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12:00 AM
RELOAD!
 
@Phrancis no, not necessary.
 
@Duga I noticed that too, I need to slow down a bit and re-read before I commit
 
[Cardshifter/Cardshifter] 42 commits. 6 opened issues. 1 closed issue. 12 issue comments.
2
[retailcoder/Rubberduck] 5 commits. 3 opened issues. 10 closed issues. 27 issue comments.
 
in VBA, 1 min ago, by Mat's Mug
Holy c...cardshifter shafted us big time!
 
> Duga knows when a tag is created - it posts a notification when it happens - "created tag xyz".

It would be nice to include something like "x release[s] published" in the daily summary.
 
12:14 AM
TTGTB
 
Good night Simon, amazing work again today!
 
Night @SimonAndréForsberg
 
[Cardshifter/Cardshifter] Phrancis pushed commit 16450ae9 to js: more documentation
 
12:27 AM
[Cardshifter/Cardshifter] build #908 for commit 16450ae9 on branch js passed
 
1:02 AM
[Cardshifter/Cardshifter] Phrancis pushed commit a13a13e9 to js: More JSDoc, mostly for keywords files
[Cardshifter/Cardshifter] build #909 for commit a13a13e9 on branch js passed
 
1:29 AM
[Cardshifter/Cardshifter] Phrancis pushed commit d402fc21 to js: More JSDoc
[Cardshifter/Cardshifter] build #910 for commit d402fc21 on branch js passed
 
2:14 AM
@Simon I am a bit confused on the keywords-filters.js (specifically on filter different values). I'll write some doc in the .md file but would appreciate your feedback, as I feel these are very important and need documented accurately.
 
2:33 AM
[Cardshifter/Cardshifter] Phrancis pushed commit 0bcf18a6 to js: Card library documentation
 
@Simon please review this^ commit and let me know where I'm wrong :)
I'm also curious if negative values can be used, in the case of targeting the opponent's cards
 
[Cardshifter/Cardshifter] build #911 for commit 0bcf18a6 on branch js passed
 
{
    name: "my card",
    whilePresent: {
        give: {
            attack: -1,
            target: "opponent",
        },
    },
},
 
[Cardshifter/Cardshifter] Phrancis pushed commit 97a16078 to js: Small fixes. Issue #203
[Cardshifter/Cardshifter] build #912 for commit 97a16078 on branch js passed
 
3:35 AM
[Cardshifter/Cardshifter] Phrancis pushed commit 9ea1dba6 to js: Fixed JSDoc syntax which I wrote backwards
[Cardshifter/Cardshifter] Phrancis pushed commit 9bda4b47 to js: documentation
[Cardshifter/Cardshifter] build #913 for commit 9bda4b47 on branch js passed
 
4:12 AM
\[[**Cardshifter/Cardshifter**](https://github.com/Cardshifter/Cardshifter)\] [**Phrancis**](https://github.com/Phrancis) pushed commit [**77d8bc33**](https://github.com/Cardshifter/Cardshifter/commit/77d8bc3399021286658247822e44718fdc3bbbd9) to [**js**](https://github.com/Cardshifter/Cardshifter/tree/js): Update card-library-guide.md

Further clarifications. Issue #203
[Cardshifter/Cardshifter] build #914 for commit 77d8bc33 on branch js passed
 
4:46 AM
[Cardshifter/Cardshifter] Phrancis pushed commit bec52c26 to js: added a documentation folder
[Cardshifter/Cardshifter] Phrancis pushed commit a7e3955b to js: added folder for documentation
[Cardshifter/Cardshifter] Phrancis pushed commit e36057b1 to js: foo
 
@Duga Meh. PICNIC, apparently.
 
