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Card Requests

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Re: Card Requests

Postby Iran » 27 Oct 2011, 02:44

Last edited by Iran on 29 Oct 2011, 03:33, edited 10 times in total.
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Re: Card Requests

Postby SoulStorm » 27 Oct 2011, 12:46

slapshot5 wrote:I tried Vesuva once upon a time. I thought it'd be just like Clone. But Forge handles lands differently enough that it was a no go. I was thinking about this while doing some of the mindless in-game downloader coding the last few days. I think it can be done with an Optional ChangesZone trigger with Static$ True and using AF_CopyPermanent. Anyways, when I get a chance, I'm going to try that route. That should allow me to script Clone and fellows too (instead of hard-code).
That would be awesome slapshot! Vesuva wants to be in my colorless Locus/Urzatron deck.
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Re: Card Requests

Postby mtgrares » 28 Oct 2011, 17:24

Here are a few card requests that somebody sent me by email: Fade Away, Cataclysm, Limited Resources, Mana Web, Yawgmoth's Will, Mogg Flunkies, Warrior en-Kor, Nomads en-Kor, War's Toll.

Old Magic cards never disappear, they just take a break. :lol:
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Re: Card Requests

Postby jeffwadsworth » 28 Oct 2011, 22:04

slapshot5 wrote:
sagephoenix wrote:
SoulStorm wrote:I'd like to see Druidic Satchel, Vesuva and Mycosynth Lattice.

Thanks
I second Vesuva.
I tried Vesuva once upon a time. I thought it'd be just like Clone. But Forge handles lands differently enough that it was a no go. I was thinking about this while doing some of the mindless in-game downloader coding the last few days. I think it can be done with an Optional ChangesZone trigger with Static$ True and using AF_CopyPermanent. Anyways, when I get a chance, I'm going to try that route. That should allow me to script Clone and fellows too (instead of hard-code).
I believe this would have to done with something like this (bare-bones script):

ChangesZone Vesuva TrigChooseLand Static$ True
AB ChoosePermanent ValidTgts$ Land SubAbility$ DBAnimate
DBAnimate:Animate Defined$ Self | CopyCard$ ChosenPermanent

Of course, AB$ ChoosePermanent and the CopyCard$ aren't coded.
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Re: Card Requests

Postby slapshot5 » 28 Oct 2011, 23:19

jeffwadsworth wrote:
I believe this would have to done with something like this (bare-bones script):

ChangesZone Vesuva TrigChooseLand Static$ True
AB ChoosePermanent ValidTgts$ Land SubAbility$ DBAnimate
DBAnimate:Animate Defined$ Self | CopyCard$ ChosenPermanent

Of course, AB$ ChoosePermanent and the CopyCard$ aren't coded.
Well, ChoosePermanent is coded in my local copy. I hadn't thought of the animate piece. I don't really want to piggy-back a CopyCard$ onto AF_Animate. Perhaps an AF_BecomesCopy? Either way, this didn't work nearly as slick as I was hoping it would.

-slapshot5
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Re: Card Requests

Postby otherright » 29 Oct 2011, 02:54

Why can Evil Twin not be coded?
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Re: Card Requests

Postby jeffwadsworth » 29 Oct 2011, 03:53

otherright wrote:Why can Evil Twin not be coded?
Well, because it is similar to Vesuva. We would need an AB$ BecomesCopy, etc. The secondary part of the card is doable.
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Re: Card Requests

Postby jeffwadsworth » 29 Oct 2011, 04:12

mtgrares wrote:Here are a few card requests that somebody sent me by email: Fade Away, Cataclysm, Limited Resources, Mana Web, Yawgmoth's Will, Mogg Flunkies, Warrior en-Kor, Nomads en-Kor, War's Toll.

Old Magic cards never disappear, they just take a break. :lol:
Fade Away -> not doable in script yet due to the way sacrifices work.
Cataclysm -> would need a Permanent.notRemembered for the Sacrifice.
Limited Resources -> same as above.
Mana Web -> This one is very close, but you can't differentiate the "ValidCards$ Land.YouDontCtrl" in regards to the mana produced.
Yawgmoth's Will -> Very cool card, but we can't do the play from Graveyard mechanic yet.
Mogg Flunkies -> Same problem as War's Toll. The timing of the keyword check is not instantaneous.
Warriors en-Kor -> not scriptable yet
Nomads en-Kor -> same as above
War's Toll -> Tricky. It depends on the timing of any keywords attached to the other creatures. In other words, the opponent attacks, which triggers a pumpall that places the keyword "CARDNAME must attack this turn" on all his/her creatures. Would that keyword be checked before the declare attackers step is over? Nope, it does not.
Last edited by jeffwadsworth on 29 Oct 2011, 04:48, edited 3 times in total.
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Re: Card Requests

Postby slapshot5 » 29 Oct 2011, 04:28

jeffwadsworth wrote:Yawgmoth's Will -> Very cool card, but we can't do the play from Graveyard mechanic yet.
Sure we can. I fact, this is already in SVN.

