mage | Magic Another Game Engine | Game Engine library
kandi X-RAY | mage Summary
kandi X-RAY | mage Summary
XMage allows you to play Magic against one or more online players or computer opponents. It includes full rules enforcement for over 20 000 unique cards and more than 50.000 reprints from different editions. You can also find custom sets like Star Wars. All regular sets have nearly all implemented cards. It's support single matches and tournaments with dozens game modes like duel, multiplayer, standard, modern, commander, pauper, oathbreaker, historic, freeform and much more. Local server supports a special test mode for testing combos and other game situations with pre-defined conditions. There are public servers where you can play XMage against other players. You can also host your own server to play against the AI and/or your friends.
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Top functions reviewed by kandi - BETA
- Populate player slot map .
- Checks if a state - based state has been made .
- Returns the power level of this card .
- Parses the contents of the init player .
- Add popup menu player action .
- Checks that there is no block requirements after this player .
- Parses a string into a textbox rule .
- returns row order
- prepare selectable views
- Builds the list of available set codes .
mage Key Features
mage Examples and Code Snippets
public interface Prototype {
Object copy();
}
@EqualsAndHashCode
@NoArgsConstructor
public abstract class Beast implements Prototype {
public Beast(Beast source) {
}
@Override
public abstract Beast copy();
}
@EqualsAndHashCode(callSupe
Community Discussions
Trending Discussions on mage
QUESTION
I am trying to convert the variable "MAGE" from character to numeric in SAS
I tried new_MAGE = input(MAGE, informat.);
and received and an error
...ANSWER
Answered 2022-Apr-10 at 21:29You need to use an actual informat specification, not the string informat..
For most values try the normal numeric informat. The INPUT() function does not care if you use a width on the informat specification that is larger than the length of the string being read. So just use:
QUESTION
I have a script that creates a configurable product and the simple products associated to it. After the creation, in the backend, all of them seems fine (stock, website, status, visibility and association between the simple products and the configurable are ok). The problem is when I try to search for the configurable product or add it to a category, it doesn't display.
All products (configurable and simple) are firstly created with this method:
...ANSWER
Answered 2022-Mar-13 at 21:49Just to put my comments in form of an answer, and organize it...
There are many reasons for a recently created product or one created programmatically to not being displayed in some collection.
IndexThe first and most common one is related to indexation.
This could be related to issues in the cronjob (not configured, or not working properly).
You can manually trigger the reindex process by doing:
Magento 1: php shell/indexer.php reindexall
Magento 2: bin/magento indexer:reindex
Check if the product is enabled and visible in catalog. If they are simple products from a configurable product, make sure they are both enabled.
Also check if there is enough inventory of the item and if they are not marked as "out of inventory" (regardless the stock qty).
In multi website stores, check the "Website" group in the product edit page, and see if it's checked to appear in that website. Also check the product scope. Sometimes you disable the product in a inner level (i.e. store view or website).
If you believe that you've checked everything, now it's time to debug the collection.
Magento 1 and Magento 2 have the getSelect()
method available in collection objects.
Find the phtml or block where your products are being looped, and find the collection variable (generally used in the foreach
).
Then, add something like echo (string)$collection->getSelect()
.
This will show the query used to search the products. See which join
or where
condition is not met by your missing product.
Here's an example of category collection queries in Magento 1:
QUESTION
I am trying to iterate through an array of hashes stored as the '_skills' attribute of a 'Person' object, and having trouble.
test1.pl
...ANSWER
Answered 2022-Mar-09 at 19:34You are passing three arguments to new
plus the invocant. The last is a reference to an array. That means that @skills
ends up with a single element whose value is that reference.
QUESTION
I am trying to take a screenshot of the entire visible page of an Ionic Vue app, but I get the error "Cannot find name 'ImageCapture'".