[Cardshifter/Cardshifter] build #915 for commit e36057b1 on branch js passed
 
 
4 hours later…
8:25 AM
hey
 
 
2 hours later…
10:27 AM
@Duga Best commit message ever!
@Phrancis I'll read through your documentation a bit later
 
11:03 AM
its always a pain when you write java 8 code and then realize that your web server is ubuntu 10.04 and cannot be upgraded to java 8
now this lovely little method:
public static <K, V extends Comparable<? super V>> Map<K, V> sortByValue( Map<K, V> map ) {
    Map<K,V> result = new LinkedHashMap<>();
    Stream <Entry<K,V>> st = map.entrySet().stream();
    st.sorted(Comparator.comparing(e -> ((Entry<String, Integer>) e).getValue()).reversed()).forEach(e ->result.put(e.getKey(),e.getValue()));
    return result;
}
becomes this monstrosity:
    public static <K,V extends Comparable<? super V>> SortedSet<Map.Entry<K,V>> entriesSortedByValues(Map<K,V> map) {
        SortedSet<Map.Entry<K,V>> sortedEntries = new TreeSet<Map.Entry<K,V>>(
            new Comparator<Map.Entry<K,V>>() {
                @Override public int compare(Map.Entry<K,V> e1, Map.Entry<K,V> e2) {
                    int res = e2.getValue().compareTo(e1.getValue());
                    return res != 0 ? res : 1;
                }

                @Override
                public Comparator<Entry<K, V>> reversed() {
 
@bazola 1. You can't upgrade? 2. No, all that's not needed. Eclipse is lying to you. Only the compare method there is needed. All those other methods were added with Java 8 and are supposed to be default methods.
 
so i have to find a way to disable the compiler error i guess?
> Important: Ubuntu 13.10 and older versions are no longer supported by Canonical: there will be no security updates and they don't allow uploading new packages to Launchpad PPAs!
i could upgrade the ubuntu but I'm really scared of upgrading anything, it always breaks something :)
 
Well, do you want to live in the stone age forever? :)
 
on that particular server, for as long as i can hold out :)
 
11:39 AM
i want to post my MMO server for review, but it feels too long at 750~ lines of code
 
as long as it is less than 30K chars, it is not too long
 
12:08 PM
> How often do you publish releases? Is that feature really needed?
 
@Duga for a moment I thought @Vogel612 meant how often I publish releases of @Duga
 
12:20 PM
@Phrancis
> For reference, the most common creature types are:
- "Bio": Standard creature with no particular/unique behavior, other than the specified effects.
- "Mech": Creature that can be sacrificed for scrap resource. See related scrap section. This property requires that scrap > 0 in order to take effect, the "Mech" creature type does not alter its behavior per se.
Bio actually means that it can be enchanted.
Mech does not mean it can be scrapped. Bio creatures can also be scrapped if it has a scrap value of > 0
 
@SimonAndréForsberg do you mind when I chime in on issues like that??
 
@Vogel612 feel free to chime in on whatever you want
 
I'll make you regret saying that
2
somewhen when I find the time....
 
[Cardshifter/Cardshifter] Zomis pushed commit 1437ce18 to js: there is no such thing as "give", it is called "set"
 
~goes back to work trying to find a ticket that doesn't need setup or feedback
 
12:34 PM
[Cardshifter/Cardshifter] build #916 for commit 1437ce18 on branch js passed
 
12:52 PM
[Cardshifter/Cardshifter] Zomis pushed 20 commits to js-load
[Cardshifter/Cardshifter] Zomis pushed commit 0b0aa84d to js-load: refactored the effects a bit, to now have parameters (source, target) and not (source, event)
[Cardshifter/Cardshifter] Zomis pushed commit 7f676240 to js-load: Merge branch 'js' into js-load
[Cardshifter/Cardshifter] build #917 for commit 7f676240 on branch js-load passed
 
well i went ahead and did it
0
Q: MMO Game Server

bazolaI've been building an MMO in Java for a game that will have clients built with libGDX. I have already built clients for the browser, desktop, iOS, and Android. To accommodate multiple platforms, websockets are used, and all messages sent back and forth are in the form of strings. The purpose o...

 
> This has now been implemented, but see #206 and #210 for some related missing features (or bugs)
 
@bazola feels much better now, doesn't it?
 
yes!
 
