracle
- try to avoid writing default params to keep scripts concise
- e.g. just `SP$ Draw` instead of `SP$ Draw | Defined$ You | NumCards$ 1`
@@ -59,7 +60,7 @@ All keywords need to be prepended with "K:" to be parsed correctly. Each keyword
## Keywords without Parameters
This section is for Keywords that require no additional parameters and are one or two words long. Most of these you would see exactly on cards in the game.<br>
This section is for Keywords that require no additional parameters and are one or two words long. Most of these you would see exactly on cards in the game.<br />
Examples:
- Cascade

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@@ -1,9 +1,6 @@
# Guide - Creating a Custom Card
Using the Forge API you can create your own custom cards and sets. This guide will walk you through the process of creating custom cards via the Force Custom Card Script.
The next tutorial will walk you through the process of adding your new cards to a custom set.
Using the Forge API you can create your own custom cards and sets. This tutorial will walk you through the process of creating custom cards via the Force Custom Card Script.
If you are trying to script cards for a new set make sure you take advantage of the [Developer Mode](Development/DevMode.md) for testing to try and contribute without any obvious bugs.
## File Locations
@@ -84,11 +81,11 @@ Let's break our card down:
- K - A Keyword that gives our creature an ability.
- Oracle - The actual text that appears on that card.
For a refrence of possible fields and their descriptions please see the [Card Scripting API](Card-scripting-API) document. Note that maintaining an up to date list of every ability of every Magic Card ever printed is not feasable. The API is meant to serve as a guide and includes most common used information.
For a reference of possible fields and their descriptions please see the [Card Scripting API](Card-scripting-API) document. Note that maintaining an up to date list of every ability of every Magic Card ever printed is not feasable. The API is meant to serve as a guide and includes most common used information.
3. Add Card to a Set
Now that we have a new card we need to add it to a set so that it will be included in the game. For the purposes of this turorial we'll add out card to an existing set. If you wish to create your own set you can follow this guide: `Guide Coming Soon`
Now that we have a new card we need to add it to a set so that it will be included in the game. For the purposes of this tutorial we'll add our card to an existing set. If you wish to create your own set you can follow this [guide](Creating-a-custom-Set.md).
Navigate to your Custom Editions folder and open the text file for the set you would like to add your card to. Let's add our card to the "DCI Promos" set.
@@ -171,8 +168,62 @@ Simply save and rename the image to "Goblin Card Guide.fullborder.jpg" then over
You can check the [Abilities](AbilityFactory) and [Triggers](Triggers) documentation for more information on this topic. These documents are meant as a guide and are unlikely to contain information about every ability in the game.
The sinplest method for creating an effect on your card is to find another card that does the same thing and copying the ability. These can be found in your Forge folder:
The sinmlest method for creating an effect on your card is to find another card that does the same thing and copying the ability. These can be found in your Forge folder:
>./Forge/res/cardsfolder/cardsfolder.zip
Unzipping this file will sllow you to search for any card in the containing subfolders.
# Custom mechanics
We don't accept new mechanics from outside of official Cards into the main repository. This restriction is needed to keep the engine healthy.
However there is some support to simulate them using named abilities:
This will support things like being able to target specific SA using a custom name. (Flash on Meditate abilities in this example)
```text
Name:Plo Koon
ManaCost:3 W W
Types:Legendary Creature KelDor Jedi
PT:4/4
S:Mode$ CastWithFlash | ValidSA$ Activated.NamedAbilityMeditate | Caster$ You | Description$ You may activate meditate abilities any time you could cast an instant.
A:AB$ ChangeZone | Named$ Meditate | Cost$ 1 W | ActivationZone$ Battlefield | SorcerySpeed$ True | Origin$ Battlefield | Destination$ Hand | Defined$ Self | SpellDescription$ Meditate (Return this creature to its owner's hand. Meditate only as a sorcery.)
Oracle:You may activate meditate abilities any time you could cast an instant.\nMeditate 1W (Return this creature to its owner's hand. Meditate only as a sorcery.)
```
Restrict trigger to only if was triggered by a specific type of SA (Only Scry when Meditating and not being bounced), and reduce cost for a specific type of ability.
```text
Name:Jedi Training
ManaCost:U
Types:Enchantment
S:Mode$ ReduceCost | ValidCard$ Card | ValidSpell$ Activated.NamedAbilityMeditate | Activator$ You | Amount$ 1 | Description$ Meditate abilities you activate cost {1} less to activate.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Hand | TriggerZones$ Battlefield | ValidCard$ Creature.Jedi+YouCtrl | Condition$ FromNamedAbilityMeditate | SubAbility$ DBScry | TriggerDescription$ Whenever a Jedi creature you control meditates, scry 1.
SVar:DBScry:DB$ Scry | ScryNum$ 1
Oracle:Meditate abilities you activate cost {1} less to activate.\nWhenever a Jedi creature you control meditates, scry 1.
```
It will also allow for cards to check if a card was cast using an certain ability using `Count$FromNamedAbility<name>.<true>.<false>`:
```text
Name:Chronic Traitor
ManaCost:2 B
Types:Creature Human Rogue
PT:2/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | TriggerZones$ Battlefield | Execute$ TrigSacrifice | TriggerDescription$ When this creature enters, each player sacrifices a creature. If this creature's paranoia cost was paid, each player sacrifices two creatures instead.
SVar:TrigSacrifice:DB$ Sacrifice | Defined$ Player | SacValid$ Creature | Amount$ X
SVar:X:Count$FromNamedAbilityParanoia.2.1
T:Mode$ ChangesZone | TriggerZones$ Hand | ValidCard$ Permanent.YouCtrl | Origin$ Battlefield | Destination$ Any | Execute$ PayParanoia | TriggerDescription$ Paranoia {2}{B}{B} (You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
SVar:PayParanoia:DB$ Play | Named$ Paranoia | PlayCost$ 2 B B | ValidSA$ Spell.Self | Controller$ You | ValidZone$ Hand | Optional$ True
Oracle:When this creature enters, each player sacrifices a creature. If this creature's paranoia cost was paid, each player sacrifices two creatures instead.\nParanoia {2}{B}{B} (You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
```

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@@ -1,5 +1,3 @@
# Creating a custom set
This is a tutorial to start creating your own custom set, or implementing an existing one. We'll take you step by step into implementing a few cards from [MSEM Champions](https://msem-instigator.herokuapp.com/set/MPS_MSE). This is a basic guide to help you get started.
**Note:** This tutorial is currently for **Windows only**.
@@ -111,11 +109,11 @@ Each line is as follow: `CollectorNumber Rarity CardName @ArtistName`.
> Note: You can put the cards in the list even if they aren't scripted yet. Forge will skip over them.
```
```text
[tokens]
b_1_1_bird_flying
b_3_3_cat_deathtouch
b_5_5_golem_trample
1 b_1_1_bird_flying
2 b_3_3_cat_deathtouch
3 b_5_5_golem_trample
```
The **[tokens]** section is optional, and only needed if you want to use specific token images in this set. They should be named using the name of their token script. `b_1_1_bird_flying` means it is a black 1/1 bird with flying. More on that later.
@@ -124,7 +122,7 @@ If you load the game with just file, you'll be able to see that Master Chef, Une
Let's comment out Master Chef to avoid a name conflict with an existing MTG card:
```
```text
[cards]
#7 M Master Chef
33 M Golden Touch
@@ -133,6 +131,8 @@ Let's comment out Master Chef to avoid a name conflict with an existing MTG card
Save your file, and let's move onto another step.
> If there is a conflict, you can add something in its name for differenciate it, such as a set tag (ie. `Master Chef (MSEM)`).
## Scripting your first cards
As mentioned earlier, your custom card rules need to be located inside `%appdata%/Forge/custom/cards`. I recommend creating subfolders for each starting letter (`Forge/custom/cards/a`, `Forge/custom/cards/b`, etc.) to quickly find if a card has a duplicate name.
@@ -143,7 +143,8 @@ Now, you might remember than Unearth was an existing MTG card so we do not need
Let's create the following files:
avatar_of_basat.txt
```
```text
Name:Avatar of Basat
ManaCost:R
Types:Creature Avatar
@@ -154,7 +155,8 @@ Oracle:Menace\nAvatar of Basat can't block.
```
exhunt.txt
```
```text
Name:Exeunt
ManaCost:B
Types:Instant
@@ -164,7 +166,8 @@ Oracle:Each player sacrifices a creature.
```
fox_of_the_orange_orchard.txt
```
```text
Name:Fox of the Orange Orchard
ManaCost:1 W
Types:Creature Fox Spirit
@@ -173,7 +176,8 @@ Oracle:
```
inked_summoner.txt
```
```text
Name:Inked Summoner
ManaCost:1 B
Types:Creature Human Warlock Artist
@@ -192,7 +196,7 @@ Oracle:At the beginning of your end step, if you lost 2 or more life this turn,
If you load your game now, you should be able to find these cards you just scripted! You'll also notice that Inked Summoner is only listed as a Human Warlock, missing the Artist subtype. That's because Artist is not a real MTG subtype. You can add custom types directing inside the set definition file by following the sections found inside the `res/lists/TypeLists.txt` file. Duplicates will be ignored.
```
```text
[CreatureTypes]
Artist:Artists
```
@@ -207,7 +211,8 @@ Let's add the new tokens we need to make Inked Summoner work!
> Just like for card scripting, this tutorial will not teach you about scripting them.
b_1_1_bird.flying.txt
```
```text
Name:Bird Token
ManaCost:no cost
Colors:black
@@ -218,7 +223,8 @@ Oracle:Flying
```
b_3_3_cat_deathtouch.txt
```
```text
Name:Cat Token
ManaCost:no cost
Colors:black
@@ -229,7 +235,8 @@ Oracle:Deathtouch
```
b_5_5_golem_trample.txt
```
```text
Name:Golem Token
ManaCost:no cost
Colors:black
@@ -243,9 +250,9 @@ Great! Now Inked Summoner no longer make the game crash! Now let's add some imag
## Adding card and token images
You can find the card images for the MSEM Champions edition [here](https://msem-instigator.herokuapp.com/set/CHAMPIONS). Find the ones you need and save them inside `%appdata%/../Local/Forge/Cache/pics/cards/MSEM_CHAMPIONS` Remember the filename format should be something like `Swamp.full.jpg` if you only have one variant in your edition. If you have multiples, then it should be something like `Fox of the Orange Orchard1.full.jpg`, `Fox of the Orange Orchard2.full.jpg`, etc. You can find the alternate images from [here](https://msem-instigator.herokuapp.com/set/MPS_MSE) if you want.
You can find the card images for the MSEM Champions edition [here](https://msem-instigator.herokuapp.com/set/CHAMPIONS). Find the ones you need and save them inside `%appdata%/../Local/Forge/Cache/pics/cards/MSEM_CHAMPIONS` Remember the filename format should be `{cardname}.fullborder.jpg` if you only have one variant in your edition. If you have multiples, then it should be `{cardname}{number}.fullborder.jpg` (ie. `Fox of the Orange Orchard1.fullborder.jpg`, `Fox of the Orange Orchard2.fullborder.jpg`, etc). You can find the alternate images from [here](https://msem-instigator.herokuapp.com/set/MPS_MSE) if you want.
For the tokens, we can deposit them inside `%localappdata%/Forge/Cache/pics/tokens/MSEM_CHAMPIONS`. They should be named the same as their token script so `b_1_1_bird_flying.jpg` and so forth.
For the tokens, we can deposit them inside `%localappdata%/Forge/Cache/pics/tokens/MSEM_CHAMPIONS`. They should be named the same as their number + token script so `1_b_1_1_bird_flying.jpg`, `2_b_3_3_cat_deathtouch.jpg`, and so forth.
![b_1_1_bird_flying](https://github.com/user-attachments/assets/531583c1-3985-4744-858a-3a49fd12740a)
![b_3_3_cat_deathtouch](https://github.com/user-attachments/assets/15a24e62-be43-4c0c-aeac-0ddb38fca97a)
@@ -253,6 +260,15 @@ For the tokens, we can deposit them inside `%localappdata%/Forge/Cache/pics/toke
You can now start your game again, and see that the art loads correctly now.
## 🎉 Congratulations!
## Excursion: Card variants
Youve just added your first custom set in Forge! There's still much more to explore — scripting advanced abilities, custom mechanics, and set structures — but you now have a solid foundation to build from.
There are currently multiple ways to specify a flavor name:
* Manually, by writing `Variant:Foo:FlavorName:Loret Ipsum` in the card script, and adding `${"variant": "Foo"}` to the end of the edition entry. You'll also want to add `Variant:Foo:Oracle:When Loret Ipsum enters...` if the flavor name would appear in the Oracle text, or if it would otherwise be changed.
* By lookup, again by using `Variant:Foo:FlavorName:Loret Ipsum` in the card script, but simply using "Loret Ipsum" as the name in the edition file.
* Automatically, by putting `${"flavorName": "Loret Ipsum"}` at the end of the edition entry.
The third method is the easiest, but besides a simple find/replace for the card name, it won't be able to make any changes to flavor the Oracle text, such as for ability words. They all function the same under the hood once the CardDB is loaded; the latter two are just shortcuts for the first.
## 🎉 Congratulations
Youve just added your first custom set in Forge! There's still much more to explore — scripting advanced abilities, custom mechanics, and set structures — but you now have a solid foundation to build from.

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@@ -42,5 +42,3 @@ mvn -U -B clean \\
-Dcardforge.user=${FORGE_FTP_USER} \\
-Dcardforge.pass=${FORGE_FTP_PASS}
```
After this, the appropriate forum posts will need to be made announcing the new release.

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@@ -2,19 +2,10 @@ Developer Mode is a Mode that allows Developers to try out different
things and gain different shortcuts during play. In a Normal program,
this Mode would be available in a Debug build, but removed from the code
during the Retail build. Since Forge is in constant Beta, this Mode is
available during our Beta releases. On the NewGame Screen, just make
sure it's checked and you'll be able to edit the options at any point
during the game.
available during our Beta releases. You can turn on or off this mode at the
Home View -> Game Settings -> Preferences -> Gameplay Options section.
## Lose By Decking
This one is a simple Checkbox. If your Library is Empty and you try to
try a card, you normally lose the game. This checkbox should be on by
Default (meaning you lose) but if you are running a deck without many
cards, uncheck this box so you don't lose when failing to draw a card
when you need to.
\[THIS OPTION NOT READILY VISIBLE IN VERSIONS 1.6.23\]
It's important to note you won't get achievements in a game once you started cheating.
## View Zone
@@ -26,8 +17,7 @@ that Zone are revealed to you.
## Generate Mana
Useful for not needing Land in your Deck while you are just trying to
test something out, by selecting Generate Mana, 7 of each color and 7
colorless is generated and put into your Mana Pool.
test something out, by selecting Generate Mana, 7 of each type is generated and put into your Mana Pool.
## Setup Game State
@@ -179,5 +169,3 @@ AI hands and leaves them intact, and adds Force of Nature, Raging
Goblin, and Amulet of Kroog to the computer's graveyard. Does not
replace either library. Sets the current player to Human and the current
phase to Main 1.
It's important to note you won't get achievements in a game once you started cheating.

