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Commander 2017 development -- 44/52 uploaded
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Re: Commander 2017 development -- 44/52 uploaded
by Xander9009 » 11 Jan 2018, 08:40
Coded and tested:
Kindred Charge
Licia, Sanguine Tribune
Magus of the Mind
Mirri, Weatherlight Duelist
Mirror of the Forebears
Qasali Slingers
Scalelord Reckoner
Shifting Shadow
Stalking Leonin
Taigam, Sidisi's Hand
Territorial Hellkite
The Ur-Dragon
Wasitora, Nekoru Queen
Coded, but currently not working:
Kess, Dissident Mage
O-Kagachi, Vengeful Kami - This one worked perfectly exactly once...
Path of Ancestry - This one isn't broken as far as I know, I just haven't put it into a commander deck to test it.
Vindictive Lich - This one might be working now, but I need to test it more.
Also identified these as likely impossible:
Disrupt Decorum
Mairsil, the Pretender
Teferi's Protection
Kindred Charge
Licia, Sanguine Tribune
Magus of the Mind
Mirri, Weatherlight Duelist
Mirror of the Forebears
Qasali Slingers
Scalelord Reckoner
Shifting Shadow
Stalking Leonin
Taigam, Sidisi's Hand
Territorial Hellkite
The Ur-Dragon
Wasitora, Nekoru Queen
Coded, but currently not working:
Kess, Dissident Mage
O-Kagachi, Vengeful Kami - This one worked perfectly exactly once...
Path of Ancestry - This one isn't broken as far as I know, I just haven't put it into a commander deck to test it.
Vindictive Lich - This one might be working now, but I need to test it more.
Also identified these as likely impossible:
Disrupt Decorum
Mairsil, the Pretender
Teferi's Protection
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Xander9009 - Programmer
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Re: Commander 2017 development -- 44/52 uploaded
by fallenangle » 11 Jan 2018, 14:31
For Kess, Dissident Mage, it's probably not working because you can't modify an Utility Ability, as far as I know. However, to get it working, you might do the following in the Static Ability that grants the Utility Ability:
1) Set up an interrogation query that can check how many instants or sorceries were cast from the graveyard this turn. If this number = 0, you're OK; if not, don't grant the ability.
1a) I know from tests that if you use Object():GetErstwhileErstwhileZone() == ZONE_GRAVEYARD and Object():WasCast() when the Object is on the stack, it will properly act as though it were cast from a graveyard, since it was. Maybe a Delayed Trigger with this as a trigger condition would be useful.
2) Grant the ability only to Instant or Sorcery cards in your graveyard. I don't know if this is helpful or not.
1) Set up an interrogation query that can check how many instants or sorceries were cast from the graveyard this turn. If this number = 0, you're OK; if not, don't grant the ability.
1a) I know from tests that if you use Object():GetErstwhileErstwhileZone() == ZONE_GRAVEYARD and Object():WasCast() when the Object is on the stack, it will properly act as though it were cast from a graveyard, since it was. Maybe a Delayed Trigger with this as a trigger condition would be useful.
2) Grant the ability only to Instant or Sorcery cards in your graveyard. I don't know if this is helpful or not.
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Re: Commander 2017 development -- 44/52 uploaded
by Xander9009 » 11 Jan 2018, 16:40
Nah, I'm not trying to modify the utility ability. The ability itself is left exactly like it appears on other working cards.
The way I'm currently handling it is this:
During your turn, if the ability hasn't been used to cast a card yet, you can activate Kess's ability (it doesn't trigger activated ability punishment). It's only activable if oDC(1) == 1 (it's set to one at the beginning of each turn) and it's your turn. Upon activation, it lets you choose an instant or sorcery in your graveyard. It also sets an incrememnts oDC(2) sets EffectDC(2) to match. The chosen card is granted the utility ability until end of turn OR until oDC(2) ~= EffectDC(2).
It sets up two delayed triggers. One is for when the spell is cast, which sets oDC(1, 0), which prevents the ability from being used again this turn. The other is the exile-on-resolution effect.
And finally, at the beginning of each turn, if oDC(0) ~= CurrentNurnNumber, then it sets oDC(0, CurrentTurnNumber) and oDC(1, 1) (to allow the ability to be used).
----
It's working now. I had the activated ability marked as a utility ability, but it wasn't meant to me. It also needed some minor tweaks to get working properly, but it's working now. The complexity may seem a touch over what's necessary, but I wanted to set it up so it would work in more or less all situations, including in ones where you're able to cast [/i]other[/i] spells from the graveyard somehow. I need to test it a bit more and ensure it wasn't a fluke, but it seems to be working nicely.