...ANSWER
Answered 2022-Mar-08 at 13:41I found a similar question to mine on StackOverflow and followed the answer given by Paweł Ciucias. I had to manually add the lib to the tsconfig.json file under 'compileroptions -> types'
QUESTION
Now honestly, I think this could be entirely wrong as I don't really know what I am doing and just kinda through some stuff together, so help would be appreciated.
This is the code I got, including starting code that cannot be changed.
...ANSWER
Answered 2022-Mar-05 at 07:04Here's the code you wanted:
QUESTION
It think it only exists on new create-react-app templates and I can't find a way to disable them. See screenshot
...ANSWER
Answered 2022-Feb-25 at 00:59cause of webpack
open node_modules/webpack/lib/WebpackOptionsApply.js
at about line 375, comment this line:
QUESTION
I need to get value "Anti-Mage" from class in python. How can I do it?
...ANSWER
Answered 2022-Feb-19 at 19:45Based on your comment, to get all the .
QUESTION
I have tried different for loops trying to iterate through this JSON and I cant figure out how to do it. I have a list of numbers and want to compare it to the "key" values under each object of "data" (For example, Aatrox, Ahri, Akali, and so on) and if the numbers match store the "name" value in another list.
Example: listOfNumbers = [266, 166, 123, 283]
266 and 166 would match the "key" in the Aatrox and Akshan objects respectively so I would want to pull that name and store it in a list.
I understant this JSON is mostly accessed by key values rather than being indexed so Im not sure how I would iterate through all the "data" objects in a for loop(s).
JSON im referencing:
...ANSWER
Answered 2022-Jan-20 at 08:38You simply iterate over the values of the dictionary, check whether the value of the 'key' item is in your list and if that's the case, append the value of the 'name' item to your output list.
Let jsonObj
be your JSON object presented in your question. Then this code should work:
QUESTION
I come from a C#/Java background and have never touched Lua before.
I want the addon to show a message (default message window) that prints out the class of the target whenever I click on and target another player, and ONLY when I target a player. I have two files, SpeccySpecs.lua (contains the functions needed to handle the event) and SpeccySpecs.xml (contains the frame to run the function). Whenever I run the addon ingame, I am getting nil errors because my Core.lua file is returning nil when requiring the .xml file and my .xml file returns a nil from the OnTarget()
function in SpeccySpecs.lua.
I have tried to solve this in multiple ways, one of which was by creating a local table and requiring it in Core.lua, where I'd eventually call the function inside the table, but it also returned nil. I've been using sites such as:
https://wowpedia.fandom.com/wiki/Events
https://wowwiki-archive.fandom.com/wiki/Event_API
But what I've tried simply hasn't worked, and I assume I'm forgetting something small in the Lua code.
SpeccySpecs.lua
...ANSWER
Answered 2021-Dec-18 at 07:23Goes like this:
make frame (yours is in xml) > OnLoad event handler > register for events > event fired > handle events
1) You don't need the require or the core.lua:
WoW has its own explicit ordered loading process that uses toc files and includes in xml.
Your toc file probably looks like:
QUESTION
So I am currently working on a 2D RPG at the moment, trying to self teach while looking for as much assistance from others as I can.
The purpose for this post is Character Class Selection and possible sprite spawning and specific player based on the specified selection.
I currently have a basic menu screen, a character selection screen and a basic world scene which will be used as the first level/area for the game. My player scene is a completely separate from the world scene as I can just inherent the player scene into multiple world scenes.
Is there a way to make a class selection scene that will be used when the player starts a new game, that I can somehow code the player selected character class to set specific player stats in the game, instead of just forcing the player to only play as one character class?
For example; the class selection scene would have a selection for a Warrior, Archer, Mage, etc. If the default stats is something like:
...ANSWER
Answered 2021-Nov-01 at 06:06You have scenes, and you can instance them, and add them into other scenes.