View File

@@ -1,44 +0,0 @@
# Why Rewrite Network Play?
The current implementation of **Network Play** relies on [Java serialization/deserialization](https://www.geeksforgeeks.org/serialization-in-java/) via [Netty](https://netty.io/). While this does work, it is inefficient, transferring large amounts of unnecessary (duplicate) data. The transferring of duplicate data has two negatives:
1. increased latency
2. increased bandwidth
The increased latency is very noticeable throughout a network game.
The increased bandwidth is a potential concern for mobile players, not everyone has an unlimited data plan.
Testing of the existing **Network Play** implementation has shown an individual **Game** transferring over 300MB of data.
# The Rewrite
The rewrite will utilize [protobuf](https://developers.google.com/protocol-buffers) and be approached in phases:
1. Lobby
2. Match
3. Game
## Lobby
The **Lobby** portion will handle:
* Handshake
* Player
* Name
* Avatar
* Game Rules Selection
* Deck Submission
The **Handshake** portion of the **Lobby** will be responsible for ensuring that it is a **Forge** client that is connecting **and** that the client is running a compatible **Network Play** implementation.
## Match
Number of **Games** that comprise a **Match**, normally first player to win 2 **Games**. This is important, because it is not *technically* best of 3. For example if either of the first two games of a **Match** are a *draw*, it is entirely possible to play a fourth **Game** in a **Match**. (Need a judge ruling reference on this)
## Game
This will be broken down in more detail, but the important bits to hand first are:
* Phases
* Passing of **priority**
* Notification upon receipt of **priority**

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@@ -40,7 +40,5 @@ It would be useful for other people to be comfortable with the release process.
* Create a PR from your branch and get it merged as quickly as you can (ideally before other PRs are merged).
* Create a new release from https://github.com/Card-Forge/forge/releases
* Upload the package and its sha to the create new release page
4. Marketing
5. Marketing
* Advertise in the #announcements channel in the Discord

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@@ -26,6 +26,8 @@ Mostly old-style interface with new age loading screen. Initial card scripting i
Supports over 10,000 cards. We start using a reconstructed UI that allows for better theming. And makes things feel less like an "Application" and more like a "Game"
## 2013-10 - ver 1.5.1 is the first with Commander
## 2014-05 - Android app is published via Maven
## 2015-04 - Network play is rudimentary but available
@@ -36,8 +38,6 @@ Supports over 10,000 cards. We start using a reconstructed UI that allows for be
## 2024-07 - _All non-Un set cards have been added to Forge_
## 2024-08 - Bloomburrow release
## 2024-09 - Duskmouth Release 1.6.65 (**Last release that supports Java 1.8**)
Supports over 28,500 cards.
@@ -68,8 +68,6 @@ For any of you curious about what the first attempt at making a Shandalar-like A
Interestingly, the above-mentioned thread refers to the proposed game mode as "Adventure Mode" a few times (closer to the end of the thread), something that we actually currently have and actively develop 👍
The interesting aspect of that development was the day/night cycle, I don't know why but I remember I thought that it looked quite atmospheric back in the day
## Abe Sergeant writes about Forge
2009-09-11 - Here is the article on star city.
@@ -80,15 +78,12 @@ And here is it in archive.org in case that gets taken down
https://web.archive.org/web/20210707215155/https://articles.starcitygames.com/articles/the-kitchen-table-302-an-mtg-forge-quest/
MTG Forge comes with a Quest Mode. In Quest Mode, you begin with a random selection of cards, and have to build a 60-card deck. Then you play against decks by various computer opponents, and as you win, you get more cards, and the difficulty of your opponents increases.
Quest is the most fun Ive had playing Magic in a year.
What I am going to do is show you a quick 10-game win in quest. You can play to 10, 20, 30, or 40 wins, but Im just going to show you a 10 win in quest. I will show you where the game has bugs too, so you can see what I am talking about when I say WIP. Im not holding anything back.
> MTG Forge comes with a Quest Mode. In Quest Mode, you begin with a random selection of cards, and have to build a 60-card deck. Then you play against decks by various computer opponents, and as you win, you get more cards, and the difficulty of your opponents increases.<br />
> Quest is the most fun Ive had playing Magic in a year.
# Major disruptions
One interesting thing about Forge is the way it grew. Much of the first few years was solely on the back of an Amateur software engineer called "MTG Rares" soon enough "Dennis Bergkamp" came along and was doing a bunch more development. New Software Engineers joined the ranks off and on. From there on people would jump in, help for a handful of years and get too busy with life, or stop really playing magic or whatever. A handful of us have been around the longhaul, but not too many.
One interesting thing about Forge is the way it grew. Much of the first few years was solely on the back of an Amateur software engineer called "MTG Rares". Soon enough "Dennis Bergkamp" came along and was doing a bunch more development. New Software Engineers joined the ranks off and on. From there on people would jump in, help for a handful of years and get too busy with life, or stop really playing magic or whatever. A handful of us have been around the longhaul, but not too many.
## Sourceforge SVN (2007-2008)
Original location. Moved when the name changed.
@@ -103,13 +98,11 @@ One interesting thing about Forge is the way it grew. Much of the first few year
## Github (2021-Present)
Conversion from Git to Git was a lot easier.
## Jendave's modularization (2011)
The initial modularization attempt pulled everything from living under forge-gui/ module and built out some of the Maven structure.
## Maxmtg's modularization (2013?)
Took this the next step further massively reorganizing the codebase. It caused major issues and took a few months to get resolved.
## Hanmac's modularization (2017?
This was a smaller modularization mostly within certains areas that ultimately was positive, but led to some headaches during the process.
## Hanmac's modularization (2017?)
This was a smaller modularization mostly within certains areas that ultimately was positive, but led to some headaches during the process.

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@@ -1,35 +1,25 @@
This is a list of basic troubleshooting questions that come up for most new players, before running to the discord about your issue, please review this FAQ for some of the more common issues.
### Check the FAQ in Discord
This is a list of basic troubleshooting questions that come up for most new players, before running to the discord about your issue, please review this document for some of the more common issues.
* Check the FAQ in Discord (probably more up-to-date if things break unexpectedly on us)
https://discord.com/channels/267367946135928833/1095026912927154176
### Search the help posts in Discord
* Search the help posts in Discord
https://discord.com/channels/267367946135928833/1047001034788196452
### Write a post in help section of Discord
https://discord.com/channels/267367946135928833/1047001034788196452
Note: For now, please also check [this](https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=11825) forum topic for some additional information.
# General
### How do I download content?
## How do I download content?
Forge has content downloaders within the app itself, you can use those tools to update the graphics assets. More information about card and token image assets can be found here. [Card Images, Downloading](Card-Images#downloading)
Forge has content downloaders within the app itself, you can use those tools to update the graphics assets. More information about card and token image assets can be found here. [Card Images, Downloading](Card-Images.md#downloading)
## My desktop match/deck view is all messed up?
The match and deck editor windows contain panels that can be moved and/or resized. The changes that you make are saved to files that are named "editor.xml" and "match.xml". These files can be found in your userDir/preferences/ directory.
Sometimes people will decide that they do not like the changes that they made and wish to go back to the original layout. To reset layouts to default, go to the Game Settings -> Preferences -> Troubleshooting section. You will find at this location two buttons that will reset the match layout and the deck editor layouts.
* If you have an older Android device for increased performance or to save bandwidth it might be a good idea to use lower resolution images instead: https://www.slightlymagic.net/forum/viewtopic.php?f=15&t=29104
Also use the mentioned measure if your match or deckeditor won't start - it would help in 90% of the cases.
### How do I extract Forge?
* Forge uses a .tar.bz2 format for archiving. Depending on your operating system, different utilities can be used to untar the archive.
* If you use Windows, you may want to try 7-Zip (http://www.7-zip.org/download.html).
### I think I found a bug in Forge. What do I do?
## I think I found a bug in Forge. What do I do?
*Most users, who are running beta versions of Forge, should continue to use these instructions. As for alpha testers, these instructions have yet to be made congruent with the latest automatic bug reporting from within Forge.*
@@ -37,10 +27,9 @@ Bug reports from users are the lifeblood of Forge. Please keep in mind that "bet
For starters, please take note of (1) what you had in play, (2) what your opponent had in play and (3) what you were doing when the error occurred. If you get a Crash Report from inside Forge, please save the data to a file. This information is very important when reporting a problem. Don't worry if you didn't think of that right away, until your next start, the "Forge.log" in the game directory will also provide that information.
If you did not get a Crash Report, but you have experienced a problem in how Forge handled one or more cards or game rules, *please read the cards (and the Oracle rulings) carefully* to make sure you understand how they work. You may be surprised to find that Forge is actually enforcing the rules
correctly.
If you did not get a Crash Report, but you have experienced a problem in how Forge handled one or more cards or game rules, *please read the cards (and the Oracle rulings) carefully* to make sure you understand how they work. You may be surprised to find that Forge is actually enforcing the rules correctly.
Because duplicate bug reports use up our limited resources, please research your bug with the **Search** box on Forge's [issue tracker](https://git.cardforge.org/core-developers/forge/-/issues) to see if your bug has already been reported there. For Crash Reports, use key words from the second paragraph of the Crash Report.
Because duplicate bug reports use up our limited resources, please research your bug with the **Search** box on Forge's [issue tracker](https://github.com/Card-Forge/forge/issues) to see if your bug has already been reported there. For Crash Reports, use key words from the second paragraph of the Crash Report.
* If you find a matching issue, examine it to see if you have anything new to contribute. For example, a different way of reproducing a problem can sometimes be helpful. If the issue was posted to the forum, you may post your additional information there.
@@ -48,13 +37,13 @@ Because duplicate bug reports use up our limited resources, please research your
* If you're unsure, you can also post on one of the support channels of the discord. In case you do not get a timely response, please submit a new issue anyway to make sure it doesn't get lost.
### I have an idea to make Forge better. What do I do?
## I have an idea to make Forge better. What do I do?
Follow the directions in [Bug Reports](Frequently-Asked-Questions#i-think-i-found-a-bug-in-forge-what-do-i-do), keeping in mind that you are not reporting a bug, but rather a **Feature Request**.
# Development
### I want to help develop Forge. How do I get started?
## I want to help develop Forge. How do I get started?
Forge is written in Java, so knowledge in that language (or similar Object Oriented languages like C++ or C\#) is very helpful. However, it is possible to learn the grammar for writing the data objects of cards without programming experience.
@@ -62,32 +51,38 @@ A development environment such as [IntelliJ](https://www.jetbrains.com/idea) is
Thanks to the nature of how cards are implemented, you can also contribute these as small plain text files. This is especially helpful during a preview season, when there are a lot of new cards in the backlog. This is mostly coordinated in #card-scripting on the Discord (and the pins there).
To obtain the source code of Forge, read our [Development Guide]((SM-autoconverted)--how-to-get-started-developing-forge).
For smaller first-time contributions using the GitHub web interface is also an alternative:
![github](Development/github.png)
### My system is all setup to help. What now?
1. Register GitHub Account (if you don't already have one)
2. Make your own fork of Forge, press this button on the main project page (must only be done first time)
3. In your fork you can navigate to `forge-gui/res/cardsfolder/upcoming` and either Upload new files or open an existing one
4. When you're done at the bottom make sure to create a new branch, that makes it easier to keep your changes apart
5. On the next page make sure you choose the original project as merge target (see screens)
6. Please test your scripts and watch for review comments
To obtain the source code of Forge, read our [Development Guide](Development/IntelliJ-setup/IntelliJ-setup.md).
## My system is all setup to help. What now?
Take a look through the /res/cardsfolder folder. This is where all the card data lives. If you know of cards that are missing from Forge, see if there are similar cards that already exist.
# Gameplay
### Where do I use Flashback or a similar ability that is in an External area?
## Where do I use Flashback or a similar ability that is in an External area?
Click on the Lightning Bolt icon in the player panel. Since cards with External Activations aren't as clear to activate, we created this shortcut for this specific purpose.
Click on the Lightning Bolt icon in the player panel. Since cards with external Activations aren't as clear to activate, we created this shortcut for this specific purpose. After the last card is removed from a zone window, that window will automatically be hidden.
### How do I target a player?
## How do I target a player?
Just click on the player's Avatar in the Player Panel when prompted to select a Player as a target.
### Where did my mana go?
## Where did my mana go?
If you have an effect that generated you some mana, and you don't know where it is. Check out the Player Panel. There are 6 different mana subpools one for each color/colorless that should have it. If you accidentally tapped your mana before your Main Phase, your mana is gone. Sorry, we don't have a way at this time to revert these actions. In general, I'd say it's easier/better to start casting a spell first, then activate your mana so this doesn't happen.
# Quest Mode
### What is the difference between Fantasy Quest and Normal Quest?
## What is the difference between Fantasy Quest and Normal Quest?
In Normal Quest, you start with 20 life and only have access to the Card Shop. In Fantasy Quest, you start at 15 life and gain additional access to the Bazaar which allows you to buy things like extra life points, Pets, Plants and more.
### Sealed Deck Mode
[HOW-TO: Customize your Sealed Deck games with fantasy blocks](https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=8164)

