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Making your own power cards
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<blockquote data-quote="Thindaraiel" data-source="post: 4573492" data-attributes="member: 78738"><p>IIRC, the major templates published on this thread all started from a unique game file, initialized by Randolph. I did not analysed all templates, but I saw many corresponding infos in Tintagel's, Ander's, Hirahito's and Josiah's templates. I suppose this should not be too difficult to modify the game files in order to have the same basis infos.</p><p> </p><p>But some other informations have real differences. For instance, Ander's template store the card color and shape as a unique value 'background' and the card "filling image" as a style property ; where my last template separates card color, shape and filling image as 3 fields "header color", "header shape" and "background". </p><p> </p><p>Concerning the "filling image", for instance, my enhanced version of Ander's template proposes 4 values : Parchment, Marble, Shaded and Simple. Hihahito's version 4 proposes "leather", "light", "none" (and even other values depending on the style !). To standardize this, we should store a "code" value and create association tables depending on the style. It it to say, the menu proposes the different options depending on the style, but the value stored in the set would be "Img1", "Img2", etc... independently on its real appearance. The style will then interpret this value to find the corresponding image, for instance "Img1" will be "Simple" in my template and "None" in Hirahito's. It can be done, I already had some results with this kind of MSE code.</p><p> </p><p>In the same way, icons can be style-dependant. The style file refers to its own set of icons, and the same keyword stored in the set file will be associated to different icons depending on the style you use. This had already been used by you, Hirahito, with the different mse-symbol-font in your v4.3 template. </p><p> </p><p>I think that the main difficulty is to define </p><p>- which fields to define in common</p><p>- which values can these fields take (for non text, non numerical fields)</p><p>Every template author will then have to define a map between these constant values and his own style definitions.</p><p> </p><p>I have no time for creating a dedicated website/forum for this discussion, but if someone creates such a site/forum, I will participate. I already had the idea some weeks ago of creating "bridges" between the different templates, by writing a conversion program or making the templates evolve to a common game file. The last solution seems to me more efficient to do.</p></blockquote><p></p>
[QUOTE="Thindaraiel, post: 4573492, member: 78738"] IIRC, the major templates published on this thread all started from a unique game file, initialized by Randolph. I did not analysed all templates, but I saw many corresponding infos in Tintagel's, Ander's, Hirahito's and Josiah's templates. I suppose this should not be too difficult to modify the game files in order to have the same basis infos. But some other informations have real differences. For instance, Ander's template store the card color and shape as a unique value 'background' and the card "filling image" as a style property ; where my last template separates card color, shape and filling image as 3 fields "header color", "header shape" and "background". Concerning the "filling image", for instance, my enhanced version of Ander's template proposes 4 values : Parchment, Marble, Shaded and Simple. Hihahito's version 4 proposes "leather", "light", "none" (and even other values depending on the style !). To standardize this, we should store a "code" value and create association tables depending on the style. It it to say, the menu proposes the different options depending on the style, but the value stored in the set would be "Img1", "Img2", etc... independently on its real appearance. The style will then interpret this value to find the corresponding image, for instance "Img1" will be "Simple" in my template and "None" in Hirahito's. It can be done, I already had some results with this kind of MSE code. In the same way, icons can be style-dependant. The style file refers to its own set of icons, and the same keyword stored in the set file will be associated to different icons depending on the style you use. This had already been used by you, Hirahito, with the different mse-symbol-font in your v4.3 template. I think that the main difficulty is to define - which fields to define in common - which values can these fields take (for non text, non numerical fields) Every template author will then have to define a map between these constant values and his own style definitions. I have no time for creating a dedicated website/forum for this discussion, but if someone creates such a site/forum, I will participate. I already had the idea some weeks ago of creating "bridges" between the different templates, by writing a conversion program or making the templates evolve to a common game file. The last solution seems to me more efficient to do. [/QUOTE]
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