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MTGForge 01/15 (unofficial BETA) version

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Re: MTGForge 01/15 (unofficial BETA) version

Postby Almost_Clever » 19 Jan 2009, 03:20

Chris H. wrote:
Rob Cashwalker wrote:Foxfire Oak, Rune-Cervin Rider and Talonrend would require hybrid mana.
I have an uneloquent solution to this challenge. It is something of a hack but I think that it may work
That is what has already been done with Loch Korrigan. If I remember correctly, the AI pumped it with both blue and black mana.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 19 Jan 2009, 11:43

Almost_Clever wrote:That is what has already been done with Loch Korrigan. If I remember correctly, the AI pumped it with both blue and black mana.
I seem to remember the computer doing the same with Loch Korrigan. I will add Foxfire Oak, Rune-Cervin Rider and Talonrend and then put together a test deck. I and the computer will duel it out and I will see if the computer can handle this properly.

Just to let the people know, I have the first 10 creatures added. And I have found a few more to add to this list:

Cloudheath Drake
Gloomwidow
Hopping Automaton
Hyalopterous Lemure
Kavu Glider
Leaping Lizard
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Re: MTGForge 01/15 (unofficial BETA) version

Postby DennisBergkamp » 19 Jan 2009, 16:20

Almost_Clever wrote:Along those lines there is a Needlepeak Spider and a Needlespeak Spider.
Breathstealer should get +1/-1 instead of +1/+0.
Sprout Swarm has two problems. Typo ("grean" vs. "green") and the tokens are insects instead of saprolings. The tokens have been insects since Sprout Swarm was first added to MTG Forge, but saprolings matter now.

(I'll post the bugs in the current bugs thread as well.)
Thanks, I just fixed these in my version.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby DennisBergkamp » 19 Jan 2009, 19:37

jpb wrote:I think the option to have a "Resizable Game Area" should be removed and instead we should have an option to allow the First Strike phase. When I play with First Strike phase I feel as if I am cheating. This is because the AI doesn't know anything about First Strike or Double Strike, so it makes really poor choices when choosing attackers and blockers. Play with First Strike in the 01/15 beta for awhile and then let me know if you agree that it should be optional until we get AI to start making better decisions based on First Strike and Double Strike abilities.
What if we replace the canDestroyAttacker method in CombatUtil.java with something like this:

Code: Select all
public static boolean canDestroyAttacker(Card attacker, Card defender)
  {
   
   int defenderDamage = defender.getAttack();
   int attackerDamage = attacker.getAttack();
   
   if (isDoranInPlay()) {
      defenderDamage = defender.getDefense();
      attackerDamage = attacker.getDefense();
   }
   int defenderLife = defender.getDefense();
   int attackerLife = attacker.getDefense();

   if (defender.getKeyword().contains("Double Strike"))
   {
      if (attacker.getKeyword().contains("Double Strike"))
      {
         if (defenderDamage >= attackerLife - attacker.getDamage())
            return true;
         if ( ((defenderLife - defender.getDamage()) > attackerDamage) &&
             (attackerLife - attacker.getDamage() <= 2*defenderDamage))
            return true;
      }
      else if (attacker.getKeyword().contains("First Strike")) //hmm, same as previous if ?
      {
         if (defenderDamage >= attackerLife - attacker.getDamage())
            return true;
         if ( ((defenderLife - defender.getDamage()) > attackerDamage) &&
             ((attackerLife - attacker.getDamage()) <= 2*defenderDamage))
            return true;
      }      
      else //no double nor first strike for attacker
      {
         if (defenderDamage >= attackerLife - attacker.getDamage())
            return true;
         if ((attackerLife - attacker.getDamage()) <= 2*defenderDamage)
            return true;
      }
      