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@@ -8,37 +8,35 @@ Forge is a "Rules Engine" for the game Magic: the Gathering.
Forge is not related in any way with Wizards of the Coast.
Forge is open source software released under the GNU Public License.
Up to 8 players are supported, with control of each assigned to human or AI control. Player decks can be imported, user-created with the Deck Editor, or automatically generated. Over 99% (and counting) of all cards in Magic's existence are available, with the missing ones mostly being pointless to implement in the context (e. g. the notorious Chaos Orb) or impossible. That's more than the official Magic Online!
Up to 8 players are supported, with each assigned to human or AI control. Player decks can be imported, user-created with the Deck Editor, or automatically generated. Over [99%](Missing-Cards-in-Forge.md) (and counting) of all cards in Magic's existence are available, with the missing ones mostly being pointless to implement in the context (e.g. the notorious Chaos Orb) or impossible. That's more than the official Magic Online!
For a complete list of unimplemented cards, either check the most recent release topic on the forums or use the "Audit Card and Image Data" check from "Content Downloaders" menu.
Forge creates a unique experience by combining this enormous card library with some RPG elements in [**Quest mode**](https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=9258) on the desktop version, and **Planar Conquest** on the mobile version.
Forge creates a unique experience by combining this enormous card library with some RPG elements in [**Quest mode**](https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=9258) (comparable to the 'Shandalar', the late 90's PC Game) on the desktop version, and **Planar Conquest** on the mobile version. Forge now includes a Graphical Map Based game mode called "Adventure Mode" which is more akin to 'Shandalar.'
Forge also features a wide variety of puzzles. For more details and features see the other pages in this wiki.
Forge also features a wide variety of puzzles. For more details and features see the MANUAL.txt in your game folder.
Currently, Forge functions best in Human vs. AI matches. Playing against another human player over the Internet with Online Multiplayer mode is functional, but may still result in game play errors. See the Network Play section of this wiki.
Currently, Forge functions best in Human vs. AI matches. Playing against another human player over the Internet with [Online Multiplayer mode](Network-FAQ.md) is functional, but may still result in game play errors.
# Adventure Mode
Forge now has an Adventure Mode, along with the Classic deck building and match game modes with AI.
Forge now includes a Graphical Map Based game mode, along with the Classic deck building and match game modes with AI.
Adventure mode is a work-in-progress game mode where you explore the ever-changing landscape of Shandalar, and duel creatures to gain gold and new cards ~~to become the best and collect them all!~~ to battle the bosses in the castles for each color. You can visit towns to buy equipment and cards, crawl through dungeons to find artifacts and loot to help you on your journey. Adventure mode is an awesome reimagining of the original 'Shandalar' 90's PC Game in Forge.
Adventure mode is a work-in-progress game mode where you explore the ever-changing landscape of Shandalar, and duel creatures to gain gold and new cards ~~to become the best and collect them all!~~ to battle the bosses in the castles for each color. You can visit towns to buy equipment and cards, crawl through dungeons to find artifacts and loot to help you on your journey. Adventure mode is an awesome reimagining of the original 'Shandalar' late 90's PC Game in Forge.
Adventure is baked into the Android/Mobile release of Forge, and as a separate executable already provided in the Desktop release package.
# Download and Install
* Most users please see the [User Guide.](User-Guide)
* Most users please see the [User Guide](User-Guide.md).
* For SteamDeck or Bazzite Installation see [Steam Deck Install.](Steam-Deck-and-Bazzite-Install)
* For SteamDeck or Bazzite devices see this [extra manual](Steam-Deck-and-Bazzite-Install.md).
# Support
[Basic Troubleshooting](Troubleshooting-FAQ) - Check here first.
[Basic Troubleshooting](#Troubleshooting.md) - Check here first.
[Join the Discord](https://discord.com/invite/3v9JCVr)! - We're happy to help you get going.
[Other Frequently Asked Questions](Frequently-Asked-Questions) - For more advanced questions about forge mechanics and gameplay.
[Other Frequently Asked Questions](Frequently-Asked-Questions.md) - For more advanced explanations about Forge mechanics and gameplay.
# Forge Developers
# Developers
The original programmer can be found at http://mtgrares.blogspot.com. A while
back he open sourced the project and let the other developers improve it
@@ -52,6 +50,8 @@ lot of behind the scenes action going on. For each release, it is common
for the release developer to give a shout out for those that helped
specifically for that version. Feel free to give kudos there.
If you are curious about the written/oral history of Forge, we're working on recreating some of that [Forge Historical reference](Forge-historical-reference)
If you are curious about the written/oral history of Forge, we're working on recreating some of that [Forge Historical reference](Forge-historical-reference.md)
***
> <span style="color: red;">Note:</span> if you're reading this locally here's the [Table of Contents](_sidebar.md)

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Forge can work with card images of your choice.
The naming convention is as follows:
If you have an older Android device for increased performance or to save bandwidth it might be a good idea to use lower resolution images instead: https://www.slightlymagic.net/forum/viewtopic.php?f=15&t=29104

4
docs/Skins.md Normal file
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@@ -0,0 +1,4 @@
Download more skins here:
https://github.com/Card-Forge/forge-extras/releases/tag/themes
[Skin Template + Atlas file](https://github.com/user-attachments/files/23420566/forge_sprite_icons_template.zip)

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@@ -1,10 +1,8 @@
# SteamDeck and Bazzite Support
_This instruction was written using Bazzite, however should be similar enough for SteamOS._
In order to support the SteamDeck "natively" for full Forge Desktop mode, we would likely need to have a flatpack installer for the best user install experience, currently Forge has no intention to have a flatpack. The current **best** and recommended way to have Forge on your SteamDeck is to install and run the Android APK version in Waydroid Android Container.
* You will need to have installed Waydroid first, this reddit post may work for you; https://www.reddit.com/r/SteamDeck/comments/1ay7ev8/how_to_install_waydroid_android_on_your_steam_deck/
* You will need to have installed Waydroid first, this reddit post may work for you: https://www.reddit.com/r/SteamDeck/comments/1ay7ev8/how_to_install_waydroid_android_on_your_steam_deck/
## Installing Forge Android in Waydroid (Recommended Method)
Once you've installed Waydroid, you can follow the same steps you would in any Android device.

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This page is a placeholder for Theme creation information.
I'm working on creating an atlas data file for the skin sprite sheets. I'll separate this into 3 sections; Skins, Music and Sounds, and Card Images.

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# Downloads
* **Snapshots**;
* READ THESE NOTES BEFORE DOWNLOADING SNAPSHOTS:
* **Please use snapshots for Adventure Mode!**
* May contain more bugs, bug fixes, **definitely gets newest cards faster** and newer features.
* These are **NOW** automatically released daily.
* If the snapshot isn't in the location below, it's because its in the middle of uploading a new snapshot. Come back later to grab it.
* [_**CLICK HERE FOR DOWNLOAD LINKS - Forge SNAPSHOT Version (DESKTOP/ANDROID)**_](https://github.com/Card-Forge/forge/releases/tag/daily-snapshots)
* For desktop, grab the installer file that ends in .jar
* For android, grab the android file that ends in .apk
* **Android Installation Guide**
* Quick Guide for installing Android Snapshots: <br />
## Snapshots
https://github.com/user-attachments/assets/7a0c7bb8-7cf9-4800-8091-bcc30ff2f4d8
* Snapshots are automated daily builds of the source code.
* They contain the latest bug fixes, features and cards.
* If the snapshot isn't in the location below, it's because its in the middle of uploading a new snapshot - come back later to grab it.
[***CLICK HERE FOR DOWNLOAD LINKS - Forge SNAPSHOT Version (DESKTOP/ANDROID)***](https://github.com/Card-Forge/forge/releases/tag/daily-snapshots)
* For desktop, grab the installer file that ends in .jar
* For android, grab the android file that ends in .apk
&dash; Watch the screen recording if one of following steps isn't clear for you
* **Releases**;
* READ THESE NOTES BEFORE DOWNLOADING RELEASES:
- "Releases" are really intended where "99% cards implemented are working and stable."
- If you are looking for newly spoiled cards as soon as possible, grab the snapshot instead.
- The current release mechanism is failing unexpectedly for Android. So just stick with snapshots for Android users.
* [_**CLICK HERE FOR DOWNLOAD LINKS - RELEASE DESKTOP**_](https://github.com/Card-Forge/forge/releases/latest)
- Grab the installer file that ends in .jar
<https://github.com/user-attachments/assets/7a0c7bb8-7cf9-4800-8091-bcc30ff2f4d8>
# Java Requirement
## Releases
* "Releases" are really intended where "99% cards implemented are working and stable".
* **They are NOT bug-free.** They are not updated after they're built, meaning you need to wait for the next release if you encounter a bug, or use the SNAPSHOT version instead.
* If you are looking for newly spoiled cards as soon as possible, grab the SNAPSHOT version instead.
* The current release mechanism is failing unexpectedly for Android. So just stick with snapshots for Android users.
[***CLICK HERE FOR DOWNLOAD LINKS - RELEASE DESKTOP***](https://github.com/Card-Forge/forge/releases/latest)
* Grab the installer file that ends in .jar
# System Requirements
**Forge Requires Java** to run, please make sure you have Java installed on your machine prior to attempting to run.
* **Java 17** is required as minimum version and can be acquired through the Standard Edition Development Kit (JDK) or the OpenJDK. Continued development provides new features in those editions, therefore you need the Java Development Kit to have those newer editions;
- Download - [https://jdk.java.net/](https://jdk.java.net/)
- Source Code - [https://github.com/openjdk/jdk/](https://github.com/openjdk/jdk/)
* **Java 17** is required as minimum version and can be acquired through the Standard Edition Development Kit (JDK) or the OpenJDK. Continued development provides new features in those editions, therefore you need the Java Development Kit to have those newer editions:
* Download - [https://jdk.java.net/](https://jdk.java.net/)
* Source Code - [https://github.com/openjdk/jdk/](https://github.com/openjdk/jdk/)
Most people who have problems setting up Forge, do not have Java setup properly. If you are having trouble, open your terminal/command line and run `java --version`. That number should be 17 or higher.
Most people who have problems setting up Forge, do not have Java setup properly. If you are having trouble, open your terminal/command line and run `java --version`. That number should be 17 or higher.
The memory requirements for Forge have fluctuated over time. The default
setting on your computer for the Java heap space may not be enough to
prevent the above problems. If you launch Forge by double-clicking the
jar files directly you could eventually receive a **java heap space
error**.
We have created several scripts that will launch Forge with a greater
allotment of system resources. (We do this by passing `-Xmx1024m` as
an argument to the Java VM.)
If you plan to eventually download all card images make sure you have several gigabytes of free drive space.
# Install and Run
Forge requires Java to run.
> Warning: Do **NOT** owerwrite an existing installation. Always unpack/install the package in a new folder to avoid problems!
_**Download and unpack /install the package to their own new folder!**_
## Install Wizard (jar)
### Install Wizard (jar)
* Run/Double click "**forge-installer**-VERSION.jar" where VERSION is the current release version and click next until the Target Path window appears. If double clicking the .jar file doesn't load the main interface you can run it via terminal/command line ```java -jar FILENAME.jar``` where FILENAME is the name of the installer.
* Browse to your preferred install directory (create a new directory for clean installation) and click next until installation starts.
* Browse to your preferred install directory and click next until installation starts.
![image](https://github.com/Card-Forge/forge/assets/9781539/b7575f49-f6b3-4933-a15f-726314547c4f)
* After the installation finishes, close the installer. Run the executable forge|forge-adventure (.exe/.sh/.cmd)
### Manual Extraction (tar.bz2)
### What if double-clicking doesnt work?
* **Desktop Windows**:
* Unpack "forge...tar.**bz2**" with any unpacking/unzipping app (e.g. 7-zip, winrar, etc)
* You'll end up with "forge...**tar**".
* Unpack that ".tar" file once more into its own folder.
* Run Forge app/exe
* **Desktop Linux/Mac**:
* Unpack "forge...**tar.bz2**" with any unpacking app. (Check your package repository, or app store.)
* You'll probably end up with just a folder, and fully extracted.
* If you do end up with a ".tar" file, unpack that file also into it's own folder.
* Run Forge script;
* Linux: Run the ".sh" file in a terminal (double clicking might work.)
* MacOS/OSX: Run the ".command" file by double clicking in Finder, or run from the terminal.
* If the command file doesn't appear to do anything, you'll need to [modify the permissions to be executable.](https://support.apple.com/guide/terminal/make-a-file-executable-apdd100908f-06b3-4e63-8a87-32e71241bab4/mac) (This is a temporary bug in the build process.)
* Additionally OSX needs to have a JRE AND a JDK installed because reasons.
* **Android**:
* Sideload/Install "forge...apk"
* Run Forge
Sometimes double-clicking will open the jar file in a different program.
In Windows, you may need to right-click and open the properties to change the launching program to Java.
This might be different in OSX or Linux systems (file permission related).
## Play Adventure Mode on Desktop
## Manual Extraction (tar.bz2)
### Desktop Windows
* Unpack "forge...*tar.bz2*" with any unpacking/unzipping app (e.g. 7-zip, winrar, etc)
* You'll end up with "forge...*tar*".
* Unpack that ".tar" file once more into its own folder.
* Run Forge app/exe
### Desktop Linux/Mac
* Unpack "forge...*tar.bz2*" with any unpacking app. (Check your package repository, or app store.)
* You'll probably end up with just a folder, and fully extracted.
* If you do end up with a ".tar" file, unpack that file also into its own folder.
* Run Forge script:
* Linux: Run the ".sh" file in a terminal (double clicking might work.)
* MacOS/OSX: Run the ".command" file by double clicking in Finder, or run from the terminal.
* If the command file doesn't appear to do anything, you'll need to [modify the permissions to be executable.](https://support.apple.com/guide/terminal/make-a-file-executable-apdd100908f-06b3-4e63-8a87-32e71241bab4/mac) (This is a temporary bug in the build process.)
* Additionally OSX needs to have a JRE AND a JDK installed because reasons.
### Android
* Sideload/Install "forge...apk"
* Run Forge
# User data migration
There are three defined user data directories: userDir, cacheDir, and cardPicsDir, and their locations depend on the standard paths for your operating system:
Windows:
userDir=%APPDATA%/Forge/
cacheDir=%LOCALAPPDATA%/Forge/Cache/ (or %APPDATA%/Forge/Cache/ for Windows versions before the local/roaming directory split)
OSX:
userDir=$HOME/Library/Application Support/Forge/
cacheDir=$HOME/Library/Caches/Forge/
Linux:
userDir=$HOME/.forge/
cacheDir=$HOME/.cache/forge/
The appdata directory is hidden by default in Windows 7 and above versions. Open a Windows Explorer window (or double-click on My Computer) and in the address field type "%appdata%/forge/" (without the quotes).
cardPicsDir is defined as <cacheDir>/pics/cards/ by default. If you wish to use a non-default directory, please see the forge.profile.properties.example file located in the Forge installation directory root. You can use this file to, for example, share the card pics directory with another program, such as Magic Workstation.
If you are using the Mac OS X version of Forge then you will find the forge.profile.properties.example file by right clicking or control clicking on the Forge.app icon. Select "Show Package Contents" from the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:
/Contents/Resources/Java/
and you will find the file.
## Import Data
If you have a directory full of deck files, you can use the Import Data dialog to copy or move them to the appropriate directory. The dialog gives you a full listing of all file copy/move operations, so you can see what will happen before you click 'Start Import'.
# Accessibility
We know some people are colorblind and may not be able to differentiate between colors of the default theme. Forge does have access to other [Skins](Skins.md), which use other color palettes that might be more suitable for you.
# Play Adventure Mode on Desktop
* Run the Adventure Mode EXE or Script in the Folder you extracted.
* The game will start with an option for Adventure or Classic Mobile UI.
* Android/Mobile builds are built as the Adventure Mode or Mobile UI and nothing special is needed.
- If adventure mode option does not show up;
- check you're up to date with your version.
- check in the settings that the "Selector Mode" is set to `Default`
* If adventure mode option does not show up;
* check you're up to date with your version.
* check in the settings that the "Selector Mode" is set to `Default`
# System Requirements and Historic Details
# Gameplay
Since Forge is written in Java, it is compatible on any Operating System
that can run the Java Runtime Environment. Forge requires
Java 17 (Forge is not backwards compatible with older versions of Java).
If you have difficulties with your System not working with Forge,
please come to the Discord so we can attempt to help.
This program works best with a screen resolution of **1280 by 720** or
better. Forge can now have it's window minimized to **800 by 600**
pixels but this may make the display area cramped and possibly limit
your ability to play. (This means Forge may not compatible with some
netbook computers.)
## Targeting Arrows
When hovering over items on the stack, arrows will be displayed between that item and all of its targets (both cards and players).
The arrow will be red if the spell/ability's activator is an opponent of the target or its controller, and blue if targeting an ally of the target or its controller.
The memory requirements for Forge have fluctuated over time. The default
setting on your computer for the java heap space may not be enough to
prevent the above problems. If you launch Forge by double-clicking the
file **run-forge.jar** you will eventually receive a **java heap space
error**. The name of the forge jar file has changed as part of our new
Maven based build and release system. The name format now used is:
## Card Zoomer
You can gaze at your HQ images in all their glory with just a flick of the mousewheel, holding the middle mouse button down, or holding the left and right mouse buttons down at the same time. This feature will also increase the size of low quality pics up to the size used for high quality pics, but the image will not be very clear.
**forge-**{version number}**-jar-with-dependencies.jar**
Instructions:
- Works on any card image in the Deck Editor or Duel screen.
- Move your mouse over the card you want to zoom and mouse-wheel forward.
- Mouse-wheel back, mouse click or pressing ESC closes the zoomed image.
We have created several scripts that will launch Forge with a greater
allotment of system resources. (We do this by passing **-Xmx1024m** as
an argument to the Java VM.) People using Windows OS should double click
the **forge.exe** file. People using Apple's Mac OS X should use the Mac
OS version and double click the **forge.command** file. People using one of the
other \*nix OS should double click the **forge.sh** file.
Split cards (name contains "//") are rotated 90 degrees for easier viewing.
# What if double-clicking doesnt work?
If a card is a flip or double-sided card then you can easily view the alternate image using flick wheel forward or tap CTRL key.
Sometimes double-clicking will open the jar file in a different program.
In Windows, you may need to right-click and open the properties to
change the launching program to Java. This might be different in OSX or
Linux systems (file permission related).
The standard flip graphic (the two rotated arrows) is displayed if the card can be flipped or transformed.
Forge supports showing XLHQ (extra large high quality) card pictures when zooming in on a card if these pictures are available. Forge will look for XLHQ card art in the "XLHQ" subfolder of the "pics/cards" folder in Forge cache. XLHQ pictures should have the ".xlhq.jpg" extension instead of the ".full.jpg" one (CCGHQ XLHQ releases comply with this naming scheme).
Please note that XLHQ versions of cards are *only* showed in the zoom view, regular card pictures are still used (LQ/HQ, depending on what you're using) on the battlefield and elsewhere in the game because XLHQ art is significantly more taxing in memory consumption (and in addition to that, XLHQ card borders are not cropped the way Forge expects them in order to show them properly on the battlefield anyway).
XLHQ tokens are also supported, but the naming scheme for them is a little different - they are looked up in "pics/tokens/XLHQ" and have their ordinary names.
## Easier creature type selection
When prompted to select a creature type for a card like *Obelisk of Urd*, creature types present in your deck will appear on top, sorted from most to least frequent, followed by all other creature types.
This should make it so, more often than not, you can just accept the dialog without searching.
## Auto-Target
When playing spells and abilities with the text "target opponent", if you only have one opponent, you will no longer be asked to choose the opponent to target.
When triggered abilities have only one valid target, that target will now be auto-selected.
## Auto-Pay
When paying mana costs, you can press Enter/Spacebar or click the Auto button in the Prompt to automatically pay the mana cost using available mana sources if possible.
- The button will be disabled if you cannot pay the mana cost at that time, in which case Enter/Spacebar will cancel the spell/ability instead.
- Uses the same logic the AI uses to pay mana costs. This means it will try to use mana in your pool before mana sources in play, using colorless mana to pay the colorless part of the cost if any is available.
- You can still manually pay the cost by clicking mana sources in play (e.g. lands) or clicking symbols in your mana pool, which might be a good idea if you want to save specific mana sources for a later play that turn.
- you'll still be prompted when paying Sunburst or cards that care what colors are spent to cast it (ex. Firespout).
## Auto-Yield
- When a spell or an ability appears on the stack and it says "(OPTIONAL)" you can right-click it to decide if you want to always accept or to decline it.
It is possible to specify the granularity level for auto-yields: the difference is that, for example, when yielding per ability if you auto-yield to Hellrider's triggered ability once, all triggers from other Hellrider cards will be automatically auto-yielded to as well. When yielding per card, you will need to auto-yield to each Hellrider separately.
Note that in when auto-yielding per ability, auto-yields will NOT be automatically cleared between games in a match, which should speed the game up. When auto-yielding per card, auto-yields WILL be automatically cleared between games because they are dependent on card IDs which change from game to game, thus you will need to auto-yield to each card again in each game of the match.
- Pressing "End Turn" skips your attack phase and doesn't get cancelled automatically if a spell or ability is put on the stack. You will still be given a chance to declare blockers if your opponent attacks, but after that the rest of your opponent's turn will now be skipped properly.
To alleviate pressing this accidentally, as long as you're passing this way, you'll be able to press Escape or the Cancel button to be given the chance to act again. Phases with stops and spells/abilities resolving will be given a slight delay to allow you to see what's going on.
## Shift Key helper
* When you mouse over a flip, transform or Morph (controlled by you) card in battlefield, hold SHIFT to see other state of that card at the side panel that displays card picture and details.
* Hold SHIFT when clicking on mana pool icons to use as much of that mana type as possible towards the cost.
* Tap all lands in a stack using Shift+click on any in the stack.
* Attack with all creatures in a stack using Shift+click on any in the stack.
## Full Control
Right click/long tap on your player avatar:
This feature lets you skip different helpers that streamline gameplay by avoiding somewhat annoying GUI interactions and instead use AI logic to make reasonable decisions for beginners. Useful for certain corner cases or if you want to challenge yourself with the Comprehensive Rules:
e.g. the opposite cost order is needed if activating an animated "Halo Fountain" that's also tapped.
## Repeatable Sequences (Macros)
A feature for advanced users: during a match, you can use the default shortcut shift-R to specify a sequence of actions (mouse clicks, essentially, in the desktop paradigm). Type the IDs of cards/players you'd like to interact with, in order. Then the default shortcut @ (shift-2) will execute your sequence, one "click" at a time, repeating when it reaches the end. This is useful for executing repeated combos, such as sacrificing a recurring creature to Goblin Bombardment. You can see the IDs of cards by turning them on under "Card Overlays" in the "Game" menu.
The macro will dutifully execute your click sequence without regard to changes in game state (so if an opponent kills your specified creature mid-macro, and you continue to execute it, you will be essentially clicking on the creature in the graveyard, which may or may not be what you want).

