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Magic: The Gathering - Duels of the Planeswalkers
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Magic: The Gathering - Duels of the Planeswalkers
Programming Talk
Planeswalkers as enchantments?
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Planeswalkers as enchantments?
by Eglin » 28 Mar 2012, 01:38
Hi guys,
Has anyone thought about trying to make some planeswalkers as enchantments? The number of spells that directly target enchantments is so small that they could be worked around, I think.
The hardest part would probably be prompting the opposing player to ask if they'd like to redirect some or all of the damage done to our planeswalker (I'm not sure if this is possible, and it would certainly be difficult if there are multiple planeswalkers in play). The biggest incongruity with paper magic would probably be that one couldn't tell whether a player or a planeswalker was being attacked by a creature when making blocking assignments, but for the purposes of this implementation I would probably just make the AI /always/ choose to redirect damage to a planeswalker when possible (it isn't actually a terrible strategy, in general).
So, anyone have ideas for how to prompt for redirecting damage? I've tried a multiple-choice question within an internal pretrigger, but it doesn't show up. I know that there are some cards that block/redirect damage, such as Pariah or Guardian Seraph, that we can use as examples, but I think that being able to prompt to ask whether or not we should redirect the damage is key for the case that we have multiple planeswalkers in play.
What do you guys think? Any ideas?
Cheers,
Eglin
Has anyone thought about trying to make some planeswalkers as enchantments? The number of spells that directly target enchantments is so small that they could be worked around, I think.
The hardest part would probably be prompting the opposing player to ask if they'd like to redirect some or all of the damage done to our planeswalker (I'm not sure if this is possible, and it would certainly be difficult if there are multiple planeswalkers in play). The biggest incongruity with paper magic would probably be that one couldn't tell whether a player or a planeswalker was being attacked by a creature when making blocking assignments, but for the purposes of this implementation I would probably just make the AI /always/ choose to redirect damage to a planeswalker when possible (it isn't actually a terrible strategy, in general).
So, anyone have ideas for how to prompt for redirecting damage? I've tried a multiple-choice question within an internal pretrigger, but it doesn't show up. I know that there are some cards that block/redirect damage, such as Pariah or Guardian Seraph, that we can use as examples, but I think that being able to prompt to ask whether or not we should redirect the damage is key for the case that we have multiple planeswalkers in play.
What do you guys think? Any ideas?
Cheers,
Eglin
Re: Planeswalkers as enchantments?
by sadlyblue » 28 Mar 2012, 09:19
My idea about planeswalker is to wait for another release of dotp and hope for them to be implemented, and that we can costumize it. Unless anyone could unlock something in this one (but i don't think is fully possible).
But i think it would be better to have a 0/loyalty creature, indestructible and when damage taken place a 0/-1 counter. When it reaches 0 is put in graveyard.
About the redirect, what trigger are you using? PLAYER_TOOK_DAMAGE or ATTACKING_AND_ISNT_BLOCKED?
I had a problem in overriding a draw, because the override, i think, needs to be within the <TRIGGER> and not <RESOLUTION_TIME>. So maybe if you use the ATTACKING_AND_ISNT_BLOCKED to trigger the choice of player/planeswalker and then which planeswalker.
Again, it's a lot of work, and it poses a lot of possible conflict with other cards.
But i think it would be better to have a 0/loyalty creature, indestructible and when damage taken place a 0/-1 counter. When it reaches 0 is put in graveyard.
About the redirect, what trigger are you using? PLAYER_TOOK_DAMAGE or ATTACKING_AND_ISNT_BLOCKED?
I had a problem in overriding a draw, because the override, i think, needs to be within the <TRIGGER> and not <RESOLUTION_TIME>. So maybe if you use the ATTACKING_AND_ISNT_BLOCKED to trigger the choice of player/planeswalker and then which planeswalker.
Again, it's a lot of work, and it poses a lot of possible conflict with other cards.
Re: Planeswalkers as enchantments?
by Eglin » 28 Mar 2012, 09:48
I think it would work better as an enchantment, because there's no mechanism to force a creature to block all attacking creatures.sadlyblue wrote:My idea about planeswalker is to wait for another release of dotp and hope for them to be implemented, and that we can costumize it. Unless anyone could unlock something in this one (but i don't think is fully possible).
But i think it would be better to have a 0/loyalty creature, indestructible and when damage taken place a 0/-1 counter. When it reaches 0 is put in graveyard.
About the redirect, what trigger are you using? PLAYER_TOOK_DAMAGE or ATTACKING_AND_ISNT_BLOCKED?
I had a problem in overriding a draw, because the override, i think, needs to be within the <TRIGGER> and not <RESOLUTION_TIME>. So maybe if you use the ATTACKING_AND_ISNT_BLOCKED to trigger the choice of player/planeswalker and then which planeswalker.
Again, it's a lot of work, and it poses a lot of possible conflict with other cards.
Here's what I was playing with:
- Code: Select all
<TRIGGERED_ABILITY pre_trigger="1">
<TRIGGER value="PLAYER_TOOK_DAMAGE">
if TriggerPlayer() == Object():GetPlayer() then
return Damage():GetSource()
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local source = Damage():GetSource()
local player = nil
if source then
player = source:GetPlayer()
if player then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_YES" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_NO" )
player:AskMultipleChoiceQuestion( "CARD_QUERY_REDIRECT_DAMAGE_TO_GARRUK" )
end
end
Storage(Object()).set("player", player)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = Storage(Object()).get("player")
if player and Object():GetMultipleChoiceResult() == 0 then
if not ( Object():CountCounters( MTG():GetCountersType("ARROWHEAD") ) > Damage():GetAmount()) then
Object():Sacrifice()
else
Object():RemoveCounters( MTG():GetCountersType("ARROWHEAD"), Damage():GetAmount() )
end
Damage():SetAmount(0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
There's probably a simple solution, I just haven't stumbled across it yet.
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