Given a resource path (a String
that starts with "res://"
, see Data Paths), you can use either load
, preload
, ResourceLoader.load
or ResourceLoader.load_interactive
(see Background Loading and Instancing scenes) to get a PackedScene
. Once you have a PackedScene
you can call on it instance
on it, which will give you a reference to the root node of the instanced scene. And then you just add it to the current scene tree with add_child
.
To reiterate, you start with a resource path, which is a String
. Then you load it, which give you a PackedScene
. And you instance it, which gives you a Node
, and then you can add it to the scene tree with add_child
.
And, of course, if you can add it with add_child
, you can also remove it with remove_child
. On that note, if you remove the Node
that does not free
the node, nor disconnect its signals. queue_free
will do all that. You may also be interested in Node.is_inside_tree
, Object.is_queued_for_deletion
and is_instance_valid
, but I digress.
This means that you can remove the Node
and then add it somewhere else.
And something else you will need to know about is autoloads (singleton).
You can set your autoloads from the project settings -> AutoLoad tab. An autoload can be either a script or an scene. The autoload object will be available from a global variable with the game you set. And it will remain when the scene changes. Thus if you need some information to be available always, even if the scene changes you can put it there…
Are you thinking what I'm thinking? Store what character the player picked in an autoload.
My player scene is a completely separate from the world scene
Good.
as I can just inherent the player scene into multiple world scenes.
I'm not sure what you mean. Anyway, do instance like was describing above.
Is there a way to make a character selection scene
You make a character selection scene, correct.
that will be used when the player starts a new game
So, when the player select new game, it will either take them to the character selection scene (that can be an actual change of scene, or it could be that you instance it within the scene that has the menu).
that I can somehow code the player selected character to spawn in the game
One way to do this is to have a scene for each character, and you are going to remember which one was chosen. You absolutely can load the character scenes to show them in the character selection scene, and just keep the selected one around in an autoload. Or you can just keep the resource path (which, again, is a String
) around. Or it can be stats and textures, or however you prefer to slice it.
You would probably have a routine in the autoload that takes care of changing scene and moving the player character from one scene to the other (you could have placeholders to know where to place the player character, for example Position2D
). And you would call that from wherever you need to change the scene (instead of calling change_scene
/change_scene_to
).
And while you are at it, store any other information you need to keep around (e.g. health, live, ammo, inventory) there, and… Guess where you can put the code for to save and load player progress would be too… That's right, an autoload.
Addendum: You can create a custom resource type.
Create a script and have it extend from resource. Then add all the properties (export var
) you need to define your character there.
Then you can create resources (open the contextual menu of the FileSystem panel with secondary click and select "New Resource…"). Godot will ask you what is the type of the resource, you pick the one you created. Then you can edit its properties in the Inspector panel.
Being a resource, you can load it with load
, preload
, ResourceLoader.load
or ResourceLoader.load_interactive
. Just like the scene. That is because a scene is a type of resource. On that note, you can also save resources with ResourceSaver.save
(note: if you want to save scene see PackedScene.pack
and be aware of owner
).
By the way, using resources like this is a good idea to create - for example - the items for an RPG. You may need hundreds, perhaps thousands, of different kinds of items. It is not worth, nor a good design to create a class for each one if they differ only in data.
You can then have a property (export var
) that you set to the resource you want… Caveat: you won't be able to export a variable of your custom resource type, just of Resource
. Use a setter to filter it (with setget
). See also the proposal Add first-class custom resource support
(you can find there some workarounds).
A simple inventory could be made with an array that has resources.
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Vulnerabilities
No vulnerabilities reported
Install mage
Download latest XMage launcher file and put it to any folder like D:\games\xmage;
You need to have Java version 8 or later to run launcher;
If you can't run it then create run-LAUNCHER.cmd text file in launcher folder and put that line to it and save as ANSI format: java -Djava.net.preferIPv4Stack=true -jar XMageLauncher-0.3.8.jar or just downlod and unpack that archive to launcher folder.
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