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[develop] mainframe dfc refactor - #240

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CajunAvenger wants to merge 35 commits into
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mainframe-transform
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[develop] mainframe dfc refactor#240
CajunAvenger wants to merge 35 commits into
developfrom
mainframe-transform

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@CajunAvenger

@CajunAvenger CajunAvenger commented Jul 16, 2026

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  • Meld Card Add Cards Script. relations are Meld Catalyst (has the meld ability), Meld Base (has the reminder text and shares card number), and Meld Result
  • Update card numbering to deal with linked dfcs
    • add is_linked_back_face, grabbing t/m DFC backfaces and meld results
    • add card_index for just the position() part of card_number to prevent stack overflow
  • Transformation module upgrades
    • Add LINKNAME, MELDNAME, LINK#NAME to be atoms of linked cards names
    • transform_symbol_active_left and _right for bumping around fields
    • transform_symbol_default updates the back face to match the front
  • DFC support on M15 Mainframe
    • reminder module support
    • transformation module support
    • clear transformation
    • refactor devoid
    • refactor clear tops, allowing for clear DKA
    • multiply effect for dark back faces
    • transform arrows
    • pt multiply and hints
    • refactor border
    • investigate pt size issue
    • port whatever meld stuff
    • rarity offsets
    • spree
    • combined editor levelers
    • multiply tech for Spacecraft levels
    • echoverse watermark before i forget again
  • Adventures
    • reminder
    • transformation
    • multiply
    • arrows
  • Battles
    • reminder
    • redo transformation support
    • retire cards/battles module
  • Sagas
    • reminder
    • transformation
    • retire cards/sagas module
    • arrows, including the modified bookmark
  • Planeswalkers
    • reminders is easy
    • transformation is hard
  • Tokens
    • reminders
    • maybe transformation
  • Mainframe DFC decommission
    • update cards script
    • retire flags module
  • Stretch
    • Resizeable borderless
    • Saga creatures
    • update UB texture
    • Flip transform
    • Flip reminder
    • Aftermath transform
    • Aftermath reminder
    • Split transform
    • Split reminder

add transform_symbol_active_left|right as a shortcut for checking if the transform symbol is actually in the way on a particular side
gotta do clear still
multiply and the little arrows next for full dfc handling
@G-e-n-e-v-e-n-s-i-S

G-e-n-e-v-e-n-s-i-S commented Jul 16, 2026

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I already produced a lot of these assets, for example, the nameboxes for walkers with the notch for the transform symbol, both on the left and right:

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/nameboxes/744x1039/m15/walker/symbol_left/dark/gnamebox.png

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/nameboxes/744x1039/m15/walker/symbol_left/border_mask.png

or the saga short bookmarks:

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/bookmarks/744x1039/m15/saga/short/bright/gbookmark.png

dark versions of name, type, text, pt and level boxes:

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/typeboxes/744x1039/m15/normal/base/dark/gtypebox.png

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/textboxes/744x1039/m15/normal/base/darkest/gtextbox.png

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/levelarrowboxes/744x1039/m15/normal/base/dark/glevelbox.png

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/ptboxes/744x1039/m15/normal/base/darkest/gptbox.png

and pinlines masks:

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/pinlines/744x1039/m15/normal/nameline_left/trim/modal.png

https://github.com/MagicSetEditorPacks/Full-Magic-Pack/blob/main/data/magic-modules.mse-include/pinlines/744x1039/m15/saga/notch_left/triangle.png

@CajunAvenger

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oop, i hadn't dug deep enough on some of these things, tyty

@CajunAvenger

CajunAvenger commented Jul 23, 2026

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changed card_number slightly to

card_number := {
	base := card_index()
	if is_linked_back_face() then base := card_index(card:get_linked_numbering_card())
	base + 1 + to_number(card_number_offset())
}

to wrangle dependency issues that were causing it to not update when you changed the card name. not ideal but better than the alternative

i just can't do card_index(card:get_linked_numbering_card() or card) for some reason
* todo adjust the border curve its a bit inconsistent
* todo spacecraft
* todo finish support for Borderless THB
* todo finish support for Clear PUMA
* todo all the notch images
DKA and borderless to deal with
fix borderless
semi-transparent notches
borderless thb
@CajunAvenger

CajunAvenger commented Aug 10, 2026

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Introduced new Module: Multiply. Multiply has 1px images for the 8 blending colors and adds 1(.5) scripts to .mse-game

## Apply a color multiply to an image
color_multiply(
  input,         ## card.card_color, or color letter
  image,         ## image to apply color multiply effect to
  height,        ## height of that image
  width,         ## width of that image
  multiply_mask, ## optional, if provided, only the black areas of the mask will be multiplied
  iterate        ## optional, number of times to multiply. Accepts decimal numbers, see below
)
## Resize multiply pixels
blend_multiply_template(
  input          ## color letter
)

color_multiply() defaults to 1 iteration, getting the backface effect. If a decimal value is given, an additional iteration will occur with the decimal used as the alpha value of the last multiply, this lets us get better gradient levels for things like leveler boxes. multiply_mask is "inverted" so we can reuse the hybrid blend mask images, though could be argued the extra step to invert those is worth a more normal mask structure. Those are the areas we want to make darker though, so it's not the worst.

this shouldn't need more complicated behavior because its not as precise color work as pinlines, but an alternate folder can be easily set by redefining the one-line-function blend_multiply_templates if someone is hungry for it

+right chop
+styling option labels
add DKA+Mutate support
add Legend+Spree support
make thbland more efficient
fix some font conflicts
remove a bunch of unneeded blend files
organize init script some
changelog
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