View File

@@ -1,4 +1,5 @@
### [Forge Wiki Home](Home.md)
- [User Guide](User-Guide.md)
- [FAQ](Frequently-Asked-Questions.md)
- [SteamDeck/Bazzite](Steam-Deck-and-Bazzite-Install.md)
@@ -6,34 +7,32 @@
- [Network Play](network-play.md)
- [Network FAQ](Network-FAQ.md)
- [Network Extra](Networking-Extras.md)
- [Advanced search](Advanced-Search.md)
- [Adventure Mode](Adventure-Mode.md)
- [Adventure Mode](Adventure/Adventure-Mode.md)
- Gameplay Guide
- [Getting Started](Adventure/Gameplay-Guide.md)
- [Different Planes](Adventure/Different-Planes.md)
- [Currency](Adventure/Currency.md)
- [Deck Building Tips](Adventure/Deck-Building-Tips.md)
- [Towns & Capitals](Adventure/Towns-&-Capitals.md)
- [Dungeons](Adventure/Dungeons.md)
- [Equipment & Items](Adventure/Equipments-and-Items.md)
- [Controller Support](Adventure/GAMEPAD.md)
- [Console & Cheats](Adventure/Console-and-Cheats.md)
- [Getting Started](Gameplay-Guide.md)
- [Different Planes](Different-Planes.md)
- [Currency](Currency.md)
- [Deck Building Tips](Deck-Building-Tips.md)
- [Towns & Capitals](Towns-&-Capitals.md)
- [Dungeons](Dungeons.md)
- [Equipments and Items](Equipments-and-Items.md)
- [Keyboard Shortcuts](Keyboard-Shortcuts.md)
- [Console and Cheats](Console-and-Cheats.md)
- [Modding and Development](Modding-and-Development.md)
- [Create Enemies](Create-Enemies.md)
- [Create Rewards](Create-Rewards.md)
- [Create Maps](Create-new-Maps.md)
- [Configure Planes](Configure-Planes.md)
- [Configure Starting Sets](Configure-Sets.md)
- [Modding & content creation](Adventure/Modding.md)
- [Create Enemies](Adventure/Create-Enemies.md)
- [Create Rewards](Adventure/Create-Rewards.md)
- [Create Maps](Adventure/Create-new-Maps.md)
- [Configure Planes](Adventure/Configure-Planes.md)
- [Configure Starting Sets](Adventure/Configure-Sets.md)
- Tutorials
- [Tutorial 1, Create your first Plane](Tutorial-1-Create-your-First-Plane.md)
- [Tutorial 2, A New Look (creating your first map.)](Tutorial-2-A-New-Look.md)
- [Tutorial 3, Configuration (Configuring your Plane)](Tutorial-3-Configuration.md)
- [Tutorial 1, Create your first Plane](Adventure/Tutorial-1-Create-your-First-Plane.md)
- [Tutorial 2, A New Look (creating your first map.)](Adventure/Tutorial-2-A-New-Look.md)
- [Tutorial 3, Configuration (Configuring your Plane)](Adventure/Tutorial-3-Configuration.md)
- [Card Scripting API](Card-scripting-API/Card-scripting-API.md)
- [Ability effects](Card-scripting-API/AbilityFactory.md)
@@ -43,23 +42,25 @@
- [Costs](Card-scripting-API/Costs.md)
- [Affected / Targets](Card-scripting-API/Targeting.md)
- [Restrictions / Conditions](Card-scripting-API/Restrictions.md)
- [Guide: Creating a Custom Card](Card-scripting-API/Creating-a-Custom-Card.md)
- [Tutorial: creating a custom card](Card-scripting-API/Creating-a-Custom-Card.md)
- [Development]((SM-autoconverted)-how-to-get-started-developing-forge.md)
- Development
- [IntelliJ Setup](Development/IntelliJ-setup/IntelliJ-setup.md)
- [Snapshots and Releases](Snapshots-and-Releases.md)
- [Android Builds](Development/android-builds.md)
- [Snapshots & Releases](Development/Snapshots-and-Releases.md)
- [Android Builds](Development/Android-Builds.md)
- [Dev Mode](Development/DevMode.md)
- [Ownership](Development/ownership.md)
- [Docker Container](docker-setup.md)
- [Customization and Themes.md](Themes.md)
- Skins
- Sounds
- [Music](Custom-Music.md)
- Customization & Themes
- [Skins](Skins.md)
- [Sounds & Music](Custom-Audio.md)
- [Card Images](Card-Images.md)
- [File Formats](File-Formats.md)
- [Creating your first custom set](Creating-a-custom-set.md)
- [Tutorial: creating your first custom set](Creating-a-custom-Set.md)
- [Fantasy Blocks](fantasy-blocks.md)
- [Missing Cards in Forge](Missing-Cards-in-Forge.md)
- [Uncards, Playtest Cards, and Other Funny Cards](Uncards,-Playtest-Cards,-and-Other-Funny-Cards.md)
- [Credit and Thanks](Credit-and-Thanks.md)
- [Credit & Thanks](Credit-and-Thanks.md)

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@@ -1345,9 +1345,7 @@ public class ComputerUtilMana {
}
}
if (!effect) {
CostAdjustment.adjust(manaCost, sa, null, test);
}
CostAdjustment.adjust(manaCost, sa, null, test, effect);
if ("NumTimes".equals(sa.getParam("Announce"))) { // e.g. the Adversary cycle
ManaCost mkCost = sa.getPayCosts().getTotalMana();
@@ -1773,15 +1771,18 @@ public class ComputerUtilMana {
/**
* Matches list of creatures to shards in mana cost for convoking.
* @param cost cost of convoked ability
* @param list creatures to be evaluated
* @param improvise
*
* @param cost cost of convoked ability
* @param list creatures to be evaluated
* @param artifacts
* @param creatures
* @return map between creatures and shards to convoke
*/
public static Map<Card, ManaCostShard> getConvokeOrImproviseFromList(final ManaCost cost, List<Card> list, boolean improvise) {
public static Map<Card, ManaCostShard> getConvokeOrImproviseFromList(final ManaCost cost, List<Card> list, boolean artifacts, boolean creatures) {
final Map<Card, ManaCostShard> convoke = new HashMap<>();
Card convoked = null;
if (!improvise) {
if (creatures && !artifacts) {
// Run for convoke but not improvise or waterbending
for (ManaCostShard toPay : cost) {
if (toPay.isSnow() || toPay.isColorless()) {
continue;

View File

@@ -1382,7 +1382,7 @@ public class PlayerControllerAi extends PlayerController {
}
@Override
public Map<Card, ManaCostShard> chooseCardsForConvokeOrImprovise(SpellAbility sa, ManaCost manaCost, CardCollectionView untappedCards, boolean improvise) {
public Map<Card, ManaCostShard> chooseCardsForConvokeOrImprovise(SpellAbility sa, ManaCost manaCost, CardCollectionView untappedCards, boolean artifacts, boolean creatures, Integer maxReduction) {
final Player ai = sa.getActivatingPlayer();
final PhaseHandler ph = ai.getGame().getPhaseHandler();
//Filter out mana sources that will interfere with payManaCost()
@@ -1390,9 +1390,10 @@ public class PlayerControllerAi extends PlayerController {
// Filter out creatures if AI hasn't attacked yet
if (ph.isPlayerTurn(ai) && ph.getPhase().isBefore(PhaseType.COMBAT_DECLARE_ATTACKERS)) {
if (improvise) {
if (!creatures) {
untapped = CardLists.filter(untapped, c -> !c.isCreature());
} else {
// TODO AI needs to learn how to use Convoke or Waterbend
return new HashMap<>();
}
}
@@ -1406,13 +1407,16 @@ public class PlayerControllerAi extends PlayerController {
if (!ai.getGame().getStack().isEmpty()) {
final List<GameObject> objects = ComputerUtil.predictThreatenedObjects(sa.getActivatingPlayer(), null);
for (Card c : blockers) {
if (objects.contains(c) && (!improvise || c.isArtifact())) {
if (objects.contains(c) && (creatures || c.isArtifact())) {
untapped.add(c);
}
if (maxReduction != null && untapped.size() >= maxReduction) {
break;
}
}
}
}
return ComputerUtilMana.getConvokeOrImproviseFromList(manaCost, untapped, improvise);
return ComputerUtilMana.getConvokeOrImproviseFromList(manaCost, untapped, artifacts, creatures);
}
@Override

