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Post by hydraheadhunter on Feb 3, 2021 13:28:59 GMT
I decided, it'd be a good idea to keep a thread noting the development of my data pack (selection of existing, modified, and custom templates) from now to finish. Since I'm actually a bit further along than I would have liked to have been when I finally had the idea to start this thread, the first few posts will detail what I've already done, and later posts will detail what I do as I'm happy with the progress I've made. Hopefully someone in the future might find this to be useful documentation if I ever actually finish my template and people decide to use it. Here's the link to the data pack's github repo, but understand that it's not in a very useful state at all at the moment.
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Post by hydraheadhunter on Feb 3, 2021 13:54:29 GMT
{First I created a base line data pack consisting of the following folders} Folders MSE won't function without. - Dictionaries
- English Locale
- Magic Game
- Magic Blends
- Default Images
- Magic Identities
- Large Mana Font
- Small Mana Font
Folders MSE wouldn't like to function without - Various Watermark Includes
Mainframe Folders - M15 Altered (Basic mainframe)
- Mainframe DFC
- Mainframe Emblems
- Mainframe Planeswalkers
- Mainframe Token
- Mainframe Includes
Non-mainframe M15 Styles - M15
- Adventure
- Aftermath
- Augment
- Devoid
- Leveler
- Meld 3-in-1
- Saga
- Split-Fuseable
- Unstable basics
Styles of my own creation - Kula (The primary style that is at the end of the road for this project)
- Split-Fuseable BB (A Split-fusable style with a more consistant border color and the ability include power-toughnesses).
Other stuff - A folder that I'm probably going to remove entirely full of images copied from mainframe.
- Various symbol fonts
- A folder outside the data folder filled with various Icons which I use to visually show what's in each folder and how important that folder is.
This list is subject to change over time as I add or remove various folders to the git hub repo based on my current needs.
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Post by hydraheadhunter on Feb 3, 2021 14:59:05 GMT
I began creating the basics for my template based on the basic M15 default style. {Changes to the New-blends file in the Blends Include} Cosmetic Changes The new blends file now has vertical alignment for 8-tabs (tabs that are the same width as 8 spaces). Masked blends consistantly follow a light, dark, mask order. Futhermore, when possible light is consistantly implied to be the card's base. The file names for masks used to generate idenities have been offloaded to the "masks" file for cleaner code. They are stored in the masks_id arrary. Functionality Changes Added Argument: directory - Images not stored directly in a style's top folder can be found by including that images directory as an argument.
- The correct format for an internal directory is "example/".
- The correct format for an external directory is "/example.mse-include/another-folder/".
- The default directory is "".
Added Argument: blend_directory- Blend masks not stored directly in a style's top folder can be found by including that mask's blend_directory as an argument.
- The format for a blend_directory is identitcal to the format for a directory.
- The functions added to parse a blend directory parse as directory+blend_directory, so the blend directory may not always be file's full relative path.
- For example, if a blend is located at "directory/blend_directory/" and directory is already "directory/" then blend_directory should be "blend_directory/" to find the correct file.
[li]The default blend_directory is "". [/li][/ul] Added Argument: offset
- For cards with more than three colors, the offset argument may be used to change which color is used as the initial color of the blend.
- The offset is added to the default color for each part of a blend and then modded against the number of colors that blend has.
- This takes the form: (to_int(offset) +) X mod N), where X is the default position and N is the number of colors being blended
- Identity markers do not use offset values
[li] The default offset is 0.
[/li][/ul] Parts of Blends I Haven't Tested - I changed as little as possible in the watermark section of the code because I've no idea what's going on there and I don't personally use watermarks often enough to try and grock it. It may or may not currently be completely function dependeing on how other changes in the file.
Things I Plan to Change
- I expect to offload the thumbnail images portion of the new-blends file to another file to clean up that section of code.
[/spoiler]
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Post by hydraheadhunter on Feb 3, 2021 15:08:53 GMT
I began creating the basics for my kula-2 style based on the basic M15 default style. {begin the process of streamlining information and files locations} Off-loading whatever values I could to a variables file to be called when needed. Off-loading whatever scripts I could to a scripts file to be called when needed.
Moving all images (except card-sample.png) into simple directories- Card Backgrounds to card/.
- Border masks to border/.
- Power toughnesses to pt/.
- Stamps to stamp/.
- Everything Else to giblits/.
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Post by hydraheadhunter on Feb 6, 2021 3:40:44 GMT
Introduced the Style Prototype to the extra/card_fields.txt in magic.mse-game. This will be used to switch between styles with different values without needing to go to the style page.
Removed the standard variables file (which held only the variables need for the most basic M15 style) and the Complete_standard_variables which used the card field as the top collection. Both are replaced by complete_variables which uses 'style prototype' as the top collection (complete variables still requires data entry).
Created switch functions to swap between prototypes (in file currently named new document).
Replaced all previous variables and scripts in the style sheet with a basic call of the switch function. (Some values should be dynamic are currently static (and therefore incorrect.)).
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