Top 100 cards to implement
Post MTG Forge Related Programming Questions Here
	Moderators: timmermac, Agetian, friarsol, Blacksmith, KrazyTheFox, CCGHQ Admins
			30 posts
			 • Page 1 of 2 • 1, 2
		
	
Top 100 cards to implement
 by Max mtg » 22 May 2013, 05:07
by Max mtg » 22 May 2013, 05:07 
The last edition for top 100 is on second page. Direct link: viewtopic.php?p=121966#p121966
			
				Last edited by Max mtg on 18 Jun 2013, 11:28, edited 5 times in total.
					
				
			Single class for single responsibility.
		- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Top 100 cards to implement
 by moomarc » 22 May 2013, 11:44
by moomarc » 22 May 2013, 11:44 
 Jinxed Choker is actually scripted (back in November 2011), it was just decided that the AI couldn't deal with it.
			- Jinxed Choker | Open
- Code: Select all
- Name:Jinxed Choker
 ManaCost:3
 Types:Artifact
 T:Mode$ Phase | Phase$ End of Turn | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ ChangeControl | TriggerDescription$ At the beginning of your end step, target opponent gains control of CARDNAME and puts a charge counter on it.
 SVar:ChangeControl:AB$ GainControl | Cost$ 0 | Defined$ Self | ValidTgts$ Opponent | TgtPrompt$ Select target opponent | SubAbility$ PutCounter | SpellDescription$ Target opponent gains control of CARDNAME.
 SVar:PutCounter:DB$ PutCounter | Cost$ 3 | CounterType$ CHARGE | CounterNum$ 1
 T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ TrigDamage | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, CARDNAME deals damage to you equal to the number of charge counters on it.
 SVar:TrigDamage:DB$ DealDamage | Defined$ You | NumDmg$ X | References$ X
 SVar:X:Count$CardCounters.CHARGE
 A:AB$ PutCounter | Cost$ 3 | CounterType$ CHARGE | CounterNum$ 1 | SpellDescription$ Put a charge counter on CARDNAME.
 A:AB$ RemoveCounter | Cost$ 3 | CounterType$ CHARGE | CounterNum$ 1 | SpellDescription$ Remove a charge counter from CARDNAME.
 SVar:SacMe:4
 SVar:RemAIDeck:True
 SVar:Picture:http://www.wizards.com/global/images/magic/general/jinxed_choker.jpg
 Oracle:At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it.\nAt the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it.\n{3}: Put a charge counter on Jinxed Choker or remove one from it.
 SetInfo:MRD Rare
 
-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: Top 100 cards to implement
 by friarsol » 22 May 2013, 12:20
by friarsol » 22 May 2013, 12:20 
Well..
Spellskite - change targets only currently works for single targets right now (due to complications in how change targets rulings). So basically we would need both choosing which target of the SA are going to change, and definition of what it's changing to.
Command Tower does nothing in other variants (taps for 0 mana). It'd be like activating a Gaea's Cradle with no creatures in play.
We have another card Fractured Powerstone that is also variant specific. I can go through this later today and point out the most common themes, I bet it overrides closely to: http://www.slightlymagic.net/wiki/Forge_Remaining
			
				Spellskite - change targets only currently works for single targets right now (due to complications in how change targets rulings). So basically we would need both choosing which target of the SA are going to change, and definition of what it's changing to.
Command Tower does nothing in other variants (taps for 0 mana). It'd be like activating a Gaea's Cradle with no creatures in play.
We have another card Fractured Powerstone that is also variant specific. I can go through this later today and point out the most common themes, I bet it overrides closely to: http://www.slightlymagic.net/wiki/Forge_Remaining
Last edited by friarsol on 22 May 2013, 16:10, edited 1 time in total.
					
				
			
		- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Top 100 cards to implement
 by swordshine » 22 May 2013, 14:45
by swordshine » 22 May 2013, 14:45 
I saw several Patrons in BOK. The offering ability is similar to Convoke, I think, with a little modification in alternative cost to grant it an instant speed.
			
		- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Top 100 cards to implement
 by friarsol » 22 May 2013, 16:21
by friarsol » 22 May 2013, 16:21 
I tried a few weeks back to do Offering, but couldn't quite get it right. I believe all 5 are scriptable if we get the offering ability functional.swordshine wrote:I saw several Patrons in BOK. The offering ability is similar to Convoke, I think, with a little modification in alternative cost to grant it an instant speed.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Top 100 cards to implement
 by gos » 31 May 2013, 13:33
by gos » 31 May 2013, 13:33 
The new top 100
Spellskite 102
Command Tower 63
Summoning Trap	45 DONE
Pandemonium 39
Mycosynth Lattice 37
Jötun Grunt	36 (Jotun Grunt) DONE
Shining Shoal 32
Gemstone Caverns	31 DONE
Artificial Evolution 27
Nacatl War-Pride 25
Power Conduit	24 DONE
Plunge into Darkness 23
Clockspinning 21
Gilded Drake 19
Kira, Great Glass-Spinner	19 DONE
Patron of the Nezumi	19 DONE
Archive Trap	17 DONE
Wort, the Raidmother 17
Arena 15
Dream Leash	15 DONE
Odric, Master Tactician	15 DONE
Confusion in the Ranks 14
Patron of the Orochi	14   DONE
Quicksilver Dragon 14
Commandeer 13
Djinn Illuminatus 13
Stranglehold 12
Wild Ricochet 12
Harm's Way 11
Mana Reflection 11
Phyrexian Colossus 11
Restore Balance 11
Soul Burn 11
Volcano Hellion 11
Jester's Scepter	10 DONE
Leonin Arbiter 10
Shadow of Doubt 10
Spinning Darkness	10 DONE
Trade Secrets 10
Well of Lost Dreams 10
Choice of Damnations 9
Master Warcraft	9 DONE
Static Orb 9
Wall of Shards 9
Battlefield Scrounger	8 DONE
Evangelize 8
Panglacial Wurm 8
Patron of the Kitsune	8   DONE
Razia, Boros Archangel 8
Sheltering Ancient 8
Timesifter 8
Aphetto Dredging	7 DONE
Arcanum Wings 7
Candles' Glow 7
Captain's Maneuver 7
Death Match 7
Dichotomancy 7
Giant Oyster 7
Krark's Thumb	7 DONE
Lava Burst 7
Mind Bend 7
Psychic Battle 7
Quicksilver Elemental 7
Research // Development	7 DONE
Shape of the Wiitigo 7
Test of Faith 7
Butcher Orgg 6
Divine Deflection 6
Lethal Vapors 6
Liege of the Hollows 6
Patron of the Akki	6   DONE
Spellweaver Volute 6
Standard Bearer 6
World at War 6
_____ 6
Autumn Willow 5
Chain of Acid 5
Contamination 5
Cuombajj Witches 5
Emblazoned Golem 5
Gaea's Touch 5
Guile 5
Hall of the Bandit Lord 5
Legerdemain 5
Menacing Ogre 5
Minion of Leshrac	5 DONE
Pathrazer of Ulamog 5
Preacher 5
Prowling Pangolin	5 DONE
Psychic Vortex	5 DONE
Pulmonic Sliver 5
Sakiko, Mother of Summer 5
Sakura-Tribe Springcaller 5
Shared Fate 5
Thran Turbine	5 DONE
Alter Reality 4
Bloodlord of Vaasgoth 4
Bösium Strip 4 (Bosium Strip)
Chain of Smog 4
Chancellor of the Annex	4 DONE
			
		Spellskite 102
Command Tower 63
Pandemonium 39
Mycosynth Lattice 37
Shining Shoal 32
Artificial Evolution 27
Nacatl War-Pride 25
Plunge into Darkness 23
Clockspinning 21
Gilded Drake 19
Wort, the Raidmother 17
Arena 15
Confusion in the Ranks 14
Quicksilver Dragon 14
Commandeer 13
Djinn Illuminatus 13
Stranglehold 12
Wild Ricochet 12
Harm's Way 11
Mana Reflection 11
Phyrexian Colossus 11
Restore Balance 11
Soul Burn 11
Volcano Hellion 11
Leonin Arbiter 10
Shadow of Doubt 10
Trade Secrets 10
Well of Lost Dreams 10
Choice of Damnations 9
Static Orb 9
Wall of Shards 9
Evangelize 8
Panglacial Wurm 8
Razia, Boros Archangel 8
Sheltering Ancient 8
Timesifter 8
Arcanum Wings 7
Candles' Glow 7
Captain's Maneuver 7
Death Match 7
Dichotomancy 7
Giant Oyster 7
Lava Burst 7
Mind Bend 7
Psychic Battle 7
Quicksilver Elemental 7
Shape of the Wiitigo 7
Test of Faith 7
Butcher Orgg 6
Divine Deflection 6
Lethal Vapors 6
Liege of the Hollows 6
Spellweaver Volute 6
Standard Bearer 6
World at War 6
_____ 6
Autumn Willow 5
Chain of Acid 5
Contamination 5
Cuombajj Witches 5
Emblazoned Golem 5
Gaea's Touch 5
Guile 5
Hall of the Bandit Lord 5
Legerdemain 5
Menacing Ogre 5
Pathrazer of Ulamog 5
Preacher 5
Pulmonic Sliver 5
Sakiko, Mother of Summer 5
Sakura-Tribe Springcaller 5
Shared Fate 5
Alter Reality 4
Bloodlord of Vaasgoth 4
Bösium Strip 4 (Bosium Strip)
Chain of Smog 4
- gos
- Posts: 4369
- Joined: 03 Mar 2011, 15:21
- Location: Reykjavík, Iceland
- Has thanked: 231 times
- Been thanked: 232 times
Re: Top 100 cards to implement
 by swordshine » 02 Jun 2013, 04:36
by swordshine » 02 Jun 2013, 04:36 
Gemstone Caverns might be hardcoded currently.
			
		- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Top 100 cards to implement
 by Max mtg » 02 Jun 2013, 22:31
by Max mtg » 02 Jun 2013, 22:31 
Yes, it's better hardcoded than unsuppoted, but due to too specific code that was used and direct calls to GUI from code that is supposed to become server, I had to improve it.swordshine wrote:Gemstone Caverns might be hardcoded currently.
So I've scripted all actions performed from opening hand and used PlayerController methods to learn player's decision.
There still remains to handle an if-else for player type to play ability without stack.
It's good that you've made that implementation, anyway.
Single class for single responsibility.
		- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Top 100 cards to implement
 by moomarc » 04 Jun 2013, 22:25
by moomarc » 04 Jun 2013, 22:25 
The script for Summoning Trap was really easy for something so high on the list so I feel like I missed something. I think it was just never added when spell-countered triggers were added or we weren't as experienced with StoreSVar chenanigans yet. So let me know if anyone comes across any issues. Only thing I know of that I want to change is the ordering of cards going back to your library - I want to use the same sorting as I implemented for DigUntil. But its 1:00AM here and I've got a crazy 3 weeks of work ahead of me, so going to have to leave non-essential things for now. (yes, adding Summoning Trap was essential  )
 )
			 )
 )-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: Top 100 cards to implement
 by Max mtg » 05 Jun 2013, 00:03
by Max mtg » 05 Jun 2013, 00:03 
Wow! Never thought of keeping that information on the very card.
			Single class for single responsibility.
		- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Top 100 cards to implement
 by swordshine » 05 Jun 2013, 00:51
by swordshine » 05 Jun 2013, 00:51 
When I added the spell-countered triggers, I tried to script this card. But unfortunately there was a trigger zones limit (even there was no "Triggerzones" parameter, it would be limited in STATIC_ABILITIES_SOURCE_ZONES) that no cards could be triggered in hand or library. After Hellfish removed this limit, I think we could finally implement this card. Great work, Markmoomarc wrote:The script for Summoning Trap was really easy for something so high on the list so I feel like I missed something. I think it was just never added when spell-countered triggers were added or we weren't as experienced with StoreSVar chenanigans yet. So let me know if anyone comes across any issues. Only thing I know of that I want to change is the ordering of cards going back to your library - I want to use the same sorting as I implemented for DigUntil. But its 1:00AM here and I've got a crazy 3 weeks of work ahead of me, so going to have to leave non-essential things for now. (yes, adding Summoning Trap was essential)

- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Top 100 cards to implement
 by Max mtg » 05 Jun 2013, 06:11
by Max mtg » 05 Jun 2013, 06:11 
There remains Refraction Trap. Although it's not listed here that is the only card missing to complete worldwake!
"If damage is prevented this way"... from the oracle text - does this mean a triggered ability activated by "damage prevented" event? (that is a new trigger to add)
* And also a new variable in Player class - prevention of damage distibuted between me and my permanents. Looks like that's goin to be a map of sourceSa to amountOfDamageCanPrevent, with null key standing for just any source
And once we solve that problem, Divine Deflection also becomes scriptable, because it uses the same clause
			"If damage is prevented this way"... from the oracle text - does this mean a triggered ability activated by "damage prevented" event? (that is a new trigger to add)
* And also a new variable in Player class - prevention of damage distibuted between me and my permanents. Looks like that's goin to be a map of sourceSa to amountOfDamageCanPrevent, with null key standing for just any source
And once we solve that problem, Divine Deflection also becomes scriptable, because it uses the same clause
Single class for single responsibility.
		- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Top 100 cards to implement
 by Hellfish » 05 Jun 2013, 06:41
by Hellfish » 05 Jun 2013, 06:41 
Unfortunately, mapping from sa's to amount won't work because permanents can be sources as well.
			So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
		Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
- 
				 
 Hellfish
- Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: Top 100 cards to implement
 by otherright » 06 Jun 2013, 03:09
by otherright » 06 Jun 2013, 03:09 
Wasn't ___________ from one of the un-sets? If so, shouldn't it be disqualified from this list?
			
		- otherright
- Posts: 63
- Joined: 29 Sep 2009, 17:46
- Has thanked: 4 times
- Been thanked: 6 times
Re: Top 100 cards to implement
 by gos » 06 Jun 2013, 10:08
by gos » 06 Jun 2013, 10:08 
Yes. Possibly. As the list is based on decks that have been posted on the wizards website, I haven't excluded any based on other criteria.otherright wrote:Wasn't ___________ from one of the un-sets? If so, shouldn't it be disqualified from this list?
Not implementing the Un-sets is just a decision the devs made. I don't think it's set in stone and if the right combination of desire, ability, reasons and time converge, that decision could change. One factor that could influence this is the knowledge that Un-cards are included in decklists posted on wizards.com.
- gos
- Posts: 4369
- Joined: 03 Mar 2011, 15:21
- Location: Reykjavík, Iceland
- Has thanked: 231 times
- Been thanked: 232 times
			30 posts
			 • Page 1 of 2 • 1, 2
		
	
Who is online
Users browsing this forum: No registered users and 25 guests