View File

@@ -1,7 +1,5 @@
package forge.ai.ability;
import forge.ai.AiAbilityDecision;
import forge.ai.AiPlayDecision;
import forge.ai.*;
import forge.game.Game;
import forge.game.ability.AbilityUtils;

View File

@@ -124,13 +124,11 @@ public abstract class ManifestBaseAi extends SpellAbilityAi {
return new AiAbilityDecision(100, AiPlayDecision.WillPlay);
}
if ( MyRandom.getRandom().nextFloat() < .8) {
if (MyRandom.getRandom().nextFloat() < .8) {
// 80% chance to play a Manifest spell
return new AiAbilityDecision(100, AiPlayDecision.WillPlay);
} else {
// 20% chance to not play a Manifest spell
return new AiAbilityDecision(0, AiPlayDecision.CantPlayAi);
}
return new AiAbilityDecision(0, AiPlayDecision.CantPlayAi);
}
@Override

View File

@@ -776,7 +776,7 @@ public class StaticData {
Queue<String> TOKEN_Q = new ConcurrentLinkedQueue<>();
boolean nifHeader = false;
boolean cniHeader = false;
final Pattern funnyCardCollectorNumberPattern = Pattern.compile("^F\\d+");
final Pattern funnyCardCollectorNumberPattern = Pattern.compile("^F★?\\d+★?");
for (CardEdition e : editions) {
if (CardEdition.Type.FUNNY.equals(e.getType()))
continue;

View File

@@ -475,11 +475,11 @@ public final class CardRules implements ICardCharacteristics {
return getName();
ICardFace mainFace = Objects.requireNonNullElse(mainPart.getFunctionalVariant(variantName), mainPart);
String mainPartName = Objects.requireNonNullElse(mainFace.getFlavorName(), mainFace.getName());
String mainPartName = mainFace.getDisplayName();
if(splitType.getAggregationMethod() == CardSplitType.FaceSelectionMethod.COMBINE) {
ICardFace otherFace = Objects.requireNonNullElse(otherPart.getFunctionalVariant(variantName), otherPart);
String otherPartName = Objects.requireNonNullElse(otherFace.getFlavorName(), otherFace.getName());
String otherPartName = otherFace.getDisplayName();
return mainPartName + " // " + otherPartName;
}
else

View File

@@ -9,6 +9,15 @@ import java.util.Map;
public interface ICardFace extends ICardCharacteristics, ICardRawAbilites, Comparable<ICardFace> {
String getFlavorName();
/**
* @return this card's flavor name if it has one. Otherwise, the card's Oracle name.
*/
default String getDisplayName() {
if (this.getFlavorName() != null)
return this.getFlavorName();
return this.getName();
}
boolean hasFunctionalVariants();
ICardFace getFunctionalVariant(String variant);
Map<String, ? extends ICardFace> getFunctionalVariants();

View File

@@ -75,11 +75,13 @@ public class Game {
private List<Card> activePlanes = null;
public final Phase cleanup;
public final Phase endOfCombat;
public final Phase endOfTurn;
public final Untap untap;
public final Phase upkeep;
public final Phase beginOfCombat;
public final Phase endOfCombat;
public final Phase endOfTurn;
public final Phase cleanup;
// to execute commands for "current" phase each time state based action is checked
public final List<GameCommand> sbaCheckedCommandList;
public final MagicStack stack;
@@ -363,9 +365,10 @@ public class Game {
untap = new Untap(this);
upkeep = new Phase(PhaseType.UPKEEP);
cleanup = new Phase(PhaseType.CLEANUP);
beginOfCombat = new Phase(PhaseType.COMBAT_BEGIN);
endOfCombat = new Phase(PhaseType.COMBAT_END);
endOfTurn = new Phase(PhaseType.END_OF_TURN);
cleanup = new Phase(PhaseType.CLEANUP);
sbaCheckedCommandList = new ArrayList<>();
@@ -428,6 +431,9 @@ public class Game {
public final Phase getUpkeep() {
return upkeep;
}
public final Phase getBeginOfCombat() {
return beginOfCombat;
}
public final Phase getEndOfCombat() {
return endOfCombat;
}

View File

@@ -1776,7 +1776,7 @@ public class GameAction {
if (sb.length() == 0) {
sb.append(p).append(" ").append(Localizer.getInstance().getMessage("lblAssigns")).append("\n");
}
String creature = CardTranslation.getTranslatedName(assignee.getName()) + " (" + assignee.getId() + ")";
String creature = assignee.getTranslatedName() + " (" + assignee.getId() + ")";
sb.append(creature).append(" ").append(sector).append("\n");
}
if (sb.length() > 0) {
@@ -1793,7 +1793,7 @@ public class GameAction {
c.getGame().getTracker().flush();
c.setMoveToCommandZone(false);
if (c.getOwner().getController().confirmAction(c.getFirstSpellAbility(), PlayerActionConfirmMode.ChangeZoneToAltDestination, c.getName() + ": If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.", null)) {
if (c.getOwner().getController().confirmAction(c.getFirstSpellAbility(), PlayerActionConfirmMode.ChangeZoneToAltDestination, c.getDisplayName() + ": If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.", null)) {
moveTo(c.getOwner().getZone(ZoneType.Command), c, null, mapParams);
return true;
}
@@ -2217,7 +2217,7 @@ public class GameAction {
/** Delivers a message to all players. (use reveal to show Cards) */
public void notifyOfValue(SpellAbility saSource, GameObject relatedTarget, String value, Player playerExcept) {
if (saSource != null) {
String name = CardTranslation.getTranslatedName(saSource.getHostCard().getName());
String name = saSource.getHostCard().getTranslatedName();
value = TextUtil.fastReplace(value, "CARDNAME", name);
value = TextUtil.fastReplace(value, "NICKNAME", Lang.getInstance().getNickName(name));
}
@@ -2420,7 +2420,7 @@ public class GameAction {
// it to either player or the papercard object so it feels like rule based for the player side..
if (!c.hasMarkedColor()) {
if (takesAction.isAI()) {
String prompt = CardTranslation.getTranslatedName(c.getName()) + ": " +
String prompt = c.getTranslatedName() + ": " +
Localizer.getInstance().getMessage("lblChooseNColors", Lang.getNumeral(2));
SpellAbility sa = new SpellAbility.EmptySa(ApiType.ChooseColor, c, takesAction);
sa.putParam("AILogic", "MostProminentInComputerDeck");
@@ -2806,7 +2806,7 @@ public class GameAction {
final FCollection<Player> players = game.getPlayers().filter(PlayerPredicates.canBeAttached(source, null));
final Player pa = p.getController().chooseSingleEntityForEffect(players, aura,
Localizer.getInstance().getMessage("lblSelectAPlayerAttachSourceTo", CardTranslation.getTranslatedName(source.getName())), null);
Localizer.getInstance().getMessage("lblSelectAPlayerAttachSourceTo", source.getTranslatedName()), null);
if (pa != null) {
source.attachToEntity(pa, null, true);
return true;
@@ -2831,7 +2831,7 @@ public class GameAction {
}
final Card o = p.getController().chooseSingleEntityForEffect(list, aura,
Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", CardTranslation.getTranslatedName(source.getName())), null);
Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", source.getTranslatedName()), null);
if (o != null) {
source.attachToEntity(game.getCardState(o), null, true);
return true;

View File

@@ -633,7 +633,7 @@ public final class GameActionUtil {
}
} else if (o.equals("Conspire")) {
final String conspireCost = "tapXType<2/Creature.SharesColorWith/" +
"creature that shares a color with " + host.getName() + ">";
"creature that shares a color with " + host.getDisplayName() + ">";
final Cost cost = new Cost(conspireCost, false);
String str = "Pay for Conspire? " + cost.toSimpleString();
@@ -744,7 +744,7 @@ public final class GameActionUtil {
for (KeywordInterface ki : c.getKeywords()) {
if (kw.equals(ki.getOriginal())) {
final Cost cost = new Cost(ManaCost.ONE, false);
String str = "Choose Amount for " + c.getName() + ": " + cost.toSimpleString();
String str = "Choose Amount for " + c.getDisplayName() + ": " + cost.toSimpleString();
int v = pc.chooseNumberForKeywordCost(sa, cost, ki, str, Integer.MAX_VALUE);

View File

@@ -229,18 +229,18 @@ public abstract class GameEntity implements GameObject, IIdentifiable {
}
public String cantBeAttachedMsg(final Card attach, SpellAbility sa, boolean checkSBA) {
if (!attach.isAttachment()) {
return attach.getName() + " is not an attachment";
return attach.getDisplayName() + " is not an attachment";
}
if (equals(attach)) {
return attach.getName() + " can't attach to itself";
return attach.getDisplayName() + " can't attach to itself";
}
if (attach.isCreature() && !attach.hasKeyword(Keyword.RECONFIGURE)) {
return attach.getName() + " is a creature without reconfigure";
return attach.getDisplayName() + " is a creature without reconfigure";
}
if (attach.isPhasedOut()) {
return attach.getName() + " is phased out";
return attach.getDisplayName() + " is phased out";
}
if (attach.isAura()) {

View File

@@ -15,6 +15,7 @@ import forge.game.*;
import forge.game.ability.AbilityFactory.AbilityRecordType;
import forge.game.card.*;
import forge.game.cost.Cost;
import forge.game.cost.CostAdjustment;
import forge.game.cost.IndividualCostPaymentInstance;
import forge.game.keyword.Keyword;
import forge.game.keyword.KeywordInterface;
@@ -1527,6 +1528,7 @@ public class AbilityUtils {
else {
cost = new Cost(unlessCost, true);
}
cost = CostAdjustment.adjust(cost, sa, true);
return cost;
}

View File

@@ -147,7 +147,7 @@ public abstract class SpellAbilityEffect {
sb.append(TextUtil.enclosedParen(TextUtil.concatNoSpace("X","=",String.valueOf(amount))));
}
String currentName = CardTranslation.getTranslatedName(sa.getHostCard().getName());
String currentName = sa.getHostCard().getTranslatedName();
String substitutedDesc = TextUtil.fastReplace(sb.toString(), "CARDNAME", currentName);
substitutedDesc = TextUtil.fastReplace(substitutedDesc, "NICKNAME", Lang.getInstance().getNickName(currentName));
return substitutedDesc;
@@ -670,7 +670,7 @@ public abstract class SpellAbilityEffect {
}
// build an Effect with that information
String name = host.getName() + "'s Effect";
String name = host.getDisplayName() + "'s Effect";
final Card eff = createEffect(sa, controller, name, host.getImageKey());
if (cards != null) {
@@ -735,7 +735,7 @@ public abstract class SpellAbilityEffect {
Map<String, Object> params = Maps.newHashMap();
params.put("Attacker", c);
defender = sa.getActivatingPlayer().getController().chooseSingleEntityForEffect(defs, sa,
Localizer.getInstance().getMessage("lblChooseDefenderToAttackWithCard", CardTranslation.getTranslatedName(c.getName())), false, params);
Localizer.getInstance().getMessage("lblChooseDefenderToAttackWithCard", c.getTranslatedName()), false, params);
if (defender != null && !combat.getAttackersOf(defender).contains(c)) {
// we might be reselecting

View File

@@ -9,7 +9,6 @@ import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.trigger.TriggerType;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Localizer;
public class AbandonEffect extends SpellAbilityEffect {
@@ -24,7 +23,7 @@ public class AbandonEffect extends SpellAbilityEffect {
Player controller = source.getController();
boolean isOptional = sa.hasParam("Optional");
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeAbandonSource", CardTranslation.getTranslatedName(source.getName())), null)) {
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeAbandonSource", source.getTranslatedName()), null)) {
return;
}

View File

@@ -69,7 +69,7 @@ public class AddTurnEffect extends SpellAbilityEffect {
public static void createCantSetSchemesInMotionEffect(SpellAbility sa) {
final Card hostCard = sa.getHostCard();
final Game game = hostCard.getGame();
final String name = hostCard.getName() + "'s Effect";
final String name = hostCard.getDisplayName() + "'s Effect";
final String image = hostCard.getImageKey();
final Card eff = createEffect(sa, sa.getActivatingPlayer(), name, image);

View File

@@ -20,7 +20,6 @@ import forge.game.card.CardPredicates;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
import forge.util.collect.FCollection;
@@ -124,7 +123,7 @@ public class AttachEffect extends SpellAbilityEffect {
}
String attachToName;
if (attachTo instanceof Card) {
attachToName = CardTranslation.getTranslatedName(((Card)attachTo).getName());
attachToName = ((Card) attachTo).getTranslatedName();
} else {
attachToName = attachTo.toString();
}
@@ -141,7 +140,7 @@ public class AttachEffect extends SpellAbilityEffect {
continue;
}
String message = Localizer.getInstance().getMessage("lblDoYouWantAttachSourceToTarget", CardTranslation.getTranslatedName(attachment.getName()), attachToName);
String message = Localizer.getInstance().getMessage("lblDoYouWantAttachSourceToTarget", attachment.getTranslatedName(), attachToName);
if (sa.hasParam("Optional") && !activator.getController().confirmAction(sa, null, message, null))
// TODO add params for message
continue;

View File

@@ -9,7 +9,6 @@ import forge.game.event.GameEventCombatChanged;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.spellability.SpellAbilityStackInstance;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -35,7 +34,7 @@ public class ChangeCombatantsEffect extends SpellAbilityEffect {
// TODO: may expand this effect for defined blocker (False Orders, General Jarkeld, Sorrow's Path, Ydwen Efreet)
for (final Card c : getTargetCards(sa)) {
String cardString = CardTranslation.getTranslatedName(c.getName()) + " (" + c.getId() + ")";
String cardString = c.getTranslatedName() + " (" + c.getId() + ")";
if (isOptional && !activator.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblChangeCombatantOption", cardString), null)) {
continue;