[Cardshifter/Cardshifter] Zomis pushed commit b78ec39b to js-load: fixed a little js-doc bug
[Cardshifter/Cardshifter] Zomis pushed 3 commits to js
 
1:10 PM
@bazola You should add whether or not you are able to use Java 8
 
[Cardshifter/Cardshifter] build #919 for commit b78ec39b on branch js passed
 
no limits to what i can use on this server
 
1:38 PM
small answer @bazola I don;t have time for more
 
2:02 PM
Monking
@SimonAndréForsberg Ah ok, did not realize this distinction
 
@Marc-Andre all good points though!
 
[Cardshifter/Cardshifter] Phrancis pushed commit 4b5d6634 to js: Reworded description of creature types
 
2:28 PM
@Simon I think I might already know that the answer is "No", but just to confirm; the pre-made decks I made here won't work with the new JSON card format, right?
 
[Cardshifter/Cardshifter] build #921 for commit 4b5d6634 on branch js passed
 
2:46 PM
[Cardshifter/Cardshifter] Phrancis pushed commit 2400b390 to js-load: Small tweaks to documentation
 
@Phrancis I think the answer to that is maybe
it depends, if the cards now have the same entity ids, they should work.
I can't guarantee it though
and the deck format might need to be changed a bit
 
It'll be easy to remake them one way or the other, just want to avoid bugs
 
3:07 PM
[Cardshifter/Cardshifter] build #922 for commit 2400b390 on branch js-load passed
 
3:26 PM
@Duga @Phrancis Why are you working on the js-load branch now?
 
Oh shit, my bad
Please merge is to js at your convenience XD
 
[Cardshifter/Cardshifter] Zomis pushed commit 710c927d to js-load: added error in resolveModifiers if no modifiers were added
[Cardshifter/Cardshifter] Zomis pushed commit 87e7f40f to js-load: added toString of ResourceModifierComponent
[Cardshifter/Cardshifter] Zomis pushed commit 5533fcd9 to js-load: added support for making systems in JavaScript
[Cardshifter/Cardshifter] Zomis pushed commit 25bf9838 to js-load: added a system in JavaScript that removes entities from Battlefield when HEALTH <= 0
 
@Duga Nice bug fix!
 
Busy busy!
 
I will try to slow down a bit
2
 
4:16 PM
lol
 
[Cardshifter/Cardshifter] build #924 for commit 22b1be13 on branch js passed
[Cardshifter/Cardshifter] build #925 for commit 22b1be13 on branch js-load passed
 
@Simon should we wait until after this next release (so we can test gameplay and make sure everything works as intended) before we start talking about implementing spell-like cards?
(and trap-like cards, also)
 
@Phrancis spell-like cards shouldn't be that hard to implement now, got any concrete suggestions?
 
Spell types that come to mind immediately would be things like:
- Deal n damage to card of type X
- Take n card(s) from opponent hand / draw pile / discard pile
- Restore n card(s) of type X from own discard pile
- Remove n / all enchantment(s) from card X
 
4:25 PM
> It needs to be possible to have whilePresent, onEndOfTurn, and afterPlay at once on the same card, preferably also a combination of each.

For example:
All your creatures have +1/+1
All opponent creatures have -1/-1
At the beginning of your turn, draw a card.
At the beginning of each opponents turn, that player takes 1 damage.
When you play this, deal 2 damage to all enemy creatures.
When you play this, summon a card in your hand.

(How all this is supposed to fit on the client GUIs,
 
@Phrancis Ok. The concept of 'discard pile' currently does not exist (it can be added though, of course).
 
OK. I'll go ahead and put in issues for that (discard pile) as well as for effects. I believe there is already one for traps
 
Chat's more active these days again :)
 
> This would probably imply creating a new zone or some other mechanic to contain cards which are no longer in play. This concept will allow the usage of effects and such to restore cards from the discard pile into hand/battlefield.
> Spell types that come to mind immediately would be things like:
- Deal n damage to card of type X
- Take n card(s) from opponent hand / draw pile / discard pile
- Restore n card(s) of type X from own discard pile
- Remove n / all enchantment(s) from card X

The idea is that once a spell is played and its effects have been applied, it immediately goes into the discard pile.
 
