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June 25, 2010, 05:44:29 PM
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eomund

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Custom Cards in GCCG
« on: June 25, 2010, 05:44:29 PM »
I was reading one of Thranduil's threads the other day, and people were mentioning how they can't playtest since they don't play IRL. So I decided to check out the xml docs with the cards for GCCG, and the encoding is pretty straightforward; there's a bit of set information at the top and bottom, and each card is basically a list of attributes with a whole bunch of extra text thrown in so that GCCG knows which number is for strength, vitality, which line is the type line, which is the name, etc.

I doubt anyone would want to type out the extra text over and over again, but it would be easy to write a short program that would take in a text document (formatted the way you like), and spit out the correctly formatted GCCG file, which would allow for playtesting on GCCG. I'd be perfectly happy to write something like that for anyone interested, but I'd need to see a cardlist first in order to see how its formatted (because my program will need to be able to identify between the different numbers and text lines by context).

If you're interested, feel free to PM me or to post your cardlist as an attachment on this thread. I can then write and send back a program (give me a week or so, as I'm not free 24/7) in Python that will read your cardlist and spit out at GCCG-formatted xml file, along with the xml file from the cardlist you send me.

If you have any questions and/or are interested in getting a program written up, just reply to the post or PM me.

Here's how you use the xml file:

  • Copy the file into the Gccg => xml => Lotr folder.
  • Add the line "<cardset source="xmlfilename"/>" to the file Gccg => xml => lotr.xml
    • There's a list of lines of that format ... add this line anywhere in that list (the position you choose will determine where it shows up in "my collection" in GCCG.
    • You'll want to open the xml file with something like notepad or textedit in order to do this
    • In case it isn't obvious, replace xmlfilename with whatever your xml file is called - just remember the quotes (follow the pattern on the other lines and you'll be fine).
  • And now you're good - the set should appear in Gccg.
.
And here's how you would use the Python (.py) file. You don't have to use it, but it'll make updating the xml file easier since you can edit the text file, run the .py file, and the xml file will be updated.

  • If you're a PC user, download Python (it's free ... google "download python"). If you're a Mac user, it's already good to go.
  • Copy the .py file to the same folder as your text-format cardlist.
  • Open the .py file with a text editor (like notepad or textedit), and change the first few lines appropriately (these lines will be really intuitive and will effect the set name, collector numbers, etc.); you only need to do this once unless you plan on creating multiple sets.
  • Run the .py program - on a PC you just need to double click it, on a Mac I'm not sure. Double clicking would probably work, but you may need to command/right click and choose "run".
  • Follow the instructions above using the newly-created xml file.

June 25, 2010, 06:02:12 PM
Reply #1

Cw0rk

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Re: Custom Cards in GCCG
« Reply #1 on: June 25, 2010, 06:02:12 PM »
This would be great. Thranduil is probably one of the few persons who can provide you a full cardlist.

Another thing to check would be how to add card pictures on GCCG.

Thank you for working on this!
« Last Edit: June 25, 2010, 07:09:17 PM by Cw0rk »

June 25, 2010, 11:28:10 PM
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chompers

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Re: Custom Cards in GCCG
« Reply #2 on: June 25, 2010, 11:28:10 PM »
I would love to test some DCs on GCCG.

Thranduil has complete DC sets that would be a heap of fun to test out!

BTW - how will these cards appear on GCCG. Just text in roughly the right place?

June 26, 2010, 07:03:43 AM
Reply #3

eomund

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Re: Custom Cards in GCCG
« Reply #3 on: June 26, 2010, 07:03:43 AM »
Adding pictures is pretty straight forward. You create a folder in Gccg -> Graphics and put your pictures in it. My program will automatically look for the folder with the pictures in it to have the same name as the xml file (minus the .xml at the end) and for the pictures to be named "XY.jpg" where X is the set number, and Y is the card number. For example, the original Ruling Ring would be "01001.jpg". This stuff can be changed (except for the folder location), so feel free to request a different naming system.

The more difficult part is making pictures. As far as I know there is no easy way to make card images. Magic set editor has been working on a template for a while now (http://magicseteditor.sourceforge.net/node/901), but I don't think anything new has been posted recently.

Without pictures, the cards will look like the ones I've attached to this post - the same as real decipher cards would look if you didn't download pictures for them.
« Last Edit: July 15, 2010, 11:36:25 AM by TheJord »

June 26, 2010, 03:20:15 PM
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chompers

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Re: Custom Cards in GCCG
« Reply #4 on: June 26, 2010, 03:20:15 PM »
Perhaps adding images is too much trouble at this stage ... if this is about playtesting some new cards then they don't need to look like real cards.

Then there has to be people on GCCG willing to do this. Is there any interest to test out some DCs on GCCG? I would be :)

Noone has created a DC cardmaking program for LOTR to my knowledge. It's a shame because most other defunct card games have them, as well as some popular card games that are currently still in production.
« Last Edit: June 26, 2010, 03:24:35 PM by chompers »

June 26, 2010, 03:33:04 PM
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Cw0rk

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Re: Custom Cards in GCCG
« Reply #5 on: June 26, 2010, 03:33:04 PM »
Quote
Then there has to be people on GCCG willing to do this. Is there any interest to test out some DCs on GCCG? I would be
Yes, I'm sure there would be. Count me in. Even if I hate post-shadows card, I'd be willing to playtest Thranduil's set.

