3/14/2023 0 Comments Decked builder 3.5 dropbox![]() Similar, I understand, to how tournamnets are played. From that sealed deck you create your actual deck. Basically you choose the different sets that you want to play, boosters that you want to use, even restrict colors, etc and the Deck Builder generates a sealed deck. So how did you apply the list of cards that each player brought to actually make the macros generate those cards? Was the list a macro or table itself? Or do you mean that the players made their lists and then they withdrew those images from ther repository manually?Īs I said, my Deck Builder is external and will remain so because of the complexity. No massive imports needed, just a shared repository. Select your deck and click start will init everything for play. ![]() Each player would bring a single token with their list of cards and they're ready to play. Have another campaign for the repository for building your lib token and repository of images. My basic idea for a MTG campaign was to have the campaign which has a lib file with card data, a blank token, campaign functions and playing mats for the players. This still makes the campaign fully portable because the table contains all the images.but it probably makes the switching of states faster because instead of a 2000 entry table to locate the AssetID you search through a 4 state (or so) StringList.Īliasmask wrote:Well, it sounds like you're pretty set in your method. For example, if the table has 2000 entries (1000 cards with two images per card) how fast will it run? For example, it migth still be better to read the Asset tags from the table before starting the game and storing them on the token so that each time the token state is changed it does not need to look up that Asset tag in the 2000 entry table. I am writing some code right now for generating the table externally so we will see how that will work. However, maybe you are right, if I can include all the images in a single table then it makes it easy to import the single table and you won't have the problem with the mixing and matching card tokens because the table will have all the possible card images. Thus about 56000k = 56MB plus overhead for the campaign file.ĥ6MB is not so bad for a transfer but if you are passing the campaign file back and forth frequently it is annoying.Īs I said, the other problem with placing all the images into the campaign is that someone needs to place the 1000 images on to a map or into a table. I checked and my image size and it is about 30k per Portrait and 26k per Image. If that's true, what's the problem with a 32M campaign file? You said earlier that network speed wasn't an issue. Since you were talking about 2 images per card (assuming shared card backs and such), your size would be ~32M. Scaling that up for 1000 images I come up with a total of 15.2M for all images and a campaign file size of 16.1M assuming that the overhead ratio remains the same (I believe it should). Each PNG image ranged from 8K to 33K with a stddev of 5.3K and an average size of 15.2K. The images themselves required 883K, so there is about 50K of overhead. So I dropped 58 of Aidy Baby's states onto a map and saved it. Azhrei wrote:I was curious what the campaign size would be.
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