@Phrancis You can target your own creatures with effects if it states that it holds for "all minions" or "all characters"
 
4:38 PM
> Related: Issue #212 and #102
 
@skiwi that's not the same as attacking though
 
> Also another spell type that could be desirable, would be to cause damage directly to the player, regardless of them having units that can block creatures
 
4:59 PM
@Phrancis see pastebin.com/P60KtkKy
I wrote up the structure for effects, resource modifiers, etc, there. Not much documentation, but perhaps it makes things clearer for you?
 
5:11 PM
@SimonAndréForsberg have you heard about this?
The Missionary Church of Kopimism (in Swedish Missionerande Kopimistsamfundet), founded by Isak Gerson, is a congregation of file sharers who believe that copying information is a sacred virtue. The Church, based in Sweden, has been officially recognized by the Swedish Legal, Financial and Administrative Services Agency as a religious community, after three application attempts. Gerson has denied any connection between the Church and filesharing site The Pirate Bay. == Tenets == The followers of the religion are called Kopimists from copy me. A "Kopimist" or "Kopimist intellectual" is a person...
@SimonAndréForsberg Somewhat, yes. I'll adapt the .md file accordingly. The main part that has me confused is the filter section:
 
@SimonAndréForsberg Yes, that's why I say target and not attack
 
@Phrancis never heard of. And by the looks of it, it seems like I haven't missed much.
 
# FILTER

owner
- owner, opponent, next, none, active, inactive

zone
- ZONE NAME

creature
- true

creatureType
- name of creatureType (String)
 
@Phrancis A FILTER is an object containing any of those keys. owner, zone, creature and creatureType. For example: { zone: "Hand", creatureType: "Bio" } targets all Bios in your hand.
 
@SimonAndréForsberg Seems like one of those pseudo-religions that's just there to make a statement. In the USA we have the Church of the Flying Spaghetti Monster (a.k.a. Pastafarians), and the United Church of Bacon.
 
5:15 PM
sounds like it, yes
 
OK
I don't really understand next, none, active, inactive though
 
next = the player who is directly after the one who owns the source card
none = no player (have no real use right now, but might have one day)
active = the player who's turn it is
inactive = all players except the one who's turn it is
as we're currently only dealing with two players, next and opponent is essentially the same
 
Ah, planning for the future I see ;)
I tinkered with the idea of having more than 2 players, though that could complicate the game logic pretty drastically, I think?
 
@Phrancis yes. And even worse, the game UIs!
 
Is there somewhere I can see what the possible values of ZONE are?
<lunch>
 
5:33 PM
@Phrancis Here: "Deck", "Battlefield", "Hand". Later also "Discard", and possibly "Exile". Technically also "Cards", but that's a bit meta as that only holds the list of all the available cards.
@Phrancis In your hunt for new card effects, check this one also: www2.zomis.net/tcg-creation/137/new-ability-and-spell-ideas
 
5:50 PM
> I have a comment for this one. If possible could we make the discard piles for both players viewable at all times? This would help both players strategically to see what cards have been discarded in reference to the card limit. It could add valuable information for both players as to what cards have been spent, and how many of each of those discards may still be remaining in the deck. Let me know if this makes sense!
> @MGS1GreyFox Absolutely makes sense. Creating the views for it will probably be the hardest part (unfortunately the clients are not as moddable as the server), but I agree that it is valuable information.
> I would also like to add a "mind control spell" take control of target creature until end of turn.
Also a "disenchant" that would take upgrades off of a target creature, if scrap and all of that is still being used. It's been a bit since we talked about that function. I will add more as I think of them!
> Referencing a previous discussion about spells on the Q&A forum: www2.zomis.net/tcg-creation/137/new-ability-and-spell-ideas
 
Hey guys!
 
Hey!
 
Glad you referenced that other spell list. I was positive I posted in there. But I guess not, haah. I thought I had made a list of spells somewhere too. Trying to track that down.
 
