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Top 100 cards to implement

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Top 100 cards to implement

Postby 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.
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Re: Top 100 cards to implement

Postby 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
Just to keep things together, if anyone else has scripts for cards in the list, post to here and I'll just merge it into this post.
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Re: Top 100 cards to implement

Postby 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
Last edited by friarsol on 22 May 2013, 16:10, edited 1 time in total.
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Re: Top 100 cards to implement

Postby 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.
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Re: Top 100 cards to implement

Postby friarsol » 22 May 2013, 16:21

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.
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.
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Re: Top 100 cards to implement

Postby 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
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Re: Top 100 cards to implement

Postby swordshine » 02 Jun 2013, 04:36

Gemstone Caverns might be hardcoded currently.
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Re: Top 100 cards to implement

Postby Max mtg » 02 Jun 2013, 22:31

swordshine wrote:Gemstone Caverns might be hardcoded currently.
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.

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.
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Re: Top 100 cards to implement

Postby 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 :mrgreen: )
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Re: Top 100 cards to implement

Postby Max mtg » 05 Jun 2013, 00:03

Wow! Never thought of keeping that information on the very card.
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Re: Top 100 cards to implement

Postby swordshine » 05 Jun 2013, 00:51

moomarc 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 :mrgreen: )
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, Mark =D>
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Re: Top 100 cards to implement

Postby 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
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Re: Top 100 cards to implement

Postby Hellfish » 05 Jun 2013, 06:41

Unfortunately, mapping from sa's to amount won't work because permanents can be sources as well.
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Re: Top 100 cards to implement

Postby otherright » 06 Jun 2013, 03:09

Wasn't ___________ from one of the un-sets? If so, shouldn't it be disqualified from this list?
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Re: Top 100 cards to implement

Postby gos » 06 Jun 2013, 10:08

otherright wrote:Wasn't ___________ from one of the un-sets? If so, shouldn't it be disqualified from this list?
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.

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.
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