The way I'm currently handling it is this:
During your turn, if the ability hasn't been used to cast a card yet, you can activate Kess's ability (it doesn't trigger activated ability punishment). It's only activable if oDC(1) == 1 (it's set to one at the beginning of each turn) and it's your turn. Upon activation, it lets you choose an instant or sorcery in your graveyard. It also sets an incrememnts oDC(2) sets EffectDC(2) to match. The chosen card is granted the utility ability until end of turn OR until oDC(2) ~= EffectDC(2).
It sets up two delayed triggers. One is for when the spell is cast, which sets oDC(1, 0), which prevents the ability from being used again this turn. The other is the exile-on-resolution effect.
And finally, at the beginning of each turn, if oDC(0) ~= CurrentNurnNumber, then it sets oDC(0, CurrentTurnNumber) and oDC(1, 1) (to allow the ability to be used).
----
It's working now. I had the activated ability marked as a utility ability, but it wasn't meant to me. It also needed some minor tweaks to get working properly, but it's working now. The complexity may seem a touch over what's necessary, but I wanted to set it up so it would work in more or less all situations, including in ones where you're able to cast [/i]other[/i] spells from the graveyard somehow. I need to test it a bit more and ensure it wasn't a fluke, but it seems to be working nicely.
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Re: Commander 2017 development -- 29/56 uploaded
by Finnical » 12 Jan 2018, 02:28
Damn the service in this place in INCREDIBLE! I'm not cool enough to make cards, haha, I meant a variant of the Edgar Markov commander precon. Thanks very much for all your hard work!Xander9009 wrote:Herald's Horn was lost somewhere. However, the others I posted about are in the CW, including 7 that were simply never uploaded (but were coded, albeit untested).
However, Edgar Markov is among those I just uploaded.
EDIT: Sorry, about the Licia variant, you mean a custom version of her? Sure. Post her ability text (or image, if you're using, like, Magic Set Editor or something) and I'll see what I can do.
Re: Commander 2017 development -- 44/52 uploaded
by Finnical » 12 Jan 2018, 02:45
I attacked my opponent with Edgar Markov and dealt 7 damage. I checked commander damage with his ability afterwards and it said he had dealt 14 commander damage. I have had similar issues when playing Saskia, the Unyielding.
Re: Commander 2017 development -- 44/52 uploaded
by Xander9009 » 12 Jan 2018, 02:47
Ah, ok. I understand. And Licia has been uploaded and tested. She'll be available after tonight's update in a couple of hours.
I'll check the commander damage when I get the chance, but I work the next few days, so I'd suggest making a bug report so I don't forget it.
I'll check the commander damage when I get the chance, but I work the next few days, so I'd suggest making a bug report so I don't forget it.
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Xander9009 - Programmer
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Re: Commander 2017 development -- 44/52 uploaded
by Finnical » 12 Jan 2018, 05:44
Excluding the commander damage problem Edgar Markov is working perfectly!
Re: Commander 2017 development -- 44/52 uploaded
by Finnical » 14 Jan 2018, 09:50
Curse of Disturbance isn't working correctly; I enchanted myself with it and an opponent attacked me. He created a zombie, but I did not also create a zombie.
Re: Commander 2017 development -- 44/52 uploaded
by Xander9009 » 14 Jan 2018, 09:59
Should be fixed.Finnical wrote:Curse of Disturbance isn't working correctly; I enchanted myself with it and an opponent attacked me. He created a zombie, but I did not also create a zombie.
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Xander9009 - Programmer
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Re: Commander 2017 development -- 44/52 uploaded
by loookaz » 08 May 2018, 23:43
can I very politely ask why teferi's protection is not possible to code? i was so excited when i saw this card... it really has immense potential imho
Najlepsze lekcje angielskiego w Warszawie:
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https://www.facebook.com/angielski.z.Lucasem
http://www.englishwithlucas.com/
https://www.facebook.com/angielski.z.Lucasem
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Re: Commander 2017 development -- 44/52 uploaded
by Xander9009 » 09 May 2018, 07:58
Because the game's engine has no way to phase things out. NeoAnderson came up with a working solution for all but tokens. The solution involves an actual zone-change, and so tokens will cease to exist as soon as they're phased out. So, it'll work for everything but tokens, and can only be approximated.
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Xander9009 - Programmer
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