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Fixing the clones

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Re: Fixing the clones

Postby friarsol » 08 Jul 2012, 04:00

I think I like option #2 the best, although I don't really have a strong opinion. If possible take Leonin Shikari and Bludgeon Brawl into consideration. I think BB shouldn't have any major issues, but Leonin Shikari needs some way to mark abilities as an "Equip" ability.
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Re: Fixing the clones

Postby ArsenalNut » 09 Jul 2012, 02:39

friarsol wrote:I think I like option #2 the best, although I don't really have a strong opinion. If possible take Leonin Shikari and Bludgeon Brawl into consideration. I think BB shouldn't have any major issues, but Leonin Shikari needs some way to mark abilities as an "Equip" ability.
I added a section to CardFactoryUtil.postFactoryKeywords to handle "Equip <cost>" as a macro for the Attach ability. I added a "Equip$ True" flag in the Attach ability string. It doesn't do anything right now but can be used in the future to key off of for cards like Leonin Shikari. Here's what the Batterskull script looks like
converted Batterskull script | Open
Name:Batterskull
ManaCost:5
Types:Artifact Equipment
Text:no text
K:Living Weapon
K:Equip 5
S:Mode$ Continuous | Affected$ Creature.EquippedBy | AddPower$ 4 | AddToughness$ 4 | AddKeyword$ Vigilance & Lifelink | Description$ Equipped creature gets +4/+4 and has vigilance and lifelink.
A:AB$ ChangeZone | Cost$ 3 | Origin$ Battlefield | Destination$ Hand | SpellDescription$ Return CARDNAME to its owner's hand.
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/batterskull.jpg
SetInfo:NPH|Mythic|http://magiccards.info/scans/en/nph/130.jpg
Oracle:Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)\nEquipped creature gets +4/+4 and has vigilance and lifelink.\n{3}: Return Batterskull to its owner's hand.\nEquip {5}
End

I checked in the code changes but not the Batterskull script. I wasn't sure if we wanted to try to convert all the equipment with the beta release coming up at the end of the week.
Last edited by ArsenalNut on 09 Jul 2012, 05:21, edited 2 times in total.
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 04:00

ArsenalNut wrote:I checked in the code changes but not the Batterskull script. I wasn't sure if we wanted to try to convert all the equipment with the beta release coming up at the end of the week.
I think it might be worth going full monty and converting them if it makes cloned equipment useable and cloned living weapons don't die seeing as fixed clones is a major feature for the beta release. I'll help convert if anyone else thinks we should go ahead.
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Re: Fixing the clones

Postby ArsenalNut » 09 Jul 2012, 05:20

moomarc wrote:
ArsenalNut wrote:I checked in the code changes but not the Batterskull script. I wasn't sure if we wanted to try to convert all the equipment with the beta release coming up at the end of the week.
I think it might be worth going full monty and converting them if it makes cloned equipment useable and cloned living weapons don't die seeing as fixed clones is a major feature for the beta release. I'll help convert if anyone else thinks we should go ahead.
After converting the equipment starting A and B, I definitely think that option #2, that is currently implemented, is the way to go. A fair number of the cards already have Continuous static effects anyway.

I have equipment cards starting with A-B are converted. I'll start working on C-F. If someone else wants to help with conversion, post your claim here. I won't check my conversions in until we have a consensus about whether to do it this week or not.
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 06:42

I'll get started with X-Z
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Re: Fixing the clones

Postby friarsol » 09 Jul 2012, 12:14

Let's do it this week. Static effects are already a proven commodity, and Simplifying from eqPump to Equip will help the AI improvement process too. I don't think I'll be able to help on the conversion, but I should be able to do a bit of testing in the middle of the week (once my nephews are no longer in my house).
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 13:37

moomarc wrote:I'll get started with X-Z
#-o I swear that when I claimed x-z i didn't know there weren't any eqPump cards :lol: So moving on to u, v and w then...
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Re: Fixing the clones

Postby ArsenalNut » 09 Jul 2012, 13:48

moomarc wrote:
moomarc wrote:I'll get started with X-Z
#-o I swear that when I claimed x-z i didn't know there weren't any eqPump cards :lol: So moving on to u, v and w then...
But starting from the end of the alphabet, you'll beat me to S which has the most :)

I checked in A-F. Starting on G-M.
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 14:28

Finished T. Will carry on with S and R tomorrow morning.
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 16:58

Converted Quietus Spike to script while I was busy with the conversions, and now CardFactoryUtil.hasNumberEquipments is no longer used. Should I leave it in seeing as it seems potentially useful, or should I comment it out, or just scrap it?
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Re: Fixing the clones

Postby moomarc » 09 Jul 2012, 17:19

I'm finished with Q-Z so only N-P left.
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Re: Fixing the clones

Postby ArsenalNut » 09 Jul 2012, 18:02

moomarc wrote:Converted Quietus Spike to script while I was busy with the conversions, and now CardFactoryUtil.hasNumberEquipments is no longer used. Should I leave it in seeing as it seems potentially useful, or should I comment it out, or just scrap it?
My suggestion would be to leave it for now. After the beta release this week, assuming everyone is happy with conversion, we can do a big code cleanup to purge all the code related to eqPump.
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