6:08 PM
@Simon what is the use of the modifier: [] array?
 
Hey Fox!
@Phrancis just to support more than one. For example, a card that gives +1 attack and +1 health to all your creatures.
 
OK, so one modifier for each?
 
DUH @Phrancis :P
Just kidding, I had no idea.
 
@GreyFox hey
 
6:14 PM
Hey @bazola How's it going?
 
@GreyFox not bad at all! how about you
 
[Cardshifter/Cardshifter] Zomis pushed commit 1e6105bc to js-load: added broadcasting about ResourceViewUpdate
[Cardshifter/Cardshifter] Zomis pushed commit 562d36ee to js-load: added a call to get() after resource data has been changed, to check for a possible ResourceViewUpdate event
[Cardshifter/Cardshifter] Zomis pushed commit dd026997 to js-load: added a ResourceRecountSystem and added that to the JSGame, to keep resource information updated for clients
 
@SimonAndréForsberg I guess I'm having trouble visualizing what a card with whilePresent would look like
modifier: [
    {   // Give all your Bio creatures +10 attack
        res: ATTACK,
        priority: 1,
        change: 10,
        filter: { creatureType: "Bio", owner: "owner" }
    }
]
 
@bazola Trying to help where I can with the game! I feel constrained to an idea man. Haha
 
6:29 PM
I don't see the whilePresent keyword in your example
@GreyFox An idea is how this whole thing got started :)
4
 
@Phrancis that is a very good way to look at it, haha.
 
@GreyFox Might be a good idea for you to familiarize yourself with the new card list
 
@Phrancis like that, except with whilePresent and not modifier. There is no modifier keyword, it is called whilePresent.
 
Then perhaps you can start typing up new cards
 
@Phrancis sorry, my mistake. I see I wrote modifier in the documentation I sent you, but it should be whilePresent
 
6:34 PM
@Phrancis reading through now!
 
@SimonAndréForsberg OK perfect, I thought that looked odd
What does the priority value do?
 
@Phrancis Lower priorities are handled first. If priorities are the same, they are handled in the order they are added. For example, let's say that you have a modifier in play that says "All Mechs have scrap +1" and then play another one with "All Mechs have scrap value 0", using priorities is a way of making the last one always get priority, no matter the order they are played in.
Should all Mechs end up with 0 or 1 scrap? Priority will decide!
 
[Cardshifter/Cardshifter] build #926 for commit dd026997 on branch js-load passed
 
OK. So the action with priority 1 will be handled first, then 2 and subsequent, etc.?
 
@Phrancis yes. although negative priorities are also allowed. -2147483648 will be handled first ;)
 
6:45 PM
LOL
 
@SimonAndréForsberg What if you have one with all mechs have scrap +1 priority@1 and other one mech have scrap -1 priority@2?
 
@skiwi as they both just add or reduce the value, the priority is not important for them, and in that particular case they will cancel each other out.
Note that changing values and setting them is not the same thing.
 
> I have documented how the cards are customized, for the most part. What other aspects of the game logic can be changed via the JavaScript implementation, @Zomis ?
 
7:01 PM
I have a feeling @Simon will say either "It depends" or "Everything" ;)
 
@Phrancis for this one, I think I'll primarily go with "Everything".
We should really work on implementing alternative mods.
 
Yes I agree. @GreyFox and I can start thinking of alternate mods once we have the core JavaScript things cemented. Perhaps after 0.6-official we can have some alternate mods for 0.7.
 
when we do have alternate mods, you will see how badly supported clients are for different mods.
@Phrancis What do you think about a game-wide logging system? So that each played game could be logged into its own file?
 
I thought we already had that?
 
both yes and no. We have logging, a lot of logging. But to a central file
 
7:11 PM
Oh
Like server-side logging?
 
if multiple games are played at the same time, the logs end up to the same place
yes
the clients can also log stuff of course, but I'm mostly thinking about server-side logging here.
 
