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Recent updates to Multiverse Feedback: (Generated at 2025-09-03 07:39:19)
implemented, though with no pluralisation. use PARAM1ASWORDS or PARAM2ASWORDS.
I've made all abbreviation matching non-case-sensitive, so your "ETBs" worries should be gone. Mechanics are now "match case" for the first letter: i.e. if you've defined "Double strike" then you can say [Double strike] or [double strike], and that letter's case will be preserved in what appears on the card; but you can't say [double Strike].
Hm, good point. But I don't really mind "put one +1/+1 counter on it". The problem is the plural: "put one +1/+1 counters on it" is what bugs me. But to work around that I'd need to provide something akin to Inflector::pluralize, which seems somewhat incompatible with having a nice comprehensible approachable syntax.
I would suggest that you can probably get away with just up and replace "one" with "a" (at least it would work for all existing official mechanic templates), but I'm willing to bet there are already multiple mechanics on this site with templates like "/1 mana of any color" or "up to /1 X", which would require "one".
This is nearly ready. As well as the current confusing \1 and \2 in reminder text, you can get the same effect by writing PARAM1 and PARAM2. To convert a number to words, use PARAM1ASWORDS or PARAM2ASWORDS (or the old-style \1ASWORDS or \2ASWORDS).
For example, to implement Reinforce as on Hunting Triad, define the reminder text to be:
> PARAM2, Discard this card: Put PARAM1ASWORDS +1/+1 counters on target creature.
I haven't got a good solution for the version where you want "a +1/+1 counter" rather than "one +1/+1 counters" (Earthbrawn), though.
Edit: Hm, that was displaying weirdly. Fixed.
You can filter search by the overall card frame - "white", "blue", etc are options in there - but you can't currently get more specific than "multicolour" or "hybrid".
I agree it'd be nice to provide better options here.
I do and I don't. Each time I try to do it I have a tendency to forget what it was that needed to be done. So mostly I just waste 10 minutes every time it happens.
@jmgariepy the "keyword" file under \data\magic.mse-game\ can be opened and edited in a text editor, letting you adjust the reminder text of official keywords as desired.
I hope you know that right-clicking the reminder text opens a menu where you can suppress it for just that card, right?
Indeed, this will only show up if you explicitly type "Flying (This creature can't be blocked except by creatures with flying or reach.)" rather than "Flying", and also only if you haven't defined some cardset-specific new meaning of the "Flying" mechanic.
I'm aware there'd be benefit to generalising it. But I'm grabbing what tiny scraps of time and energy I can just to get this out. Anything that needs a new UI and a new cardset configuration field is going to be more effort and that'll just slow down the deployment of this feature, which people have been asking for.
I think it will be; you have to explicitly request a word be mechanic text with square brackets.
Any chance of generalising that solution Alex? For example, people often create multiple sets and want them to reference the earlier set mechanics.
Just as long as there's a toggle that turns it on and off. MSE's automatic reminder text frustrates me to no end because it's enforced. Sometimes it frustrates me because the reminder text is out of date. Sometimes it's because I'm doing something it doesn't expect... like using Replicate with alternate costs.
I know there's a way to turn reminder text off, but I got to go digging for it every time. It's never something simple, and I think it has ramifications for other cards with that keyword.
It actually turns out to be really easy. I just need to create a secret cardset "Wizards Official Mechanics", and then let every set see mechanics from that set as well as its own.
The trickier part is extracting the official Wizards reminder text for all the different official keyword mechanics. Especially those like suspend or haunt that have rather different reminder text in different circumstances...
seems done
This is on its way! (Along with Amonkhet-style splitback cards.)
no action planned, I think
There's multiple problems with case sensitivity here. I noticed it yesterday with
etbsETBSETBs as well, which is also annoying.Example:
Keyword actions can appear at the beginning and in the middle of a sentence in an ability e. g.
It is possible to have this covered by creating multiple mechanics for the same keyword, but if you then want to check out all uses of a keyword in your set you have to check for each instance - and there are already many other examples where basic functions of mechanics require hacks (e. g. correct reminder text for keyword actions at the end of the line).
Further example:
Solution 1:
Solution 2:
Solution 3:
Solution 4:
Seems like a browser bug; an element that you cannot see shouldn't be rendering.
But maybe fixable by editing the gif to fewer frames?
Yeah, it seems to be the loading gif. Disabling this css property/class manually drops the CPU usage almost instantly
.cardart.image { background: url(/assets/loading-2f784a9b52965253981641a992e47fd6.gif) no-repeat center; }
The 'loading' animated gif; perhaps?
Wow. Yes, I see it. The timeline contains 35ms render frames every 100ms, so it's spending a third of its time rendering - specifically, doing painting. That's very weird. I'm really not doing anything out of the ordinary there - just standard <img> and <div background-image=""> tags.
There's not any CSS animations or anything being used. I can't make any sense of this. I... suppose it might be the 100 images all with
position: absolute
?Example: http://www.magicmultiverse.net/cardsets/2161/visualspoiler
A quick timeline recording seems to suggest the browser/scripts keep (re)painting something. Only happens if you have linked to card images (and you keep viewing the page) so it likely has something to do with them.
Btw, is this more of a
or
issue?
Hmmm. I have a feeling I had a reason why I didn't allow Markdown in card texts, all those years ago when I first designed the site. But I've since added *italic* and **bold**, so the main difference would be hyperlinks in card text. Which seem odd, but on the other hand I'm happy to allow animated GIFs as card images. So... yes, there might be some sense in just allowing full Markdown parsing in card text. I'll have to give it some thought.
A simple (temporary?) solution would be to allow markdown in card text - including images: