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Half-Implemented Cards

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Half-Implemented Cards

Postby 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:

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
Sorin is 66%-way done, even though the 33% part is Mindslaver, so we're probably very far away from a real code. The thing is, when you ultimate - with any Planeswalker basically - you're probably winning. So instead of controlling AI's turn, getting two (or one) turns ahead should be equivalent.

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
Steel Hellkite has an extremely awkward text. In the end, if you can only activate once after it did combat damage, it's basically a triggered ability. There are probably some shenanigans, like Pithing Needle but against AI I think it should do fine.

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
While Glimpse of Nature 's real implementation could be a timed emblem, I think this one should be fine for functionality. Very few cards interact with any exiled card, so you can't really recur it.

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

Postby Sloth » 19 Apr 2011, 10:05

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.
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?
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Re: Half-Implemented Cards

Postby Almost_Clever » 19 Apr 2011, 16:30

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?
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...
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

Postby 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

Postby lazylockie » 19 Apr 2011, 18:50

Sloth wrote:
Sidenote: Why shouldn't Glimpse of Nature go to the graveyard?
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.

I'm gonna edit it, zip with the other cards and post here soon.
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Re: Half-Implemented Cards

Postby 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

Postby friarsol » 25 Apr 2011, 00:52

Corwin72 wrote:Could you create an emblem like the planeswalkers create that have a sac at EoT trigger?
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

Postby friarsol » 29 Apr 2011, 16:29

friarsol wrote:All of those are hard-coded. There is already plans to make an Effect AF, but it hasn't happened yet.
Glimpse of Nature is now possible with the new Effect AF.
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Re: Half-Implemented Cards

Postby 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
The issue with Dispatch is that it either taps or exile in this implementation, but the card has no "instead" clause. Still, it works perfectly fine.

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
The "can't cast exiled spell" is uncodable for now, but I think the real usability is to get rid of the non-land card.

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
Again, I doubt there's a "land with same name, shock the opp" clause, but exiling a land is good enough.

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
Karn Liberated requires a bit of imagination, so I made him with a mix of Liliana Vess. I could have made the "restart" part on ultimate, but seriously, it's his -3 that really matters.
Last edited by lazylockie on 21 May 2011, 18:57, edited 1 time in total.
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Re: Half-Implemented Cards

Postby 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

Postby 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
Sword of War and Peace is already coded, but this implementation allows you to damage Planeswalkers, at the cost of not being functional if the opponent has Ivory Mask or Leyline of Sanctity.

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
The only issue with Naya Charm is that the "tap all creatures" in this implementation doesn't target (again Ivory Mask and stuff)

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
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.
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Re: Half-Implemented Cards

Postby Sloth » 19 Jun 2011, 21:22

lazylockie wrote:new stuff:

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
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.
You can actually get this right. Just take a look at Liege of the Tangle.
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Re: Half-Implemented Cards

Postby 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

Postby slapshot5 » 19 Jul 2011, 05:06

Corwin72 wrote:Has anyone attempted to create a version of Gideon Jura that mostly works?
No, but I'm in the process of a Gideon Jura that fully works though.

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Re: Half-Implemented Cards

Postby Corwin72 » 19 Jul 2011, 12:37

Then you get a High Five.
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