We'll need to have that eventually if we want to have game stats for the website, though I don't know how high of a priority that would be
 
I'm not sure it's required for game stats
we have replays
 
I'm pretty sure Postgres can parse JSON data pretty comfortably and load into a DB, so that format would probably work good
 
replays and log files are not the same thing
What are you thinking should be loaded into a DB?
 
7:15 PM
Ah, perhaps I don't understand the distinction that well
 
log files = pure text about what is happening in the game
replays = structured data which makes it possible to reconstruct the game
 
Ah ok, I was thinking of replays then
Guess as far as logs go, having all the logs server-side would probably make it easier in the future to track bugs/issues/trends as the user base grows
 
@bazola your question is on the hot list
 
the question is not where to keep the logs
the question is whether or not to use one log file per game, or one log file per server.
 
Ah. I don't really have an opinion one way or the other.
 
7:25 PM
> Perhaps combine this with having one logger per game, which can log to a file.
 
@SimonAndréForsberg On some systems, one log file per game could be a problem. I would do 1 log per server, and set a treshold on size and keep like 2-3 logs files.
 
@Marc-Andre when/why would 1 log file per game be a problem?
 
@Marc-Andre awesome :)
 
7:40 PM
@SimonAndréForsberg Imagine a busy server, a really busy server. There is a limit of files you can have in a folder, so if the server don't clean up it could one day be aproblem (I've jsut check the limit.. and well we don't have a problem until 2050 with the number of users we have at the moment (lol))
 
@Marc-Andre yeah, well... I'd be really happy when that would become a problem!
4
 
8:14 PM
as long as each line of the log was preceded by a unique game id, then you could easily parse the central log and separate it into separate files later if you really wanted
 
8:48 PM
@Phrancis On break! on my way to you!!
 
[Cardshifter/Cardshifter] Phrancis pushed commit dcf3ab4f to js: #203 extracting effect guide to its own file
 
9:08 PM
{
    name: "my card",
    creature: "Bio",
    health: 3,
    whilePresent: [
        {   // Give all your Bio creatures +2 attack
            res: ATTACK,
            priority: 1,
            change: 2,
            filter: {
                creatureType: "Bio",
                owner: "owner"
            }
        },
        {   // Give all your opponent's Mech creatures -3 scrap
            res: SCRAP,
            priority: 1,
            change: -3,
            filter: {
                creatureType: "Mech",
@simon Is this ^^ correct usage of whilePresent?
 
[Cardshifter/Cardshifter] build #927 for commit dcf3ab4f on branch js passed
 
@Simon I notice there is no JS keyword for the TAUNT resource, is that by design or we overlooked it?
(or am I not looking in the right place)
 
9:24 PM
[Cardshifter/Cardshifter] Phrancis pushed commit 71fce96d to js: #203 added resources and whilePresent information
 
9:40 PM
{
    name: "my card",
    onEndOfTurn: { // heal self by 1
        heal: { value: 1, target: "owner" }
    },
},
    {
    name: "my other card",
    onEndOfTurn: [
        { // heal self by 1
            heal: { value: 1, target: "owner" }
        },
        { // damage opponent by 1
            damage: { value: 1, target: "opponent" }
        }
    ]
},
 
[Cardshifter/Cardshifter] build #928 for commit 71fce96d on branch js passed
 
Can heal and damage be used for creatures, as well as players? Or is the other syntax res/priority/change/filter necessary for affecting creatures?
 
[Cardshifter/Cardshifter] Phrancis pushed commit 52f79724 to js: #203 added onEndOfTurn & afterPlay
 
@Phrancis You will need this to continue documentation from home: pastebin.com/index/P60KtkKy
 
10:13 PM
[Cardshifter/Cardshifter] build #929 for commit 52f79724 on branch js passed
 
11:04 PM
@Phrancis yes
@Phrancis there is a resource indeed, but no keyword for it yet. Making one will be easy though. And you can still use it as a res for whilePresent modifiers. You should be able to create a modifier that removes all your or your opponent's taunt, for example (on a limited creatureType, if you so wish)
@Phrancis that's correct as well (but multiple onEndOfTurn effects are not yet supported)
@Phrancis it will be possible to use also for creatures, yes.
 
