Commander 2017 spoiler season
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Re: Commander 2017 spoiler season
 by Marek14 » 10 Aug 2017, 14:20
by Marek14 » 10 Aug 2017, 14:20 
Kindred Summons needs a small update to the text:
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
			
		Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Re: Commander 2017 spoiler season
 by Agetian » 10 Aug 2017, 16:02
by Agetian » 10 Aug 2017, 16:02 
Thanks a lot! 
I tested and corrected pretty much everything that didn't work, but I can't, for the life of me, figure out how to make Mathas, Fiend Seeker work the way you coded it :/ The original version didn't work (the trigger does nothing at all), so I wrote a hacky workaround for it which adds a trigger to the card only when the first bounty counter is added (otherwise a trigger is added for each counter, which then makes things trigger multiple times), and it uses AddTrigger on DBAnimate to make it work, since the original version did nothing for some reason (and staticAbilities$ MathasBounty on the continuous ability made it trigger twice for some weird reason, once as a delayed trigger and once as a normal trigger :/ )
If you can test it a bit and improve the code in some other way, I'd be grateful for help, since I'm out of ideas for now
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I tested and corrected pretty much everything that didn't work, but I can't, for the life of me, figure out how to make Mathas, Fiend Seeker work the way you coded it :/ The original version didn't work (the trigger does nothing at all), so I wrote a hacky workaround for it which adds a trigger to the card only when the first bounty counter is added (otherwise a trigger is added for each counter, which then makes things trigger multiple times), and it uses AddTrigger on DBAnimate to make it work, since the original version did nothing for some reason (and staticAbilities$ MathasBounty on the continuous ability made it trigger twice for some weird reason, once as a delayed trigger and once as a normal trigger :/ )
If you can test it a bit and improve the code in some other way, I'd be grateful for help, since I'm out of ideas for now

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Re: Commander 2017 spoiler season
 by Marek14 » 10 Aug 2017, 16:09
by Marek14 » 10 Aug 2017, 16:09 
I'm really not sure how to improve it  I have a lot to do, have to finish an important work project in next 2 weeks so I can't test much
 I have a lot to do, have to finish an important work project in next 2 weeks so I can't test much 
Mathas is complicated - remember that he can also put another bounty counter on the same creature, which WOULD give it two instances of the ability.
			
		 I have a lot to do, have to finish an important work project in next 2 weeks so I can't test much
 I have a lot to do, have to finish an important work project in next 2 weeks so I can't test much 
Mathas is complicated - remember that he can also put another bounty counter on the same creature, which WOULD give it two instances of the ability.
Re: Commander 2017 spoiler season
 by Agetian » 10 Aug 2017, 16:12
by Agetian » 10 Aug 2017, 16:12 
Oh, so it should actually fire multiple times for each bounty counter, that's good to know! Are you sure btw? (it reads as "for as long as it has a bounty counter on it, <...>", which sounds like it should only trigger once...)
But if you're sure then I'll change it to function that way then (it's actually easier to do ). And no worries, I think the current implementation should be acceptable until someone can hopefully figure out a better way to do it.
). And no worries, I think the current implementation should be acceptable until someone can hopefully figure out a better way to do it.
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		But if you're sure then I'll change it to function that way then (it's actually easier to do
 ). And no worries, I think the current implementation should be acceptable until someone can hopefully figure out a better way to do it.
). And no worries, I think the current implementation should be acceptable until someone can hopefully figure out a better way to do it.- Agetian
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Re: Commander 2017 spoiler season
 by Marek14 » 10 Aug 2017, 16:16
by Marek14 » 10 Aug 2017, 16:16 
The thing is that the "for as long" is an effect created by the same effect that adds the counter. So when another counter is added, another copy of the effect is created and another ability is granted.Agetian wrote:Oh, so it should actually fire multiple times for each bounty counter, that's good to know! Are you sure btw? (it reads as "for as long as it has a bounty counter on it, <...>", which sounds like it should only trigger once...)
But if you're sure then I'll change it to function that way then (it's actually easier to do). And no worries, I think the current implementation should be acceptable until someone can hopefully figure out a better way to do it.
- Agetian
Two cards on the mothership today, but I don't think I can do either. Mairsil has complicated ability which copies activated abilities of exiled cards, but adds "once per turn" limit to them, and Vindictive Lich has a new variant of modal ability where you may choose multiple modes but you must target different players with each.
Re: Commander 2017 spoiler season
 by Agetian » 10 Aug 2017, 16:18
by Agetian » 10 Aug 2017, 16:18 
Interesting! So, basically, if it ends up activating three times on the same creature, when that creature dies, each opponent should get 3 triggers and thus draw 3 cards and gain 6 life, right?Marek14 wrote:The thing is that the "for as long" is an effect created by the same effect that adds the counter. So when another counter is added, another copy of the effect is created and another ability is granted.
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Re: Commander 2017 spoiler season
 by Marek14 » 10 Aug 2017, 16:22
by Marek14 » 10 Aug 2017, 16:22 
Yup. As long as that creature still has at least one bounty counter when it dies.Agetian wrote:Interesting! So, basically, if it ends up activating three times on the same creature, when that creature dies, each opponent should get 3 triggers and thus draw 3 cards and gain 6 life, right?Marek14 wrote:The thing is that the "for as long" is an effect created by the same effect that adds the counter. So when another counter is added, another copy of the effect is created and another ability is granted.
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Gotcha! Thanks!

