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10-18 version

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10-18 version

Postby jpb » 18 Oct 2008, 05:27

Here is a version with some of the cards added on this board. I only did really basic testing, and did not test any of the cards functionality yet. I did not add anything to rares.txt, uncommons.txt, or commons.txt, although I did add entries to cards.txt and card-pictures.txt

I have reached my "attachment quota" so I cannot attach the file to this post. Go to http://rapidshare.com/files/155096732/10-18-forge.zip.html to get the zip file. To run mtg forge: unzip and execute: java -jar run-forge.jar

Cards added/fixed

I did not add the comes into play additions or some of the other newer additions posted. I will probably not be doing this again.
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Re: 10-18 version

Postby Rob Cashwalker » 18 Oct 2008, 13:16

I see Comes into play tapped lands, but I don't see any code to handle them. I see the code to handle the Diamonds though.

I'll add more of my code, to remove the "hacky" code for Simple Self Pumpers, converting it into the PTPump, KPump and PTKPump. The CIPT keyword, which will replace the explicit code for the Diamonds. I'll also load up the commons, uncommons and rares.

It also looks like the new vanilla creatures from Shards hasn't been added yet, so I'll do that, plus any others, using the keywords I'll be adding.

I can post back the source.zip, hopefully inside of a week, would you at least be willing to compile it?
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 14:57

Cool! Ill have to download and check it out. What attachment quota? I must have attached 30 or so deck lists to the decks thread...never ran into a quota.
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Re: 10-18 version

Postby Rob Cashwalker » 18 Oct 2008, 15:11

In card-pictures, eladamri's call should be "eladamri's_call" it throws an error telling me that I need to be connected to the internet.... How did I find out the culprit? I wrote a VB program to parse it, and check for the missing files. This was the only one with a problem, made the change, and Forge downloaded them all.
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 15:18

Odd I got no exception. The program does take forever and a day to download the pics but I suppose its still quicker than doing it manually (though for the most part I could just copy the ones I have already.) Good catch on the card typo Rob.
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:07

Immediately found a bug that I'm sure whether it belongs to the new build or the one posted by rares. When you start the game you get an extra draw after the mulligan question.
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:09

Also the comes into play tapped lands do not come into play tapped...though I think that was mentioned already. :)
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:20

Regeneration does not function properly. It negates destruction instead of processing it. (ie: taps and is removed from combat.)
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:28

Necropotence is broken. It requires mana to be untapped to be usable.
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:29

Oh and for some reason I stopped being able to play land midgame. Happened the turn I disked the necropotence. some weird synergy maybe?
Last edited by GandoTheBard on 18 Oct 2008, 16:48, edited 1 time in total.
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 16:44

Polluted Mire should have cycling and does not.
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Re: 10-18 version

Postby jpb » 18 Oct 2008, 17:37

The extra draw after a mulligan was introduced when the recursion was removed.

The attachment quota is probably measured in size, not in number of attachments. This attachment is over 1mb, decks are much smaller.

I'll look into the Necropotence problem. I will also compile anything you send me the entire source to if you send it in a private message. The rest of the problems I will not look at.

EDIT: I looked into Necropotence problem, I didn't see the reported problem. I can have three swamps in play. Put a Necropotence in play, tapping all three lands. Then use the Necropotence as many times as I wish. There is a problem in that it shouldn't allow you to resolve these if it makes your life go below 1, but that's a minor issue. Another problem is that Necropotence reads "At the end of your turn, put that card into your hand." This Necropotence puts it in your hand before your discard phase (kinda) and so you may have to discard. I do not think this is right.
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Re: 10-18 version

Postby Rob Cashwalker » 18 Oct 2008, 18:00

card-pictures has some duplicate lines. I'm evolving this VB program to help cross-reference the text files, and make sure we've got all cards accounted for. Here's the duplicates, and the line numbers they appear at. They may reference different art, or card frames.

duskdale_wurm.jpg,104,117
dauthi_marauder.jpg,105,113
soltari_foot_soldier.jpg,106,114
thalakos_sentry.jpg,107,115
havenwood_wurm.jpg,108,116
king_cheetah.jpg,109,118
raging_kavu.jpg,110,120
tangle_spider.jpg,111,119
Kjeldoran_War_Cry.jpg,122,698
Cloudcrown_Oak.jpg,459,464
Carnassid.jpg,469,868
Revered_Dead.jpg,542,890
Drudge_Skeletons.jpg,543,876
Ghost_Ship.jpg,544,878
Malach_of_the_Dawn.jpg,545,884
ancient_silverback.jpg,553,867
barkhide_mauler.jpg,567,923
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 18:35

jpb wrote:The extra draw after a mulligan was introduced when the recursion was removed.

The attachment quota is probably measured in size, not in number of attachments. This attachment is over 1mb, decks are much smaller.

I'll look into the Necropotence problem. I will also compile anything you send me the entire source to if you send it in a private message. The rest of the problems I will not look at.

EDIT: I looked into Necropotence problem, I didn't see the reported problem. I can have three swamps in play. Put a Necropotence in play, tapping all three lands. Then use the Necropotence as many times as I wish. There is a problem in that it shouldn't allow you to resolve these if it makes your life go below 1, but that's a minor issue. Another problem is that Necropotence reads "At the end of your turn, put that card into your hand." This Necropotence puts it in your hand before your discard phase (kinda) and so you may have to discard. I do not think this is right.
Actually no, if you potence before the end of your turn for more cards than you can hold you will end up discarding (removing them).
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Re: 10-18 version

Postby GandoTheBard » 18 Oct 2008, 18:38

Well I built a necro deck and was able to repeat the bug of tapping out/not being able to potence so it is a real bug. :)

The thing is...it prompts you to pay a mana...you dont pay any mana but it prompts you and you have to attempt to tap something to get the activation to work. Which is of course just wrong. :) I think it is because the 0: activation effect was taken too literally. 0, pay 1 life: draw a card does not mean prompt me for a 0 mana then take 1 life from me. :)
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