Remaining Cards
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
11 posts
• Page 1 of 1
Remaining Cards
by friarsol » 25 Jun 2013, 01:46
I was going briefly through the cards that are remaining, and I think some to most of these should be scriptable, or added without major code additions:
I'll keep making my way through the rest of the list and post other cards I think may be doable.
Veiled Crocodile
Twist Allegiance
Truth or Tale
Timesifter
Tide of War DONE
Three Wishes
Thought Dissector DONE
Stronghold Gambit
Steam Vines
Sporogenesis
Spatial Binding DONE
Soul Echo
Shieldmage Advocate
Samite Blessing DONE
Rogue Skycaptain
Kudzu DONE
Edit: Batch 2
Risky Move
Reversal of Fortune
Rebirth
Puppet Master DONE
Preferred Selection
Plunge into Darkness
Planar Overlay
Ogre Geargrabber
Mishra's War Machine
Mindbender Spores DONE
Mangara's Equity
Lim-Dul's Hex
Joven's Ferrets DONE
Invasion Plans
I'll keep making my way through the rest of the list and post other cards I think may be doable.
Veiled Crocodile
Twist Allegiance
Truth or Tale
Timesifter
Three Wishes
Stronghold Gambit
Steam Vines
Sporogenesis
Soul Echo
Shieldmage Advocate
Rogue Skycaptain
Edit: Batch 2
Risky Move
Reversal of Fortune
Rebirth
Preferred Selection
Plunge into Darkness
Planar Overlay
Ogre Geargrabber
Mishra's War Machine
Mangara's Equity
Lim-Dul's Hex
Invasion Plans
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Remaining Cards
by swordshine » 25 Jun 2013, 02:51
Veiled Crocodile is not scriptable, the rule says "10/4/2004: It can trigger even if a player's hand is empty momentarily during the middle of the resolution of a spell or ability."
- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Remaining Cards
by moomarc » 18 Jul 2013, 08:47
Thanks for the list Sol. Found myself rather short on time lately so being able to take a quick glance here was perfect. 

-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Remaining Cards
by Agetian » 18 Jul 2013, 15:35
We actually discussed Mishra's War Machine with swordshine recently, and he provided a script template for it but mentioned that it needed some code changes to work properly. Here's a quote from him including the script template - if anyone can build up on this, maybe it's not too hard to implement:
swordshine wrote:I think the previous scripts containing "if a source deals damage to sb./sth. this way" are not perfect. Those cards cannot work with damage prevention or redirection. I have a script of Mishra's War Machine here:
Mishra's War Machine | Close
Name:Mishra's War Machine
ManaCost:7
Types:Artifact Creature Juggernaut
PT:5/5
K:Banding
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigDealDamage | TriggerDescription$ At the beginning of your upkeep, CARDNAME deals 3 damage to you unless you discard a card. If CARDNAME deals damage to you this way, tap it.
SVar:TrigDealDamage:AB$ DealDamage | Cost$ 0 | Defined$ You | NumDmg$ 3 | UnlessPayer$ You | UnlessCost$ Discard<1/Card> | RememberDamaged$ True | SubAbility$ DBTap
SVar:DBTap:DB$ Tap | ConditionCheckSVar$ X | References$ X | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Count$RememberedSize
SVar:Picture:http://www.wizards.com/global/images/magic/general/mishras_war_machine.jpg
The condition check part is somewhat tricky. It might work with damage prevention, but if the damage redirects to another entity, this script might be wrong.
To improve the script, I think we should update the code to deal with remembered player, something like "ConditionCheckRememberedPlayer$ You".
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 684 times
- Been thanked: 572 times
Re: Remaining Cards
by friarsol » 19 Jul 2013, 00:52
I'm putting together a spreadsheet of the Remaining Cards. If you are interested in it, I can share it out to you, just PM me your email.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Remaining Cards
by Agetian » 19 Jul 2013, 14:21
Thanks for sharing, Sol!friarsol wrote:I'm putting together a spreadsheet of the Remaining Cards. If you are interested in it, I can share it out to you, just PM me your email.
- Agetian
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 684 times
- Been thanked: 572 times
Re: Remaining Cards
by moomarc » 19 Jul 2013, 15:29
As we add cards, would you prefer us to delete them from the spread sheet or just add a strikethrough?
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Remaining Cards
by friarsol » 19 Jul 2013, 16:03
Strikethrough is fine. I'll go through and clean those out periodically, but it's better for historical that it's still there so I don't try adding it again.moomarc wrote:As we add cards, would you prefer us to delete them from the spread sheet or just add a strikethrough?
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Remaining Cards
by swordshine » 22 Jul 2013, 06:14
It's easy to implement Planar Overlay, but I don't know how to improve AI. I think it's a little unfair for AI if we simply use "WorstCard" logic. Is that an NP-hard problem?
- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Remaining Cards
by Sloth » 22 Jul 2013, 08:50
I don't think that the AI is problematic. In most cases it will choose two basic lands and that's fine. Choosing a dual land twice is sometimes better, but whatever.swordshine wrote:It's easy to implement Planar Overlay, but I don't know how to improve AI. I think it's a little unfair for AI if we simply use "WorstCard" logic. Is that an NP-hard problem?
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Remaining Cards
by friarsol » 31 Jul 2013, 14:41
Ok, so for everyone updating the Remaining Cards spreadsheet thanks for your effort.
Here's my general ideas:
Strike-out cards you script and commit.
Each release I'll go through and delete all of the struck-out cards.
If by the time you get around to updating the sheet, and the cards you are updating are already in the most recent release, feel free to just delete them.
This way the sheet will have all cards missing from the most recent release, and the struck-out cards will be the cards coming in the next release.
Here's my general ideas:
Strike-out cards you script and commit.
Each release I'll go through and delete all of the struck-out cards.
If by the time you get around to updating the sheet, and the cards you are updating are already in the most recent release, feel free to just delete them.
This way the sheet will have all cards missing from the most recent release, and the struck-out cards will be the cards coming in the next release.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
11 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 54 guests