View File

@@ -553,7 +553,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
hostCard.addRemembered(CardCopyService.getLKICopy(gameCard));
}
final String prompt = TextUtil.concatWithSpace(Localizer.getInstance().getMessage("lblDoYouWantMoveTargetFromOriToDest", CardTranslation.getTranslatedName(gameCard.getName()), Lang.joinHomogenous(origin, ZoneType::getTranslatedName), destination.getTranslatedName()));
final String prompt = TextUtil.concatWithSpace(Localizer.getInstance().getMessage("lblDoYouWantMoveTargetFromOriToDest", gameCard.getTranslatedName(), Lang.joinHomogenous(origin, ZoneType::getTranslatedName), destination.getTranslatedName()));
if (optional && !chooser.getController().confirmAction(sa, null, prompt, null)) {
continue;
}
@@ -710,7 +710,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
list = CardLists.getValidCards(game.getCardsIn(ZoneType.Battlefield), sa.getParam("AttachAfter"), hostCard.getController(), hostCard, sa);
}
if (!list.isEmpty()) {
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", CardTranslation.getTranslatedName(gameCard.getName()));
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", gameCard.getTranslatedName());
Map<String, Object> params = Maps.newHashMap();
params.put("Attach", gameCard);
Card attachedTo = chooser.getController().chooseSingleEntityForEffect(list, sa, title, params);
@@ -735,7 +735,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
if (ZoneType.Hand.equals(destination) && ZoneType.Command.equals(originZone.getZoneType())) {
StringBuilder sb = new StringBuilder();
sb.append(movedCard.getName()).append(" has moved from Command Zone to ").append(activator).append("'s hand.");
sb.append(movedCard.getDisplayName()).append(" has moved from Command Zone to ").append(activator).append("'s hand.");
game.getGameLog().add(GameLogEntryType.ZONE_CHANGE, sb.toString());
commandCards.add(movedCard); //add to list to reveal the commandzone cards
}
@@ -1043,10 +1043,10 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
final int fetchNum = Math.min(player.getCardsIn(ZoneType.Library).size(), 4);
CardCollectionView shown = !decider.hasKeyword("LimitSearchLibrary") ? player.getCardsIn(ZoneType.Library) : player.getCardsIn(ZoneType.Library, fetchNum);
// Look at whole library before moving onto choosing a card
delayedReveal = new DelayedReveal(shown, ZoneType.Library, PlayerView.get(player), CardTranslation.getTranslatedName(source.getName()) + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
delayedReveal = new DelayedReveal(shown, ZoneType.Library, PlayerView.get(player), source.getTranslatedName() + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
}
else if (origin.contains(ZoneType.Hand) && player.isOpponentOf(decider)) {
delayedReveal = new DelayedReveal(player.getCardsIn(ZoneType.Hand), ZoneType.Hand, PlayerView.get(player), CardTranslation.getTranslatedName(source.getName()) + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
delayedReveal = new DelayedReveal(player.getCardsIn(ZoneType.Hand), ZoneType.Hand, PlayerView.get(player), source.getTranslatedName() + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
}
}
@@ -1346,7 +1346,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
list = CardLists.filter(list, CardPredicates.canBeAttached(c, sa));
}
if (!list.isEmpty()) {
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", CardTranslation.getTranslatedName(c.getName()));
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", c.getTranslatedName());
Map<String, Object> params = Maps.newHashMap();
params.put("Attach", c);
Card attachedTo = decider.getController().chooseSingleEntityForEffect(list, sa, title, params);
@@ -1363,7 +1363,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
if (sa.hasParam("AttachedToPlayer")) {
FCollectionView<Player> list = AbilityUtils.getDefinedPlayers(source, sa.getParam("AttachedToPlayer"), sa);
if (!list.isEmpty()) {
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", CardTranslation.getTranslatedName(c.getName()));
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", c.getTranslatedName());
Map<String, Object> params = Maps.newHashMap();
params.put("Attach", c);
Player attachedTo = player.getController().chooseSingleEntityForEffect(list, sa, title, params);
@@ -1391,7 +1391,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
list = CardLists.getValidCards(game.getCardsIn(ZoneType.Battlefield), sa.getParam("AttachAfter"), c.getController(), c, sa);
}
if (!list.isEmpty()) {
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", CardTranslation.getTranslatedName(c.getName()));
String title = Localizer.getInstance().getMessage("lblSelectACardAttachSourceTo", c.getTranslatedName());
Map<String, Object> params = Maps.newHashMap();
params.put("Attach", movedCard);
Card attachedTo = decider.getController().chooseSingleEntityForEffect(list, sa, title, params);
@@ -1530,7 +1530,7 @@ public class ChangeZoneEffect extends SpellAbilityEffect {
continue;
}
SpellAbility tgtSA = decider.getController().getAbilityToPlay(tgtCard, sas);
if (!decider.getController().confirmAction(tgtSA, null, Localizer.getInstance().getMessage("lblDoYouWantPlayCard", CardTranslation.getTranslatedName(tgtCard.getName())), null)) {
if (!decider.getController().confirmAction(tgtSA, null, Localizer.getInstance().getMessage("lblDoYouWantPlayCard", tgtCard.getTranslatedName()), null)) {
continue;
}
// if played, that card cannot be found

View File

@@ -16,7 +16,6 @@ import forge.game.player.Player;
import forge.game.spellability.AbilitySub;
import forge.game.spellability.SpellAbility;
import forge.util.Aggregates;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
import forge.util.collect.FCollection;
@@ -235,7 +234,7 @@ public class CharmEffect extends SpellAbilityEffect {
}
boolean isOptional = sa.hasParam("Optional");
if (isOptional && !activator.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeCharm", CardTranslation.getTranslatedName(source.getName())), null)) {
if (isOptional && !activator.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeCharm", source.getTranslatedName()), null)) {
return false;
}

View File

@@ -6,7 +6,6 @@ import com.google.common.collect.Lists;
import forge.game.Direction;
import forge.game.player.DelayedReveal;
import forge.game.player.PlayerView;
import forge.util.CardTranslation;
import forge.card.CardType;
import forge.game.Game;
@@ -256,7 +255,7 @@ public class ChooseCardEffect extends SpellAbilityEffect {
CardCollectionView shown = !p.hasKeyword("LimitSearchLibrary")
? searched.getCardsIn(ZoneType.Library) : searched.getCardsIn(ZoneType.Library, fetchNum);
DelayedReveal delayedReveal = new DelayedReveal(shown, ZoneType.Library, PlayerView.get(searched),
CardTranslation.getTranslatedName(host.getName()) + " - " +
host.getTranslatedName() + " - " +
Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
Card choice = p.getController().chooseSingleEntityForEffect(pChoices, delayedReveal, sa, title,
!sa.hasParam("Mandatory"), p, null);

View File

@@ -23,7 +23,7 @@ public class ChooseSourceEffect extends SpellAbilityEffect {
sb.append(Lang.joinHomogenous(getTargetPlayers(sa)));
sb.append("chooses a source.");
sb.append(" chooses a source.");
return sb.toString();
}

View File

@@ -23,7 +23,7 @@ public class ClashEffect extends SpellAbilityEffect {
*/
@Override
protected String getStackDescription(final SpellAbility sa) {
return sa.getHostCard().getName() + " - Clash with an opponent.";
return sa.getHostCard().getDisplayName() + " - Clash with an opponent.";
}
/* (non-Javadoc)
@@ -101,7 +101,7 @@ public class ClashEffect extends SpellAbilityEffect {
pCMC = pCard.getCMC();
toReveal.add(pCard);
reveal.append(player).append(" " + Localizer.getInstance().getMessage("lblReveals") + ": ").append(pCard.getName()).append(". " + Localizer.getInstance().getMessage("lblCMC") + "= ").append(pCMC);
reveal.append(player).append(" " + Localizer.getInstance().getMessage("lblReveals") + ": ").append(pCard.getDisplayName()).append(". " + Localizer.getInstance().getMessage("lblCMC") + "= ").append(pCMC);
reveal.append("\n");
}
if (!oLib.isEmpty()) {
@@ -109,7 +109,7 @@ public class ClashEffect extends SpellAbilityEffect {
oCMC = oCard.getCMC();
toReveal.add(oCard);
reveal.append(opponent).append(" " + Localizer.getInstance().getMessage("lblReveals") + ": ").append(oCard.getName()).append(". " + Localizer.getInstance().getMessage("lblCMC") + "= ").append(oCMC);
reveal.append(opponent).append(" " + Localizer.getInstance().getMessage("lblReveals") + ": ").append(oCard.getDisplayName()).append(". " + Localizer.getInstance().getMessage("lblCMC") + "= ").append(oCMC);
reveal.append("\n");
}
@@ -138,7 +138,7 @@ public class ClashEffect extends SpellAbilityEffect {
final GameAction action = p.getGame().getAction();
final boolean putOnTop = p.getController().willPutCardOnTop(c);
final String location = putOnTop ? "top" : "bottom";
final String clashOutcome = p.getName() + " clashed and put " + c.getName() + " to the " + location + " of library.";
final String clashOutcome = p.getName() + " clashed and put " + c.getDisplayName() + " to the " + location + " of library.";
if (putOnTop) {
action.moveToLibrary(c, sa);

View File

@@ -11,7 +11,6 @@ import forge.game.card.Card;
import forge.game.event.GameEventRandomLog;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.util.CardTranslation;
import forge.util.Localizer;
public class CleanUpEffect extends SpellAbilityEffect {
@@ -76,7 +75,7 @@ public class CleanUpEffect extends SpellAbilityEffect {
protected String logOutput(SpellAbility sa, Card source) {
final StringBuilder log = new StringBuilder();
final String name = CardTranslation.getTranslatedName(source.getName());
final String name = source.getTranslatedName();
String linebreak = "\r\n";
if (sa.hasParam("ClearRemembered") && source.getRememberedCount() != 0) {

View File

@@ -11,7 +11,6 @@ import forge.game.event.GameEventCardStatsChanged;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.IterableUtil;
import forge.util.Localizer;
import forge.util.collect.FCollection;
@@ -109,7 +108,7 @@ public class CloneEffect extends SpellAbilityEffect {
}
final boolean optional = sa.hasParam("Optional");
if (optional && !host.getController().getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoYouWantCopy", CardTranslation.getTranslatedName(cardToCopy.getName())), null)) {
if (optional && !host.getController().getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoYouWantCopy", cardToCopy.getTranslatedName()), null)) {
return;
}

View File

@@ -9,7 +9,6 @@ import forge.game.card.Card;
import forge.game.card.CardCollectionView;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.util.CardTranslation;
import forge.util.Localizer;
@@ -87,8 +86,8 @@ public class ControlExchangeEffect extends SpellAbilityEffect {
if (sa.hasParam("Optional") && !sa.getActivatingPlayer().getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblExchangeControl",
CardTranslation.getTranslatedName(object1.getName()),
CardTranslation.getTranslatedName(object2.getName())), null)) {
object1.getTranslatedName(),
object2.getTranslatedName()), null)) {
return;
}

View File

@@ -22,7 +22,6 @@ import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.trigger.TriggerType;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Localizer;
public class ControlGainEffect extends SpellAbilityEffect {
@@ -154,7 +153,7 @@ public class ControlGainEffect extends SpellAbilityEffect {
if (sa.hasParam("Optional") && !activator.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblGainControlConfirm", newController,
CardTranslation.getTranslatedName(tgtC.getName())), null)) {
tgtC.getTranslatedName()), null)) {
continue;
}

View File

@@ -2,7 +2,6 @@ package forge.game.ability.effects;
import java.util.List;
import forge.GameCommand;
import forge.game.Game;
import forge.game.ability.AbilityUtils;
import forge.game.ability.SpellAbilityEffect;
@@ -28,10 +27,11 @@ public class ControlPlayerEffect extends SpellAbilityEffect {
public void resolve(SpellAbility sa) {
final Player controller = AbilityUtils.getDefinedPlayers(sa.getHostCard(), sa.getParam("Controller"), sa).get(0);
final Game game = controller.getGame();
final boolean combat = sa.hasParam("Combat");
for (final Player pTarget: getTargetPlayers(sa)) {
// before next untap gain control
game.getCleanup().addUntil(pTarget, (GameCommand) () -> {
(combat ? game.getBeginOfCombat() : game.getCleanup()).addUntil(pTarget, () -> {
// CR 800.4b
if (!controller.isInGame()) {
return;
@@ -41,7 +41,7 @@ public class ControlPlayerEffect extends SpellAbilityEffect {
pTarget.addController(ts, controller);
// after following cleanup release control
game.getCleanup().addUntil((GameCommand) () -> pTarget.removeController(ts));
(combat ? game.getEndOfCombat() : game.getCleanup()).addUntil(() -> pTarget.removeController(ts));
});
}
}

View File

@@ -92,7 +92,7 @@ public class CopySpellAbilityEffect extends SpellAbilityEffect {
}
for (SpellAbility chosenSA : copySpells) {
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoyouWantCopyTheSpell", CardTranslation.getTranslatedName(chosenSA.getHostCard().getName())), null)) {
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoyouWantCopyTheSpell", chosenSA.getHostCard().getTranslatedName()), null)) {
continue;
}

View File

@@ -19,7 +19,6 @@ import forge.game.player.Player;
import forge.game.player.PlayerController;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Localizer;
import forge.util.TextUtil;
@@ -182,7 +181,7 @@ public class CountersMoveEffect extends SpellAbilityEffect {
if (counterNum.equals("Any")) {
tgtCards = activator.getController().chooseCardsForEffect(
tgtCards, sa, Localizer.getInstance().getMessage("lblChooseCardToGetCountersFrom",
cType.getName(), CardTranslation.getTranslatedName(source.getName())),
cType.getName(), source.getTranslatedName()),
0, tgtCards.size(), true, params);
}
@@ -212,7 +211,7 @@ public class CountersMoveEffect extends SpellAbilityEffect {
params.put("Target", cur);
int cnum = activator.getController().chooseNumber(sa,
Localizer.getInstance().getMessage("lblPutHowManyTargetCounterOnCard", cType.getName(),
CardTranslation.getTranslatedName(cur.getName())),
cur.getTranslatedName()),
0, source.getCounters(cType), params);
if (cnum > 0) {
@@ -353,7 +352,7 @@ public class CountersMoveEffect extends SpellAbilityEffect {
int min = sa.hasParam("NonZero") && countersToAdd.isEmpty() ? 1 : 0;
cnum = pc.chooseNumber(
sa, Localizer.getInstance().getMessage("lblTakeHowManyTargetCounterFromCard",
cType.getName(), CardTranslation.getTranslatedName(src.getName())),
cType.getName(), src.getTranslatedName()),
min, cmax, params);
} else {
cnum = Math.min(cmax, AbilityUtils.calculateAmount(host, counterNum, sa));

