Half-Implemented Cards
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Half-Implemented Cards
by lazylockie » 19 Apr 2011, 02:32
After looking around the Card Requests thread, I've seen various requests that cannot be coded with current AFs. While that's a bummer for the person who's asking for the card, I think the person just wants to see how cool is playing that card with enforced rules. So, I propose a palliative solution:
Half-Implemented cards. We replace the uncodable part with something similar, so that it's still at least partially functional. This of course, leaves the responsibility to each user that wants the card to add it at their own risk.
Here are some examples I've been toying around:
So the idea is when someone requests for a partially implementable card, to point to this thread so I, or any other who can volunteer code and put it here.
Half-Implemented cards. We replace the uncodable part with something similar, so that it's still at least partially functional. This of course, leaves the responsibility to each user that wants the card to add it at their own risk.
Here are some examples I've been toying around:
- Code: Select all
Name:Sorin Markov
ManaCost:3 B B B
Types:Planeswalker Sorin
Text:no text
Loyalty:4
A:AB$DealDamage | Cost$ AddCounter<2/LOYALTY> | Planeswalker$ True | Tgt$ TgtCP | NumDmg$ 2 | SubAbility$ SVar=DBGainLife | SpellDescription$ Sorin Markov deals 2 damage to target creature or player and you gain 2 life.
A:AB$SetLife | Cost$ SubCounter<3/LOYALTY> | Planeswalker$ True | ValidTgts$ Opponent | TgtPrompt$ Select target opponent | LifeAmount$ 10
| SpellDescription$ Target opponent's life total becomes 10.
A:AB$AddTurn | Cost$ SubCounter<7/LOYALTY> | Planeswalker$ True | Defined$ You | NumTurns$ 2 | SpellDescription$ You control target player during that player's next turn.
SVar:DBGainLife:DB$GainLife | LifeAmount$ 2
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/sorin_markov.jpg
SetInfo:ZEN|Mythic|http://magiccards.info/scans/en/zen/111.jpg
End
- Code: Select all
Name:Steel Hellkite
ManaCost:6
Types:Artifact Creature Dragon
Text:no text
PT:5/5
K:Flying
A:AB$Pump | Cost$ 2 | NumAtt$ +1 | SpellDescription$ CARDNAME gets +1/+0 until end of turn.
T:Mode$ DamageDone | ValidSource$ Card.Self | ValidTarget$ Opponent | CombatDamage$ True | Optional$ True | Execute$ TrigDestroyAll | TriggerDescription$ Whenever CARDNAME deals combat damage to a player, you may pay X. If you do, destroy each nonland permanents with converted mana cost X that player controls.
SVar:TrigDestroyAll:AB$DestroyAll | Cost$ X | ValidCards$ Permanent.nonLand+cmcEQX+YouDontCtrl
SVar:X:Count$xPaid
SVar:Picture:http://www.wizards.com/global/images/magic/general/steel_hellkite.jpg
SVar:Rarity:Rare
SetInfo:MBS|Rare|http://magiccards.info/scans/en/mbs/205.jpg
End
- Code: Select all
Name:Glimpse of Nature
ManaCost:G
Types:Enchantment
Text:no text
K:Shroud
K:Indestructible
K:At the beginning of the end step, sacrifice CARDNAME.
T:Mode$ SpellCast | ValidCard$ Creature | Execute$ TrigDrawCard | TriggerZones$ Battlefield | TriggerDescription$ Whenever you cast a creature spell this turn, draw a card.
SVar:TrigDrawCard:AB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
SVar:Picture:http://www.wizards.com/global/images/magic/general/glimpse_of_nature.jpg
SVar:Rarity:Rare
SetInfo:CHK|Rare|http://magiccards.info/scans/en/chk/210.jpg
End
So the idea is when someone requests for a partially implementable card, to point to this thread so I, or any other who can volunteer code and put it here.
Last edited by lazylockie on 19 Apr 2011, 18:50, edited 1 time in total.
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Re: Half-Implemented Cards
by Sloth » 19 Apr 2011, 10:05
This a good idea lazylockie, we can make an unfinished card pack that everyone can download and use if he wants (or write a little instruction on how to put the cards into the game).lazylockie wrote:After looking around the Card Requests thread, I've seen various requests that cannot be coded with current AFs. While that's a bummer for the person who's asking for the card, I think the person just wants to see how cool is playing that card with enforced rules. So, I propose a palliative solution:
Half-Implemented cards. We replace the uncodable part with something similar, so that it's still at least partially functional. This of course, leaves the responsibility to each user that wants the card to add it at their own risk.
So the idea is when someone requests for a partially implementable card, to point to this thread so I, or any other who can volunteer code and put it here.
Sidenote: Why shouldn't Glimpse of Nature go to the graveyard?