   }//defender double strike
   
   else if(defender.getKeyword().contains("First Strike"))
   {
      if (defenderDamage >= attacker.getDefense() - attacker.getDamage())
         return true;
   }//defender first strike
   
   else //no double nor first strike for defender
   {
      if (attacker.getKeyword().contains("Double Strike"))
      {
         if (defenderDamage >= attackerLife - attacker.getDamage() &&
            attackerDamage < defenderLife - defender.getDamage())
            return true;
      }
      else if (attacker.getKeyword().contains("First Strike")) //same as previous if?
      {
         if (defenderDamage >= attackerLife - attacker.getDamage() &&
            attackerDamage < defenderLife - defender.getDamage())
            return true;
      }
      else //no double nor first strike for attacker
      {
         return defenderDamage >= attackerLife - attacker.getDamage();
      }
      
   }//defender no double/first strike
   return false; //should never arrive here
  }
Not sure if the logic is completely correct... and can be cleaned up a bit, but it should be a decent start.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 20 Jan 2009, 02:28

Chris H. wrote:
Almost_Clever wrote:That is what has already been done with Loch Korrigan. If I remember correctly, the AI pumped it with both blue and black mana.
I seem to remember the computer doing the same with Loch Korrigan. I will add Foxfire Oak, Rune-Cervin Rider and Talonrend and then put together a test deck. I and the computer will duel it out and I will see if the computer can handle this properly.
I play tested the Foxfire Oak. The computer first used 3 forests to pump +3/0 and then used 3 mountains to pump an additional +3/0. I did not play long enough to see if it would use R G G or R R G.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 20 Jan 2009, 02:31

DennisBergkamp wrote:I forgot to mention, what could use some testing in addition to First Strike is the PTPump, KPump and PTKPump creatures. I've only tested Azimaet Drake, Vampire Bats, Cobalt Golem and Flowstone Thopter (these cover all three cases, but still there might be some little mistakes, where a creature gets +1/+1 instead or +1/-1 or whatever).
I play tested the 10 creatures that I found in cards.txt which have a maximum pump value of once or twice per turn. All 10 cards work as expected. The cards that I tested:

Azimaet Drake
Drake Hatchling
Fire Drake
Phyrexian Battleflies
Pit Imp
Plated Rootwalla
Rootwalla
Roterothopter
Spitting Drake
Vampire Bats

I tried to add Ghor-Clan Bloodscale and discovered that "Play this ability only once each turn." is not a keyword. You must have added an If statement to the code that checks for the name of the 10 cards listed above.

Could you add this card for the next version? I will provide the cards.txt entry for you:


Ghor-Clan Bloodscale
3 R
Creature Viashino Warrior
Play this ability only once each turn.
2/1
First Strike
PTPump 3 G:+2/+2
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Rob Cashwalker » 20 Jan 2009, 04:45

yes, the ability limiting is a hard-coded list at the moment.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 23 Jan 2009, 16:03

Chris H. wrote:I tried to add Ghor-Clan Bloodscale and discovered that "Play this ability only once each turn." is not a keyword. You must have added an If statement to the code that checks for the name of the 10 cards listed above.

Could you add this card for the next version? I will provide the cards.txt entry for you:


Ghor-Clan Bloodscale
3 R
Creature Viashino Warrior
Play this ability only once each turn.
2/1
First Strike
PTPump 3 G:+2/+2
Hmmm #-o I found another one.


I found another card that requires it to be added to the code:

Wild Aesthir
2 W
Creature Bird
Play this ability only once each turn.
1/1
Flying
First Strike
PTPump W W:+2/+0
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 23 Jan 2009, 16:05

I performed a thorough search of the Gatherer database and found an additional 64 creatures that can be added via the new keywords:

First Strike
Double Strike
KPump
PTPump
PTKPump

This will take Forge up to a total of 1206 cards.

At the end of this message you will find an attachment named "DataFiles0115_v2.zip" and within this zip file you will find updated cards.txt and card-pictures.txt files.

The 64 new creatures will be found at the start (top) of these files. I have placed these 64 cards in alphabetical order.

I converted the end of line characters for both files to the Windows CR/LF format. These two files should be compatible with the new card editor.