View File

@@ -486,7 +486,7 @@ public class CountersPutEffect extends SpellAbilityEffect {
} else {
counterAmount = pc.chooseNumber(sa,
Localizer.getInstance().getMessage("lblHowManyCountersThis",
CardTranslation.getTranslatedName(gameCard.getName())),
gameCard.getTranslatedName()),
1, counterRemain, params);
}
}
@@ -529,7 +529,7 @@ public class CountersPutEffect extends SpellAbilityEffect {
String message = Localizer.getInstance().getMessage(
"lblDoYouWantPutTargetP1P1CountersOnCard", String.valueOf(counterAmount),
CardTranslation.getTranslatedName(gameCard.getName()));
gameCard.getTranslatedName());
placer = pc.chooseSingleEntityForEffect(activator.getOpponents(), sa,
Localizer.getInstance().getMessage("lblChooseAnOpponent"), params);
@@ -721,7 +721,7 @@ public class CountersPutEffect extends SpellAbilityEffect {
protected String logOutput(Map<Object, Integer> randomMap, Card card) {
StringBuilder randomLog = new StringBuilder();
randomLog.append(card.getName()).append(" randomly distributed ");
randomLog.append(card.getDisplayName()).append(" randomly distributed ");
if (randomMap.entrySet().size() == 0) {
randomLog.append("no counters.");
} else {

View File

@@ -16,7 +16,6 @@ import forge.game.player.Player;
import forge.game.player.PlayerController;
import forge.game.player.PlayerController.BinaryChoiceType;
import forge.game.spellability.SpellAbility;
import forge.util.CardTranslation;
import forge.util.Expressions;
import forge.util.Lang;
import forge.util.Localizer;
@@ -80,7 +79,7 @@ public class CountersPutOrRemoveEffect extends SpellAbilityEffect {
}
if (sa.hasParam("Optional") && !pl.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblWouldYouLikePutRemoveCounters", ctype.getName(),
CardTranslation.getTranslatedName(gameCard.getName())), null)) {
gameCard.getTranslatedName()), null)) {
continue;
}
if (gameCard.hasCounters()) {
@@ -135,7 +134,7 @@ public class CountersPutOrRemoveEffect extends SpellAbilityEffect {
putCounter = false;
} else {
params.put("CounterType", chosenType);
prompt = Localizer.getInstance().getMessage("lblWhatToDoWithTargetCounter", chosenType.getName(), CardTranslation.getTranslatedName(tgtCard.getName())) + " ";
prompt = Localizer.getInstance().getMessage("lblWhatToDoWithTargetCounter", chosenType.getName(), tgtCard.getTranslatedName()) + " ";
putCounter = pc.chooseBinary(sa, prompt, BinaryChoiceType.AddOrRemove, params);
}
}

View File

@@ -28,7 +28,7 @@ public class DestroyAllEffect extends SpellAbilityEffect {
final StringBuilder sb = new StringBuilder();
final boolean noRegen = sa.hasParam("NoRegen");
sb.append(sa.getHostCard().getName()).append(" - Destroy permanents.");
sb.append(sa.getHostCard().getDisplayName()).append(" - Destroy permanents.");
if (noRegen) {
sb.append(" They can't be regenerated");

View File

@@ -16,7 +16,6 @@ import forge.game.player.Player;
import forge.game.player.PlayerView;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
import forge.util.TextUtil;
@@ -197,7 +196,7 @@ public class DigEffect extends SpellAbilityEffect {
}
else if (!sa.hasParam("NoLooking")) {
// show the user the revealed cards
delayedReveal = new DelayedReveal(top, srcZone, PlayerView.get(p), CardTranslation.getTranslatedName(host.getName()) + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
delayedReveal = new DelayedReveal(top, srcZone, PlayerView.get(p), host.getTranslatedName() + " - " + Localizer.getInstance().getMessage("lblLookingCardIn") + " ");
}
if (sa.hasParam("RememberRevealed") && hasRevealed) {
@@ -249,7 +248,7 @@ public class DigEffect extends SpellAbilityEffect {
// Optional abilities that use a dialog box to prompt the user to skip the ability (e.g. Explorer's Scope, Quest for Ula's Temple)
if (optional && mayBeSkipped && !valid.isEmpty()) {
String prompt = optionalAbilityPrompt != null ? optionalAbilityPrompt : Localizer.getInstance().getMessage("lblWouldYouLikeProceedWithOptionalAbility") + " " + host + "?\n\n(" + sa.getDescription() + ")";
if (!p.getController().confirmAction(sa, null, TextUtil.fastReplace(prompt, "CARDNAME", CardTranslation.getTranslatedName(host.getName())), null)) {
if (!p.getController().confirmAction(sa, null, TextUtil.fastReplace(prompt, "CARDNAME", host.getTranslatedName()), null)) {
return;
}
}

View File

@@ -19,7 +19,6 @@ import forge.game.trigger.TriggerType;
import forge.game.zone.PlayerZone;
import forge.game.zone.Zone;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -79,7 +78,7 @@ public class DiscoverEffect extends SpellAbilityEffect {
params.put("Card", found);
if (found != null) {
String prompt = Localizer.getInstance().getMessage("lblDiscoverChoice",
CardTranslation.getTranslatedName(found.getName()));
found.getTranslatedName());
final Zone origin = found.getZone();
List<String> options =
Arrays.asList(StringUtils.capitalize(Localizer.getInstance().getMessage("lblCast")),

View File

@@ -24,7 +24,7 @@ import java.util.*;
final StringBuilder sb = new StringBuilder();
sb.append(player).append(" drafts a card from ").append(source.getName()).append("'s spellbook");
sb.append(player).append(" drafts a card from ").append(source.getDisplayName()).append("'s spellbook");
if (zone.equals(ZoneType.Hand)) {
sb.append(".");
} else if (zone.equals(ZoneType.Battlefield)) {

View File

@@ -31,7 +31,7 @@ public class EarthbendEffect extends SpellAbilityEffect {
sb.append(amount).append(". (Target land you control becomes a 0/0 creature with haste that's still a land. Put ");
sb.append(Lang.nounWithNumeral(amount, "+1/+1 counter"));
sb.append(" on it. When it dies or is exiled, return it to the battlefield tapped.)");
sb.append(" on it. When it dies or is exiled, return it to the battlefield tapped under your control.)");
return sb.toString();
}
@@ -74,7 +74,7 @@ public class EarthbendEffect extends SpellAbilityEffect {
protected void buildTrigger(SpellAbility sa, Card c, String sbTrig, String zone) {
final Card source = sa.getHostCard();
final Game game = source.getGame();
String trigSA = "DB$ ChangeZone | Defined$ DelayTriggerRemembered | Origin$ " + zone + " | Destination$ Battlefield | Tapped$ True";
String trigSA = "DB$ ChangeZone | Defined$ DelayTriggerRemembered | Origin$ " + zone + " | Destination$ Battlefield | Tapped$ True | GainControl$ You";
final Trigger trig = TriggerHandler.parseTrigger(sbTrig, CardCopyService.getLKICopy(source), sa.isIntrinsic());
final SpellAbility newSa = AbilityFactory.getAbility(trigSA, sa.getHostCard());

View File

@@ -11,7 +11,6 @@ import forge.game.card.CardCollectionView;
import forge.game.card.CardZoneTable;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.util.CardTranslation;
import forge.util.Localizer;
public class EncodeEffect extends SpellAbilityEffect {
@@ -47,7 +46,7 @@ public class EncodeEffect extends SpellAbilityEffect {
}
// Handle choice of whether or not to encoded
if (!activator.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoYouWantExileCardAndEncodeOntoYouCreature", CardTranslation.getTranslatedName(host.getName())), null)) {
if (!activator.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblDoYouWantExileCardAndEncodeOntoYouCreature", host.getTranslatedName()), null)) {
return;
}

View File

@@ -21,7 +21,6 @@ import forge.game.event.GameEventTokenCreated;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -69,7 +68,7 @@ public class EndureEffect extends TokenEffectBase {
params.put("Amount", amount);
if (gamec != null && gamec.isInPlay() && gamec.equalsWithGameTimestamp(c) && gamec.canReceiveCounters(CounterEnumType.P1P1)
&& pl.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblEndureAction", CardTranslation.getTranslatedName(c.getName()), amount),
Localizer.getInstance().getMessage("lblEndureAction", c.getTranslatedName(), amount),
gamec, params)) {
gamec.addCounter(CounterEnumType.P1P1, amount, pl, table);
} else {

View File

@@ -18,7 +18,6 @@ import forge.game.replacement.ReplacementType;
import forge.game.spellability.SpellAbility;
import forge.game.trigger.TriggerType;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -82,7 +81,7 @@ public class ExploreEffect extends SpellAbilityEffect {
params.put("RevealedCard", r);
if (pl.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblPutThisCardToYourGraveyard",
CardTranslation.getTranslatedName(r.getName())), r, params))
r.getTranslatedName()), r, params))
game.getAction().moveTo(ZoneType.Graveyard, r, sa, moveParams);
}
}

View File

@@ -17,7 +17,6 @@ import forge.game.player.Player;
import forge.game.replacement.ReplacementType;
import forge.game.spellability.SpellAbility;
import forge.game.trigger.TriggerType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -65,7 +64,7 @@ public class FightEffect extends DamageBaseEffect {
Player controller = host.getController();
boolean isOptional = sa.hasParam("Optional");
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeFight", CardTranslation.getTranslatedName(fighters.get(0).getName()), CardTranslation.getTranslatedName(fighters.get(1).getName())), null)) {
if (isOptional && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage("lblWouldYouLikeFight", fighters.get(0).getTranslatedName(), fighters.get(1).getTranslatedName()), null)) {
return;
}

View File

@@ -206,7 +206,7 @@ public class FlipCoinEffect extends SpellAbilityEffect {
} else {
// no reason to ask if result is fixed anyway
if (!noCall) {
choice = flipper.getController().chooseBinary(sa, sa.getHostCard().getName() + " - " + Localizer.getInstance().getMessage("lblCallCoinFlip") + info, PlayerController.BinaryChoiceType.HeadsOrTails);
choice = flipper.getController().chooseBinary(sa, sa.getHostCard().getDisplayName() + " - " + Localizer.getInstance().getMessage("lblCallCoinFlip") + info, PlayerController.BinaryChoiceType.HeadsOrTails);
}
for (int i = 0; i < multiplier; i++) {

View File

@@ -109,7 +109,7 @@ public class MakeCardEffect extends SpellAbilityEffect {
chosen = Aggregates.random(faces).getName();
} else {
final String sbName = sa.hasParam("SpellbookName") ? sa.getParam("SpellbookName") :
CardTranslation.getTranslatedName(source.getName());
source.getTranslatedName();
final String message = sa.hasParam("Choices") ?
Localizer.getInstance().getMessage("lblChooseaCard") :
Localizer.getInstance().getMessage("lblChooseFromSpellbook", sbName);

View File

@@ -13,7 +13,6 @@ import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.zone.PlayerZone;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -82,7 +81,7 @@ public class PeekAndRevealEffect extends SpellAbilityEffect {
boolean doReveal = !sa.hasParam("NoReveal") && !revealableCards.isEmpty();
if (!noPeek) {
peekingPlayer.getController().reveal(peekCards, srcZone, zoneToPeek,
CardTranslation.getTranslatedName(source.getName()) + " - " +
source.getTranslatedName() + " - " +
Localizer.getInstance().getMessage("lblLookingCardFrom"));
}
@@ -91,7 +90,7 @@ public class PeekAndRevealEffect extends SpellAbilityEffect {
if (doReveal) {
peekingPlayer.getGame().getAction().reveal(revealableCards, srcZone, zoneToPeek, !noPeek,
CardTranslation.getTranslatedName(source.getName()) + " - " +
source.getTranslatedName() + " - " +
Localizer.getInstance().getMessage("lblRevealingCardFrom"));
if (rememberRevealed) {

View File

@@ -247,7 +247,7 @@ public class PlayEffect extends SpellAbilityEffect {
game.getAction().revealTo(tgtCard, controller);
}
String prompt = sa.hasParam("CastTransformed") ? "lblDoYouWantPlayCardTransformed" : "lblDoYouWantPlayCard";
if (singleOption && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage(prompt, CardTranslation.getTranslatedName(tgtCard.getName())), tgtCard, null)) {
if (singleOption && !controller.getController().confirmAction(sa, null, Localizer.getInstance().getMessage(prompt, tgtCard.getTranslatedName()), tgtCard, null)) {
if (wasFaceDown) {
tgtCard.turnFaceDownNoUpdate();
tgtCard.updateStateForView();
@@ -490,7 +490,7 @@ public class PlayEffect extends SpellAbilityEffect {
public static void addReplaceGraveyardEffect(Card c, Card hostCard, SpellAbility sa, SpellAbility tgtSA, String zone) {
final Game game = hostCard.getGame();
final Player controller = sa.getActivatingPlayer();
final String name = hostCard.getName() + "'s Effect";
final String name = hostCard.getDisplayName() + "'s Effect";
final String image = hostCard.getImageKey();
final Card eff = createEffect(sa, controller, name, image);

View File

@@ -94,7 +94,7 @@ public class SacrificeEffect extends SpellAbilityEffect {
if (valid.equals("Self") && game.getZoneOf(host) != null) {
if (host.getController().equals(activator) && game.getZoneOf(host).is(ZoneType.Battlefield) &&
(!optional || activator.getController().confirmAction(sa, null,
Localizer.getInstance().getMessage("lblDoYouWantSacrificeThis", host.getName()), null))) {
Localizer.getInstance().getMessage("lblDoYouWantSacrificeThis", host.getDisplayName()), null))) {
if (game.getAction().sacrifice(new CardCollection(host), sa, true, params) != null && remSacrificed) {
host.addRemembered(host);
}

View File

@@ -11,7 +11,6 @@ import forge.game.spellability.SpellAbility;
import forge.util.Lang;
import forge.util.Localizer;
public class ScryEffect extends SpellAbilityEffect {
@Override
protected String getStackDescription(SpellAbility sa) {
@@ -37,10 +36,8 @@ public class ScryEffect extends SpellAbilityEffect {
}
boolean isOptional = sa.hasParam("Optional");
final List<Player> players = Lists.newArrayList();
final List<Player> players = Lists.newArrayList(); // players really affected
// Optional here for spells that have optional multi-player scrying
for (final Player p : getTargetPlayers(sa)) {
if (!p.isInGame()) {
continue;

