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Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 20:11
by DennisBergkamp
2828 cards in total.
There's a lot of new stuff in this version, so hopefully everything's stable.

Fixes/Features:

- Added multikicker and X cost functionality.
- Fixed Avenger of Zendikar (will put counters on changeling creatures).
- Made Boomerang cascadable and it should work correctly with Isochron Scepter.
- Zerker fixed Darkwater Catacombs.
- Fixed AI part for Meloku, the Clouded Mirror.
- Switching controllership when destroying a Control Magic should remove the creature from combat.
- Fixed a crash with Man-o'-War when the AI doesn't have any legal targets the human player controls.
- Rob added new Buyback code that makes it more keywordable.
- Moved some combat code around (check for blocker triggers should only happen once now).
- Equipment should get removed now whenever something is grabbed with Control Magic and other cards.
- Zerker added a "Sacrifice at EOT" keyword.
- Zerker added Trample + Haste to Sparksmith tokens.
- Zerker fixed Umbral Mantle.
- AI should block a lot more often now.
- Added Regenerate: B to Mortivore.
- Fixed a bug with Cascade and abilities triggering on casting spells.
- AI shouldn't play a Planeswalker if it controls one with the same sybtype.
- Fixed an infinite loop with Ajani Vengeant controlled by the AI.
- Changeling creatures should trigger Ally abilities now.
- Fixed Muraganda Petroglyphs not working with tokens without abilities.
- Added a check to Howling Mine to make sure it's untapped (thanks slapshot5!).
- Fixed Rathi Trapper mana text.
- Zerker fixed a TableSorter bug.
- Chris converted a lot of cards from code to keyword.
- Fixed the Deathtouch bug.
- Fixed the getColor() method in CardListUtil (this should fix a bunch of cards - Nocturnal Raid, Valorous Charge, ...).
- Some minor checks added in canDestroyAttacker() and canDestroyBlocker().
- Deathtouch shouldn't destroy Planeswalkers anymore.

New cards:


- Bunch of X cards (Hurricane, Earthquake, Death Grasp, Prosperity, Braingeyser, ...).
- A few Multikicker cards.
- Bunch of Fog cards (Fog, Holy Day, Respite, Darkness, etc.) - unusable by AI.
- Isochron Scepter, Helix Pinnacle, Ravnica bouncelands (thanks Zerker!)
- Ley Druid, Ivory Tower, Ali from Cairo, Icy Manipulator (thanks slapshot5!)
- Howl of the Night Pack, Beacon of Creation, Echoing Courage (thanks BinarySpike!).
- Wall of Reverence (thanks jim!)
- Many more...

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 20:51
by silly freak
you forgot to add a big THANKS to...


DennisBergkamp!!!


thank you very much

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 21:19
by Chris H.

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 21:45
by Marek14
DennisBergkamp wrote:- Equipment should get removed now whenever something is grabbed with Control Magic and other cards.
"Removed"? It shouldn't be removed...

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 23:42
by DennisBergkamp
Read "unequipped" :)

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 23:43
by Chris H.
all rarities for Forge 03-13-2010

This archive contains updated rarity files for Forge 03-13-2010. I added the missing rarity values for the new cards that were included in version 03-13-2010. This set is not compatible with earlier versions of Forge.

This archive now contains only one set of rarity files. These files have had a rarity value assigned to all of the cards except for the basic lands, basic snow lands, and Rares three fantasy cards.

As of version 10-02-2009 these rarity files now go inside of the res folder and are now of no use to you if you place them in the root folder. You can place a copy inside of the res folder and a second copy inside of the quest folder.

`

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 13 Mar 2010, 23:47
by Chris H.
We also failed to thank both Rares and Silly Freak, they both made a contribution to the code for this version. :)

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 01:29
by Huggybaby
This is a great update, thanks for adding the X spells, a bedrock staple of MTG to be sure. (And too long in coming! :P )

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 04:51
by apthaven
This is indeed a very huge update that deserves more than thanks, but more of a congratulations for getting the X costs working finally! (Especially for the old people who've been here for a really long while, we all knew that it was worth the wait to see it finally implemented.)

So far, I've not seen any flaws in the the X costs and Multikicker with regards to simply using them.

Isochron Scepter also works very nicely. It's a very fun card indeed having endless Swords of Plowshares or endless Holy Day spells to ruin the AI's day.

Keep the versions coming guys!

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 07:44
by Mr.Chaos
*does happy dance*
Thanks a bundle guys! =D>
Finally got the cards to recreate my elf/staff deck now. :supz:
X-cost spells, Isochron Scepter, Respite, me like, me like! :D

You probably included a bunch of hidden "features" as well, that lesser souls would call bugs. But don't worry, we will hunt them down for you. (both the bugs and the lesser souls.) :wink:

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 08:43
by Marek14
DennisBergkamp wrote:Read "unequipped" :)
That doesn't matter. It still shouldn't be.

There is no rule as such that would forbid equipments on a creature you don't control. You can't TARGET such creatures with the equip ability, but that's all.

Equipment on opponent's creature is still controlled by you, and you can use the equip ability and move it elsewhere, but if you don't, it will work normally. Ditto for stealing the equipment attached to your creature.

See Carry Away which specifically says that it unattaches the equipment it steals - since it wouldn't if it wasn't explicitly mentioned.

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 10:31
by Hamletchickencrisis
Thanks guys! Keep up the good work.

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 11:02
by Chris H.
This is indeed a very huge update that deserves more than thanks, but more of a congratulations for getting the X costs working finally! (Especially for the old people who've been here for a really long while, we all knew that it was worth the wait to see it finally implemented.)

So far, I've not seen any flaws in the the X costs and Multikicker with regards to simply using them.
`
Dennis did a great job implementing the X costs. I like the UI although people will need to slow down their mouse clicking to keep track of how much mana they are putting into the x value.

You probably included a bunch of hidden "features" as well, that lesser souls would call bugs. But don't worry, we will hunt them down for you. (both the bugs and the lesser souls.)
`
I could not resist the temptation and coded a couple of the x cost spells myself. I tested them and tried to squash whatever bugs that I found … the AI portion of these types of spells can be a challenge to write. :)

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 14:28
by Rob Cashwalker
- Rob added new Buyback code that makes it more keywordable.
Unless it's been copied to other keywords, then it's only implemented for spLoseLife.

Re: Forge 03/13 (Unofficial Beta version)

PostPosted: 14 Mar 2010, 15:02
by Chris H.
Rob Cashwalker wrote:
- Rob added new Buyback code that makes it more keywordable.
Unless it's been copied to other keywords, then it's only implemented for spLoseLife.
`
I took a quick glance at this ... it appears that the Buyback code is not so much a stand alone keyword, instead it is a key/value for an SVar. So, I think that Rob is saying that the Buyback code will have to be added to existing keywords and to separate code objects where the Buyback code would help to implement this new feature. :)