When you add something interesting to GCCG, people will try it. Take the TT League as an example where around 100 games were played of a not so popular format.
« Last Edit: June 26, 2010, 03:43:22 PM by Cw0rk »

June 26, 2010, 04:12:08 PM
Reply #6

Thranduil

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Re: Custom Cards in GCCG
« Reply #6 on: June 26, 2010, 04:12:08 PM »
My cardlists on my computer look a bit like this, as they're built for the forums:

Quote from: The Vault of Thranduil
ELVEN (16, 6/5/5)
[1] Agility Renowned [Elven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an [Elven] companion strength +1 and resistance +2.
L C 13

[2]Arwen, The Fairest [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While Arwen is assigned to a skirmish, each other [Elven] companion is resistance +2.
While you can spot 5 companions with resistance 7 or more (except in the Shadow phase), each Shadow card is twilight cost +1.
"… the light of stars was in her bright eyes, grey as a cloudless night…"
L R 14

[2]Arwen, Maiden of Rivendell [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
Ranger. Unyielding.
When you play Arwen, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of them above or below your draw deck in any order).
L C 15

[2]Asfaloth, Steed of RIvendell [Elven]
Possession • Mount
Str: +1
Res: +1
Bearer must be an [Elven] companion.
Maneuver: If bearer is Arwen or Glorfindel, exert him or her and discard 2 cards from hand to remove a burden.
"Suddenly into view below came a white horse, gleaming in the shadows, running swiftly."
L C 16

[4]Círdan, Lord of Mithlond [Elven]
Companion • Elf
Str: 7
Vit: 4
Res: 7
Unyielding.
To play, spot an [Elven] card.
Each time you foresee a Free Peoples card, you may reveal it to make Círdan strength and resistance +1 until the regroup phase.
"‘What power still remains lies with us, here in Imladris, or with Círdan at the havens, or in Lórien.'"
L U 17

[4]Elrond, Lord of Imladris [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other [Elven] companion is resistance +1.
At the start of the maneuver phase, you may exert Elrond to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck).
"‘Now, therefore, things shall be openly spoken that have been hidden from all but a few until this day.'"
L U 18

The most up-to-date versions of my cards, however, are in table form (and you can download the pdfs at some of my topics in the Chamber of Mazarbul). I don't mind updating these documents if that's easier, or going from the tables if you can.



And can I say, I'm flattered that you guys think my cards will be worthwhile! What more can a Dream Card maker hope for? O0

Thranduil

June 27, 2010, 08:44:39 AM
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eomund

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Re: Custom Cards in GCCG
« Reply #7 on: June 27, 2010, 08:44:39 AM »
Thranduil: No matter what version I start with, it would have to be converted to text due to my limited Python knowledge. If the version on the forums is up-to-date, it would be easy enough to copy/paste from there, or if you have the original text file, that would work too. If you can send me a link or attachment later today, I should have some time to work on this tomorrow afternoon.

July 03, 2010, 11:01:07 AM
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Cw0rk

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Re: Custom Cards in GCCG
« Reply #8 on: July 03, 2010, 11:01:07 AM »
Any recent developpement?

July 03, 2010, 04:46:03 PM
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eomund

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Re: Custom Cards in GCCG
« Reply #9 on: July 03, 2010, 04:46:03 PM »
Any recent developpement?
Funny you should ask that today ... I believe I have just finished a converter for Thranduil's cards. I don't have his full list (because it's easier to work with 10 cards then 100) but I should be able to post the final xml file within a day of recieving a full card list.

I've attached the xml made from cards I have from him. If people can try it out (see my first post for how), that would be awesome. I'm able to view the cards and use them in a 1-person game, but there was nobody online when I last tried it out, so I don't know how it would interact in a two-person game.

July 03, 2010, 05:29:33 PM
Reply #10

Not a Zombie

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Re: Custom Cards in GCCG
« Reply #10 on: July 03, 2010, 05:29:33 PM »
When I tried to bring them into play on the one player table they just showed up as the cardback.
« Last Edit: July 03, 2010, 05:33:04 PM by Sweet and Sour Sauce »
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I'm imploring people I've never met to pressure a government with better things to do to punish a man who meant no harm for something nobody even saw, thats what I'm doing!

July 03, 2010, 08:01:02 PM
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eomund

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Re: Custom Cards in GCCG
« Reply #11 on: July 03, 2010, 08:01:02 PM »
When I tried to bring them into play on the one player table they just showed up as the cardback.

Were you able to see them in the deck editor?

July 03, 2010, 10:25:45 PM
Reply #12

Not a Zombie

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Re: Custom Cards in GCCG
« Reply #12 on: July 03, 2010, 10:25:45 PM »
Ok, it works when I add it too a deck and play.
No one loves you like I do.
--God

I'm imploring people I've never met to pressure a government with better things to do to punish a man who meant no harm for something nobody even saw, thats what I'm doing!

July 14, 2010, 01:21:00 AM
Reply #13

Dimitar

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Re: Custom Cards in GCCG
« Reply #13 on: July 14, 2010, 01:21:00 AM »
Hello guys I saw that you would like to implement some pictures in GCCG and actually me myself, 1 or 2 years ago played a lot with card making using Photoshop/Paint/MSPowerPoint and so on. So what basically I managed to do is create at least the basic templates for the cards, here some examples: (ooook have no idea how to attach files so I would need your help on this) .


July 14, 2010, 04:49:48 PM
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Cw0rk

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Re: Custom Cards in GCCG
« Reply #14 on: July 14, 2010, 04:49:48 PM »
Any recent developpement?
Funny you should ask that today ... I believe I have just finished a converter for Thranduil's cards. I don't have his full list (because it's easier to work with 10 cards then 100) but I should be able to post the final xml file within a day of recieving a full card list.

I've attached the xml made from cards I have from him. If people can try it out (see my first post for how), that would be awesome. I'm able to view the cards and use them in a 1-person game, but there was nobody online when I last tried it out, so I don't know how it would interact in a two-person game.
Good news! I'll download the full set when it's going to be available.