You will find below a listing of the new cards and then the attachment:

Ambush Party
Anaba Bodyguard
Angel of Retribution
Battlefield Percher
Benalish Knight
Blockade Runner
Capashen Knight
Cavern Thoctar
Char-Rumbler
Cloudheath Drake
Coiled Tinviper
Ekundu Griffin
Emerald Dragonfly
Foxfire Oak
Gloomwidow
Goblin Berserker
Goblin Striker
Halberdier
Hopping Automaton
Hornet Cobra
Hyalopterous Lemure
Kavu Glider
Kjeldoran Gargoyle
Knight of Meadowgrain
Land Leeches
Leaping Lizard
Lightning Hounds
Lim-Dul's High Guard
Longbow Archer
Macetail Hystrodon
Mantis Engine
Nightguard Patrol
Noble Panther
Pardic Collaborator
Pegasus Charger
Plover Knights
Ramirez DePietro
Ranger en-Vec
Razorfoot Griffin
Ridgetop Raptor
Rune-Cervin Rider
Sabertooth Wyvern
Sabretooth Tiger
Sandstone Warrior
Sanguine Guard
Serra Zealot
Shimmering Barrier
Shore Snapper
Sigiled Paladin
Sky Spirit
Skyhunter Patrol
Skyhunter Skirmisher
Stone-Throwing Devils
Talonrend
Thunder Spirit
Titanium Golem
Tundra Wolves
Tyrranax
Veldrane of Sengir
Viscid Lemures
Volcano Imp
Wall of Razors
Wall of Spears
Youthful Knight
.
.
.
.
Attachments
DataFiles0115_v2.zip
This archive contains updated cards.txt and card-pictures.txt files for the additional 64 new cards.
(43.61 KiB) Downloaded 297 times
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Rob Cashwalker » 23 Jan 2009, 16:44

I was about to comment that it didn't look like there were any ravnica cards on that list... since we can support hybrid activations by defining each combination. But then I did some looking, and found that Ravnica didn't have any hybrid activation costs. At least for the keywordable actions we have now.

Edit - Actually, there are no hybrid activation costs in Ravnica block at all. I never thought about it before. I guess since Shadowmoor was the hybrid block, they took hybrid to the "next level"....
Last edited by Rob Cashwalker on 23 Jan 2009, 16:59, edited 1 time in total.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby DennisBergkamp » 23 Jan 2009, 16:52

Nice list, thanks Chris! I will add them in my version. I made a few new cards, so I'd say it's time for a new Beta soon.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby mtgrares » 23 Jan 2009, 19:09

I just posted this version to MTG Forge's Google website. 100 or so new cards is great, and first strike should be fun.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Huggybaby » 23 Jan 2009, 19:51

Hey mtgrares, your signature went away. :?:
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 24 Jan 2009, 02:06

Rob Cashwalker wrote:I was about to comment that it didn't look like there were any ravnica cards on that list... since we can support hybrid activations by defining each combination. But then I did some looking, and found that Ravnica didn't have any hybrid activation costs. At least for the keywordable actions we have now.

Edit - Actually, there are no hybrid activation costs in Ravnica block at all. I never thought about it before. I guess since Shadowmoor was the hybrid block, they took hybrid to the "next level"....
I spent some time today thinking about hybrid casting costs. I haven't looked at the appropriate code and would likely not understand it if I did. I wonder if the code could be modified to recognize this card and satisfy the casting cost by determining whether or not if B or R was tapped?

Ashenmoor Gouger
(B/R)(B/R)(B/R)
Creature - Elemental Warrior
4/4
Ashenmoor Gouger can't block.
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Re: MTGForge 01/15 (unofficial BETA) version

Postby Chris H. » 24 Jan 2009, 15:41

The attachment below contains updated "common.txt", "uncommon.txt" and "rare.txt" files. These files are the original rarities files and contain all 1206 cards. These files are for the 01-15 beta version of Forge.

These files have not been play balanced.
.
.
.
.
Attachments
OriginalRarities.zip
This attachment contains updated "common.txt", "uncommon.txt" and "rare.txt" files. These files have not been play balanced.
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