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Re: Half-Implemented Cards
by Almost_Clever » 19 Apr 2011, 16:30
What appeals to me about that suggestion is the opportunity to remove all of the other cards already in Forge that aren't implemented completely or correctly (some of which have been around for years). In the quest or draft (once draft is back up and running), I'm looking at the card and not the Forge window where the notes appear; then in the middle of a game I discover that Prowl is not implemented...Sloth wrote:This a good idea lazylockie, we can make an unfinished card pack that everyone can download and use if he wants (or write a little instruction on how to put the cards into the game).
Sidenote: Why shouldn't Glimpse of Nature go to the graveyard?
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Half-Implemented Cards
by Chris H. » 19 Apr 2011, 16:47
`Almost_Clever wrote:What appeals to me about that suggestion is the opportunity to remove all of the other cards already in Forge that aren't implemented completely or correctly (some of which have been around for years). In the quest or draft (once draft is back up and running), I'm looking at the card and not the Forge window where the notes appear; then in the middle of a game I discover that Prowl is not implemented...
This has been considered in the past. But there may be deck files and quest data file out there that could no longer be used.
Now that things are starting to slow down in reference to dev work I may take a shot at improving the note system. Ideally, notes would warn the user base and could be easily searched for by the devs when they were looking for something to do.
If notes appeared on its own line in the card record file, we could test for it and remove these cards from randomly constructed card pools. Kinda like what we are now doing with the two RandomDeck SVars.
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Re: Half-Implemented Cards
by lazylockie » 19 Apr 2011, 18:50
Yeah, I was trying to be more cautious about abusing the card since its implementation isn't correct, but something like Eternal Witness would return both Sorcery and Enchantment version. The only one I can think right now that can abuse would be Nature's Spiral.Sloth wrote:
Sidenote: Why shouldn't Glimpse of Nature go to the graveyard?
I'm gonna edit it, zip with the other cards and post here soon.
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Re: Half-Implemented Cards
by Corwin72 » 25 Apr 2011, 00:31
Could you create an emblem like the planeswalkers create that have a sac at EoT trigger?
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Re: Half-Implemented Cards
by friarsol » 25 Apr 2011, 00:52
All of those are hard-coded. There is already plans to make an Effect AF, but it hasn't happened yet.Corwin72 wrote:Could you create an emblem like the planeswalkers create that have a sac at EoT trigger?
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Re: Half-Implemented Cards
by friarsol » 29 Apr 2011, 16:29
Glimpse of Nature is now possible with the new Effect AF.friarsol wrote:All of those are hard-coded. There is already plans to make an Effect AF, but it hasn't happened yet.
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Re: Half-Implemented Cards
by lazylockie » 21 May 2011, 15:26
new stuff:
- Code: Select all
Name:Dispatch
ManaCost:W
Types:Instant
Text:no text
A:SP$ Tap | Cost$ W | ValidTgts$ Creature | TgtPrompt$ Select target creature | SpellDescription$ Tap target creature.
A:SP$ChangeZone | Cost$ W | ValidTgts$ Creature | TgtPrompt$ Select target creature | IsPresent$ Artifact.YouCtrl | PresentCompare$ GE3 | Origin$ Battlefield | Destination$ Exile | SpellDescription$ Exile target creature.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/dispatch.jpg
SetInfo:NPH|Uncommon|http://magiccards.info/scans/en/nph/7.jpg
End
- Code: Select all
Name:Exclusion Ritual
ManaCost:4 W W
Types:Enchantment
Text:no text
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigExile | TriggerDescription$ When CARDNAME enters the battlefield, exile target nonland permanent.
SVar:TrigExile:AB$ChangeZone | Cost$ 0 | ValidTgts$ Permanent.nonLand | TgtPrompt$ Select target nonland permanent. | Origin$ Battlefield | Destination$ Exile
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/exclusion_ritual.jpg
SetInfo:NPH|Uncommon|http://magiccards.info/scans/en/nph/10.jpg
End
- Code: Select all
Name:Invader Parasite
ManaCost:3 R R
Types:Creature Insect
Text:no text
PT:3/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigExile | TriggerDescription$ When CARDNAME enters the battlefield, exile target land.
SVar:TrigExile:AB$ChangeZone | Cost$ 0 | ValidTgts$ Land | TgtPrompt$ Select a land. | Origin$ Battlefield | Destination$ Exile
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/invader_parasite.jpg
SetInfo:NPH|Rare|http://magiccards.info/scans/en/nph/87.jpg
End
- Code: Select all
Name:Karn Liberated
ManaCost:7
Types:Planeswalker Karn
Text:no text
Loyalty:6
A:AB$ Discard | Cost$ AddCounter<4/LOYALTY> | Planeswalker$ True | ValidTgts$ Player | NumCards$ 1 | Mode$ TgtChoose | SpellDescription$ Target player discards a card.
A:AB$ChangeZone | Cost$ SubCounter<3/LOYALTY> | Planeswalker$ True | ValidTgts$ Permanent | TgtPrompt$ Select target permanent | Origin$ Battlefield | Destination$ Exile | SpellDescription$ Exile target permanent.