OK thanks, thanks, thanks and thanks :)
 
Hey back again
 
hey hey!
 
How are you @Phrancis ?
 
So, the way I feel is 0.6 has been mostly about the flexibility, and I'm super impressed how much it's progressed in the last week or so especially. I think 0.7 we should focus on the clients
@Marc-Andre Always a good day when I'm writing documentation ;D
 
11:19 PM
Ahaha are you serious or it's a joke ? I'm really not sure!
 
Completely serious!
 
Wow ! I'm glad we have you, god I hate documentation
 
I hear most programmers do ;)
 
Did you have time to do some more Java ? Or JAVA ? :P
 
Been kind of busy with JavaScript lately, and a few music related projects, so... no, not really
Hm. I accidentally found a way to generate default JSDoc in Eclipse last night, but I can't remember for the life of me how I did...
 
11:30 PM
Nice for javascript! So now we could add some cool effect in the website :D
ehehe
And what kind of projects are you working on ?
 
Meh, I don't think the website needs JS effects, I like it great without :D
"Battle of the Bands" kept me busy throughout April, got a few small songs been working on too
 
@Phrancis When I decide myself to do the card layout and the card page, having effects there could be nice ! ;)
 
Well, sure , but we can probably do them with Java no? ;)
 
No since Java is just generating css/html/js (just include what is necessary) there is no way to add animation without css/js in the web page
 
Good thing with the game specific logic and data being in JS though, we can probably eventually leverage that to where the cards will populate themselves into whatever layout we come up with on the site
 
11:41 PM
that part has never been a big problem.
 
Simon even made some functions that assemble the card descriptions for effects on-the-fly just by checking what effects are present in the JSON data
Needless to say, we're all really excited. GreyFox would love to participate more, but his computer died so he can't do a whole lot. But @Simon he often says to me, when I tell him what you've been doing, that he thinks you're a genius
 
200_success vs. rolfl: 381 diff. Year: -324. Quarter: -167. Month: +212. Week: +160. Day: +50.
Loki Astari vs. Simon André Forsberg: 3869 diff. Year: -1897. Quarter: -598. Month: -215. Week: -195. Day: -45.
 
@Phrancis Who's the genius ? And I don't care about how the game logic is implemented , I just need a format of cards I can read to display the information.
 
@Marc-Andre Well, according to GreyFox, Simon is. But he is impressed with everyone's work
 
@Marc-Andre the server's in Java, right? Then there should absolutely be no issue in displaying the actual data from the game.
Give @GreyFox my thanks, @Phrancis
 
11:49 PM
I will :)
 
(or perhaps I just did so myself by pinging him)
 
That, too
 
Ahaha well @SimonAndréForsberg is a more than average programmers, so I'm not surprise he is seen as a genius!
 
I hope that within a couple of months, some nice company will think so too.
 
He doesn't get to hop in here that often, I'll be sure to tell him in person
 
11:50 PM
@SimonAndréForsberg Yup it's Java, but it could be a ruby server or anything else, I just need informtaiton about what the card is about. It could be in a DB, json, xml, yml, plain text don't care :P
 
In any event, @Simon what do you think of 0.7 to be principally about improving the clients?
@Marc-Andre It's all JSON :)
Or, to be more precise, native JS objects
 
@Marc-Andre although the cards are currently defined in pure JS objects, or pure Java code, or something else, the cards can be exported to any format you'd like (although I think I have a XML exporter made already...)
@Phrancis totally agreed.
 
@SimonAndréForsberg pure JS objects = JSON which is perfect
 
@Marc-Andre I'm not certain that JSON definition would work straight of the box though. And additionally, mods are not required to use that format. Some mods can define cards from inside Java code. So I am thinking that the Java server could use the actual game code, load the actual cards, and then show the actual data from Java objects?
 
@SimonAndréForsberg How would the official web site know about some mods. Unless it's an "official" mod, I don't see why/how we should show the cards. I'm running my home server we some customs mods, how would we retrieve those cards ?
 

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