-slapshot5
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Re: Card Requests

Postby Iran » 29 Oct 2011, 06:39

slapshot5 wrote:
jeffwadsworth wrote:Yawgmoth's Will -> Very cool card, but we can't do the play from Graveyard mechanic yet.
Sure we can. I fact, this is already in SVN.

-slapshot5
Wheel of Sun and Moon can be script too?
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Re: Card Requests

Postby PsiOptics » 29 Oct 2011, 07:57

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Re: Card Requests

Postby jeffwadsworth » 29 Oct 2011, 16:56

Iran wrote:
Wheel of Sun and Moon can be script too?
I believe this would require something like this:

| Open
Name:Wheel of Sun and Moon
ManaCost:GW GW
Types:Enchantment Aura
Text:Enchant player
A:SP$ Attach | Cost$ GW GW | ValidTgts$ Player | AILogic$ Pump
S:Mode$ Continuous | Affected$ EnchantedPlayer | AddTrigger$ TrigChangesZone | AddSVar$ TrigChangeZone
SVar:TrigChangesZone:Mode$ ChangesZone | Origin$ Any | Destination$ Graveyard | Static$ True | ValidCard$ Card.YouCtrl | Execute$ TrigChangeZone | SpellDescription$ If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
SVar:TrigChangeZone:AB$ ChangeZone | Cost$ 0 | Origin$ Any | Destination$ Library | LibraryPosition$ -1
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/wheel_of_sun_and_moon.jpg
End


This doesn't work at the moment.
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Re: Card Requests

Postby friarsol » 29 Oct 2011, 18:29

No, Wheel of Sun and Moon requires a replacement ability. The one Yawgmoth's Will uses is already keyworded so we were able to just reuse it.
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Re: Card Requests

Postby PsiOptics » 29 Oct 2011, 20:16

Just out of curiosity I was wondering what cards in my list are hard to program and what are not. Trying to learn a little about programming but still a lot I need to learn
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Re: Card Requests

Postby Hellfish » 29 Oct 2011, 20:51

PsiOptics wrote:Just out of curiosity I was wondering what cards in my list are hard to program and what are not. Trying to learn a little about programming but still a lot I need to learn
I'll try to limit myself to those where I might actually know what I'm talking about. :lol:
Also, many of these are inevitably complex (or we'd have implemented them already ;) ) Sorry if it devolves into inside jargon from time to time, just ask!
| Open
Energy Chamber - This one should be doable in script now.
Rings of Brighthearth - Might be scriptable if AbilityCasts triggers can distinguish mana abilities from nonmana abilities.
Power Conduit - We'd need a "Remove a counter from a permanent you control" cost which we don't have.
...
Ghave, Guru of Spores - Looks scriptable. I'll be surprised if we don't already have this.
Eight-and-a-Half-Tails - We can't currently change the color of spells.
(all of the Myojins) - We can't currently know that a card was cast from the hand, only that it was moved from there.Might be a good project? (Yes, I know we have Emrakul and friends but they are hardcoded and we'd rather see a way to do it in script)
...
Ghostway - Might be scriptable.
...
Scapeshift - "any number of..." things are tricky with our current structure.
...
Consume Spirit - Mana tagging is not possible at the moment.
Soul Burn - Mana tagging AND complex interaction with mana used to pay.
...
Skaab Ruinator - We have this.
Necrotic Ooze - Copying spells and abilities from one card to another is not currently possible.
Dread Cacodemon - See the Myojins.
Entomber Exarch - Doable in script.
Vexing Shusher - Giving attributes to spells is not something we can do well, if at all.
Auratouched Mage - Moving auras around is the domain of AbilityFactory_Attach, which is still in the development stages.
Necravolver - "and/or" costs are a problem.
Rakavolver - See above.
Nomad Mythmaker - See Auratouched Mage.
Skarrgan Firebird - I think this could be implementable if we had a Count$ mode that returned damage dealt to opponent(s) this turn. Good starting project?
...
Blinding Angel - Phase skipping can't be done currently.
Stonehorn Dignitary - See above.
Quicksilver Dragon - Changing targets of spells is one of the more complex cans of worms we don't support yet.
Hellkite Charger - Additional phases are as difficult as skipping phases.
...
Paradox Haze - See above.
Promise of Bunrei - Seems scriptable.
Solitary Confinement - While we support unless costs, we only support manacosts for them.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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