A:AB$ ChangeZoneAll | Cost$ SubCounter<14/LOYALTY> | Planeswalker$ True | ChangeType$ Permanent | Origin$ Graveyard,Exile | Destination$ Battlefield | GainControl$ True | SpellDescription$ Put all permanent cards in all exiled and graveyards onto the battlefield under your control.
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/karn_liberated.jpg
SetInfo:NPH|Mythic|http://magiccards.info/scans/en/nph/1.jpg
End
Last edited by lazylockie on 21 May 2011, 18:57, edited 1 time in total.
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Re: Half-Implemented Cards
by friarsol » 21 May 2011, 16:08
Dispatch doesn't have an Instead clause, it always taps and sometimes exiles. I wrote up Conditions this morning, so this card should be able to be scripted as soon as the Condition code is added in Change Zone.
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Re: Half-Implemented Cards
by lazylockie » 19 Jun 2011, 20:41
new stuff:
- Code: Select all
Name:Sword of War and Peace
ManaCost:3
Types:Artifact Equipment
Text:Equipped creature gets +2/+2 and has protection from red and from white.
K:eqPump 2:+2/+2/Protection from red & Protection from white
T:Mode$ DamageDone | ValidSource$ Creature.AttachedBy | ValidTarget$ Player | CombatDamage$ True | Execute$ TrigDamage | TriggerZones$ Battlefield | TriggerDescription$ Whenever equipped creature deals combat damage to a player, CARDNAME deals damage to that player equal to the number of cards in his or her hand and you gain 1 life for each card in your hand.
SVar:TrigDamage:AB$DealDamage | Cost$ 0 | ValidTgts$ Opponent,Planeswalker | TgtPrompt$ Select target opponent or planeswalker | NumDmg$ X | SubAbility$ SVar=DBGain
SVar:X:TargetedPlayer$CardsInHand
SVar:DBGain:DB$GainLife | Defined$ You | LifeAmount$ Y
SVar:Y:Count$CardsInYourHand
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/sword_of_war_and_peace.jpg
SetInfo:NPH|Mythic|http://magiccards.info/scans/en/nph/161.jpg
End
- Code: Select all
Name:Naya Charm
ManaCost:W G R
Types:Instant
Text:no text
A:SP$ DealDamage | Cost$ W G R | ValidTgts$ Creature | NumDmg$ 3 | TgtPrompt$ Select target creature. | SpellDescription$ Choose one - CARDNAME deals 3 damage to target creature;
A:SP$ ChangeZone | Cost$ W G R | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target card in your graveyard | ValidTgts$ Card.YouCtrl | SpellDescription$ or return target card from your graveyard to your hand;
A:SP$ TapAll | Cost$ W G R | ValidCards$ Creature.YouDontCtrl | SpellDescription$ or tap all creatures target player controls.
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/naya_charm.jpg
SetInfo:ALA|Uncommon|http://magiccards.info/scans/en/ala/180.jpg
End
- Code: Select all
Name:Aven Mimeomancer
ManaCost:1 U W
Types:Creature Bird Wizard
Text:no text
PT:3/1
K:Flying
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigAnimate | TriggerDescription$ At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature is 3/1 and has flying for as long as it has a feather counter on it.
SVar:TrigAnimate:DB$ Animate | Cost$ 0 | ValidTgts$ Creature | TgtPrompt$ Select target creature | Power$ 3 | Toughness$ 1 | Keywords$ Flying
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/aven_mimeomancer.jpg
SetInfo:ARB|Rare|http://magiccards.info/scans/en/arb/2.jpg
End
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Re: Half-Implemented Cards
by Sloth » 19 Jun 2011, 21:22
You can actually get this right. Just take a look at Liege of the Tangle.lazylockie wrote:new stuff:This implementation of Aven Mimeomancer doesn't give Feather counters, but there are few stuff that would impact: AEther Snap and Kulrath Knight comes to mind.
- Code: Select all
Name:Aven Mimeomancer
ManaCost:1 U W
Types:Creature Bird Wizard
Text:no text
PT:3/1
K:Flying
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigAnimate | TriggerDescription$ At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature is 3/1 and has flying for as long as it has a feather counter on it.
SVar:TrigAnimate:DB$ Animate | Cost$ 0 | ValidTgts$ Creature | TgtPrompt$ Select target creature | Power$ 3 | Toughness$ 1 | Keywords$ Flying
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/aven_mimeomancer.jpg
SetInfo:ARB|Rare|http://magiccards.info/scans/en/arb/2.jpg
End
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Re: Half-Implemented Cards
by Corwin72 » 18 Jul 2011, 14:50
Has anyone attempted to create a version of Gideon Jura that mostly works?
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Re: Half-Implemented Cards
by slapshot5 » 19 Jul 2011, 05:06
No, but I'm in the process of a Gideon Jura that fully works though.Corwin72 wrote:Has anyone attempted to create a version of Gideon Jura that mostly works?
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