View File

@@ -162,7 +162,7 @@ public class SetStateEffect extends SpellAbilityEffect {
}
if (optional) {
String message = TextUtil.concatWithSpace("Transform", gameCard.getName(), "?");
String message = TextUtil.concatWithSpace("Transform", gameCard.getDisplayName(), "?");
if (!p.getController().confirmAction(sa, PlayerActionConfirmMode.Random, message, null)) {
return;
}
@@ -183,22 +183,22 @@ public class SetStateEffect extends SpellAbilityEffect {
}
if (hasTransformed) {
if (sa.isMorphUp()) {
String sb = p + " has unmorphed " + gameCard.getName();
String sb = p + " has unmorphed " + gameCard.getDisplayName();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
} else if (sa.isManifestUp()) {
String sb = p + " has unmanifested " + gameCard.getName();
String sb = p + " has unmanifested " + gameCard.getDisplayName();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
} else if (sa.isDisguiseUp()) {
String sb = p + " has undisguised " + gameCard.getName();
String sb = p + " has undisguised " + gameCard.getDisplayName();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
} else if (sa.isCloakUp()) {
String sb = p + " has uncloaked " + gameCard.getName();
String sb = p + " has uncloaked " + gameCard.getDisplayName();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
} else if (sa.isKeyword(Keyword.DOUBLE_AGENDA)) {
String sb = p + " has revealed " + gameCard.getName() + " with the chosen names: " + gameCard.getNamedCards();
String sb = p + " has revealed " + gameCard.getDisplayName() + " with the chosen names: " + gameCard.getNamedCards();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
} else if (sa.isKeyword(Keyword.HIDDEN_AGENDA)) {
String sb = p + " has revealed " + gameCard.getName() + " with the chosen name " + gameCard.getNamedCard();
String sb = p + " has revealed " + gameCard.getDisplayName() + " with the chosen name " + gameCard.getNamedCard();
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
}
game.fireEvent(new GameEventCardStatsChanged(gameCard));

View File

@@ -23,7 +23,6 @@ import forge.game.spellability.SpellAbility;
import forge.game.zone.PlayerZone;
import forge.game.zone.ZoneType;
import forge.item.PaperCard;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
import forge.util.collect.FCollectionView;
@@ -77,7 +76,7 @@ public class SubgameEffect extends SpellAbilityEffect {
Card cmd = Card.fromPaperCard(card.getPaperCard(), player);
if (cmd.hasKeyword("If CARDNAME is your commander, choose a color before the game begins.")) {
List<String> colorChoices = new ArrayList<>(MagicColor.Constant.ONLY_COLORS);
String prompt = Localizer.getInstance().getMessage("lblChooseAColorFor", cmd.getName());
String prompt = Localizer.getInstance().getMessage("lblChooseAColorFor", cmd.getDisplayName());
List<String> chosenColors;
SpellAbility cmdColorsa = new SpellAbility.EmptySa(ApiType.ChooseColor, cmd, player);
chosenColors = player.getController().chooseColors(prompt,cmdColorsa, 1, 1, colorChoices);
@@ -164,7 +163,7 @@ public class SubgameEffect extends SpellAbilityEffect {
Game subgame = createSubGame(maingame, startingLife);
String startMessage = Localizer.getInstance().getMessage("lblSubgameStart",
CardTranslation.getTranslatedName(hostCard.getName()));
hostCard.getTranslatedName());
maingame.fireEvent(new GameEventSubgameStart(subgame, startMessage));
prepareAllZonesSubgame(maingame, subgame);

View File

@@ -11,7 +11,6 @@ import forge.game.player.Player;
import forge.game.player.PlayerController;
import forge.game.spellability.SpellAbility;
import forge.game.trigger.TriggerType;
import forge.util.CardTranslation;
import forge.util.Lang;
import forge.util.Localizer;
@@ -64,7 +63,7 @@ public class TapOrUntapEffect extends SpellAbilityEffect {
// If the effected card is controlled by the same controller of the SA, default to untap.
boolean tap;
if(!toggle)
tap = pc.chooseBinary(sa, Localizer.getInstance().getMessage("lblTapOrUntapTarget", CardTranslation.getTranslatedName(gameCard.getName())), PlayerController.BinaryChoiceType.TapOrUntap,
tap = pc.chooseBinary(sa, Localizer.getInstance().getMessage("lblTapOrUntapTarget", gameCard.getTranslatedName()), PlayerController.BinaryChoiceType.TapOrUntap,
!gameCard.getController().equals(tapper));
else
tap = !gameCard.isTapped();

View File

@@ -19,7 +19,6 @@ import forge.game.player.PlayerController;
import forge.game.player.PlayerController.BinaryChoiceType;
import forge.game.spellability.SpellAbility;
import forge.game.zone.ZoneType;
import forge.util.CardTranslation;
import forge.util.Localizer;
public class TimeTravelEffect extends SpellAbilityEffect {
@@ -53,7 +52,7 @@ public class TimeTravelEffect extends SpellAbilityEffect {
Map<String, Object> params = Maps.newHashMap();
params.put("Target", c);
params.put("CounterType", counterType);
prompt = Localizer.getInstance().getMessage("lblWhatToDoWithTargetCounter", counterType.getName(), CardTranslation.getTranslatedName(c.getName())) + " ";
prompt = Localizer.getInstance().getMessage("lblWhatToDoWithTargetCounter", counterType.getName(), c.getTranslatedName()) + " ";
boolean putCounter = pc.chooseBinary(sa, prompt, BinaryChoiceType.AddOrRemove, params);
if (putCounter) {

View File

@@ -140,6 +140,7 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
// stores the card traits created by static abilities
private final Table<StaticAbility, String, SpellAbility> storedSpellAbility = TreeBasedTable.create();
private final Table<StaticAbility, String, Trigger> storedTrigger = TreeBasedTable.create();
private final Table<StaticAbility, SpellAbility, SpellAbility> storedAbilityForTrigger = HashBasedTable.create();
private final Table<StaticAbility, String, ReplacementEffect> storedReplacementEffect = TreeBasedTable.create();
private final Table<StaticAbility, String, StaticAbility> storedStaticAbility = TreeBasedTable.create();
@@ -195,6 +196,7 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
private boolean startedTheTurnUntapped = false;
private boolean cameUnderControlSinceLastUpkeep = true; // for Echo
private boolean tapped = false;
private int tappedThisTurn;
private boolean sickness = true; // summoning sickness
private boolean collectible = false;
private boolean tokenCard = false;
@@ -4897,8 +4899,11 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
runParams.put(AbilityKey.Attacker, attacker);
runParams.put(AbilityKey.Cause, cause);
runParams.put(AbilityKey.Player, tapper);
runParams.put(AbilityKey.FirstTime, tappedThisTurn == 0);
getGame().getTriggerHandler().runTrigger(TriggerType.Taps, runParams, false);
tappedThisTurn++;
setTapped(true);
view.updateNeedsTapAnimation(tapAnimation);
getGame().fireEvent(new GameEventCardTapped(this, true));
@@ -4970,7 +4975,15 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
String str = trig.toString() + trig.getId();
Trigger result = storedTrigger.get(stAb, str);
if (result == null) {
result = trig.copy(this, false);
SpellAbility ab = null;
if (trig.hasParam("Execute") && trig.getOverridingAbility() != null) {
ab = storedAbilityForTrigger.get(stAb, trig.getOverridingAbility());
if (ab == null) {
ab = trig.getOverridingAbility().copy(this, false);
storedAbilityForTrigger.put(stAb, trig.getOverridingAbility(), ab);
}
}
result = trig.copy(this, false, false, ab);
storedTrigger.put(stAb, str, result);
}
return result;
@@ -7171,7 +7184,7 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
String v = kwt.getValidType();
String desc = kwt.getTypeDescription();
if (!isValid(v.split(","), aura.getController(), aura, null) || (!v.contains("inZone") && !isInPlay())) {
return getName() + " is not " + Lang.nounWithAmount(1, desc);
return getDisplayName() + " is not " + Lang.nounWithAmount(1, desc);
}
}
}
@@ -7182,17 +7195,17 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
@Override
protected String cantBeEquippedByMsg(final Card equip, SpellAbility sa) {
if (!isInPlay()) {
return getName() + " is not in play";
return getDisplayName() + " is not in play";
}
if (sa != null && sa.isEquip()) {
if (!isValid(sa.getTargetRestrictions().getValidTgts(), sa.getActivatingPlayer(), equip, sa)) {
Equip eq = (Equip) sa.getKeyword();
return getName() + " is not " + Lang.nounWithAmount(1, eq.getValidDescription());
return getDisplayName() + " is not " + Lang.nounWithAmount(1, eq.getValidDescription());
}
return null;
}
if (!isCreature()) {
return getName() + " is not a creature";
return getDisplayName() + " is not a creature";
}
return null;
}
@@ -7200,13 +7213,13 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
@Override
protected String cantBeFortifiedByMsg(final Card fort) {
if (!isLand()) {
return getName() + " is not a Land";
return getDisplayName() + " is not a Land";
}
if (!isInPlay()) {
return getName() + " is not in play";
return getDisplayName() + " is not in play";
}
if (fort.isLand()) {
return fort.getName() + " is a Land";
return fort.getDisplayName() + " is a Land";
}
return null;
@@ -7215,7 +7228,7 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
@Override
public String cantBeAttachedMsg(final Card attach, SpellAbility sa, boolean checkSBA) {
if (isPhasedOut() && !attach.isPhasedOut()) {
return getName() + " is phased out";
return getDisplayName() + " is phased out";
}
return super.cantBeAttachedMsg(attach, sa, checkSBA);
}
@@ -7456,7 +7469,7 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
}
public void onCleanupPhase(final Player turn) {
resetExcessDamage();
tappedThisTurn = 0;
setRegeneratedThisTurn(0);
resetShieldCount();
targetedFromThisTurn.clear();
@@ -7466,13 +7479,14 @@ public class Card extends GameEntity implements Comparable<Card>, IHasSVars, ITr
getDamageHistory().setCreatureAttackedLastTurnOf(turn, getDamageHistory().getCreatureAttacksThisTurn() > 0);
getDamageHistory().newTurn();
damageReceivedThisTurn.clear();
resetExcessDamage();
clearBlockedByThisTurn();
clearBlockedThisTurn();
resetMayPlayTurn();
resetExertedThisTurn();
resetCrewed();
resetSaddled();
visitedThisTurn = false;
resetMayPlayTurn();
resetChosenModeTurn();
resetAbilityResolvedThisTurn();
}

View File

@@ -222,7 +222,7 @@ public class CardFactoryUtil {
//Predicate<Card> pc = Predicates.in(player.getAllCards());
// TODO This would be better to send in the player's deck, not all cards
String name = player.getController().chooseCardName(sa, cpp, "Card",
"Name a card for " + card.getName());
"Name a card for " + card.getDisplayName());
if (name == null || name.isEmpty()) {
return false;
}
@@ -230,7 +230,7 @@ public class CardFactoryUtil {
if (ki.getKeyword().equals(Keyword.DOUBLE_AGENDA)) {
String name2 = player.getController().chooseCardName(sa, cpp, "Card.!NamedCard",
"Name a second card for " + card.getName());
"Name a second card for " + card.getDisplayName());
if (name2 == null || name2.isEmpty()) {
return false;
}
@@ -1289,10 +1289,10 @@ public class CardFactoryUtil {
final StringBuilder sb = new StringBuilder();
if (card.isCreature()) {
sb.append("When ").append(card.getName());
sb.append("When ").append(card.getDisplayName());
sb.append(" enters or the creature it haunts dies, ");
} else {
sb.append("When the creature ").append(card.getName());
sb.append("When the creature ").append(card.getDisplayName());
sb.append(" haunts dies, ");
}
@@ -1484,7 +1484,7 @@ public class CardFactoryUtil {
if (!"ManaCost".equals(manacost)) {
desc.append(ManaCostParser.parse(manacost)).append(" ");
}
desc.append(" - " + card.getName());
desc.append(" - " + card.getDisplayName());
final String trigStr = "Mode$ Exiled | ValidCard$ Card.Self | Secondary$ True | TriggerDescription$ " + desc.toString();
@@ -3762,10 +3762,10 @@ public class CardFactoryUtil {
c.addCounter(CounterEnumType.TIME, counters, getActivatingPlayer(), table);
table.replaceCounterEffect(game, this, false); // this is a special Action, not an Effect
String sb = TextUtil.concatWithSpace(getActivatingPlayer().toString(),"has suspended", c.getName(), "with", String.valueOf(counters),"time counters on it.");
String sb = TextUtil.concatWithSpace(getActivatingPlayer().toString(),"has suspended", c.getDisplayName(), "with", String.valueOf(counters),"time counters on it.");
game.getGameLog().add(GameLogEntryType.STACK_RESOLVE, sb);
//reveal suspended card
game.getAction().reveal(new CardCollection(c), c.getOwner(), true, c.getName() + " is suspended with " + counters + " time counters in ");
game.getAction().reveal(new CardCollection(c), c.getOwner(), true, c.getDisplayName() + " is suspended with " + counters + " time counters in ");
}
};
final StringBuilder sbDesc = new StringBuilder();

View File

@@ -79,6 +79,7 @@ public class CardState implements GameObject, IHasSVars, ITranslatable {
private FCollection<StaticAbility> staticAbilities = new FCollection<>();
private String imageKey = "";
private Map<String, String> sVars = Maps.newTreeMap();
private Map<String, SpellAbility> abilityForTrigger = Maps.newHashMap();
private KeywordCollection cachedKeywords = new KeywordCollection();
@@ -732,6 +733,11 @@ public class CardState implements GameObject, IHasSVars, ITranslatable {
setFlavorName(source.getFlavorName());
setSVars(source.getSVars());
abilityForTrigger.clear();
for (Map.Entry<String, SpellAbility> e : source.abilityForTrigger.entrySet()) {
abilityForTrigger.put(e.getKey(), e.getValue().copy(card, lki));
}
abilities.clear();
for (SpellAbility sa : source.abilities) {
if (sa.isIntrinsic()) {
@@ -758,7 +764,7 @@ public class CardState implements GameObject, IHasSVars, ITranslatable {
continue;
}
if (tr.isIntrinsic()) {
triggers.add(tr.copy(card, lki));
triggers.add(tr.copy(card, lki, false, tr.hasParam("Execute") ? abilityForTrigger.get(tr.getParam("Execute")) : null));
}
}
ReplacementEffect runRE = null;
@@ -951,6 +957,10 @@ public class CardState implements GameObject, IHasSVars, ITranslatable {
return cloakUp;
}
public SpellAbility getAbilityForTrigger(String svar) {
return abilityForTrigger.computeIfAbsent(svar, s -> AbilityFactory.getAbility(getCard(), s, this));
}
@Override
public String getTranslationKey() {
String displayName = flavorName == null ? name : flavorName;

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