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Re: Commander 2017 spoiler season
 by Agetian » 10 Aug 2017, 17:12
by Agetian » 10 Aug 2017, 17:12 
Tried my hand at Mairsil, the Pretender. Seems to work fine.
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Re: Commander 2017 spoiler season
 by Agetian » 10 Aug 2017, 17:42
by Agetian » 10 Aug 2017, 17:42 
Hmm, how exactly should Kindred Summons behave if you specify a type that you don't control at all? Say, you initiate it and choose "Elf", and you control no elves on the battlefield. What should happen then?
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Re: Commander 2017 spoiler season
 by friarsol » 10 Aug 2017, 23:26
by friarsol » 10 Aug 2017, 23:26 
Nothing interesting. You reveal 0 cards and shuffle your library.Agetian wrote:Hmm, how exactly should Kindred Summons behave if you specify a type that you don't control at all? Say, you initiate it and choose "Elf", and you control no elves on the battlefield. What should happen then?
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Re: Commander 2017 spoiler season
 by Agetian » 11 Aug 2017, 04:35
by Agetian » 11 Aug 2017, 04:35 
Ok, thanks for confirming!friarsol wrote:Nothing interesting. You reveal 0 cards and shuffle your library.Agetian wrote:Hmm, how exactly should Kindred Summons behave if you specify a type that you don't control at all? Say, you initiate it and choose "Elf", and you control no elves on the battlefield. What should happen then?
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 That's what I currently made it do, since before it was revealing the entire library and putting all creatures on the battlefield due to a quirk in AF DigUntil
 That's what I currently made it do, since before it was revealing the entire library and putting all creatures on the battlefield due to a quirk in AF DigUntil 
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Re: Commander 2017 spoiler season
 by Agetian » 11 Aug 2017, 04:48
by Agetian » 11 Aug 2017, 04:48 
Hmm, the Curse cycle cards kind of present an interesting dilemma as far as implementing them in Forge goes. The cards are made with the new "shared turns/decisions" shenanigans in mind that they started implementing in Archenemy: Nicol Bolas, and assume that it's possible that more than one player attacks another player at the same time. Forge doesn't (yet) support this, so there's neither a way nor reason to check, for the time being, that another player (on top of the current attacker) is attacking anyone at the same time. Of course, some theoretical construct like "PlayerAttackingAnotherPlayer:X" could probably be introduced as a form of condition, but it will not be functional/verifiable in game until shared turns are implemented.
The question is: would it be alright to code these cards without the share turn stuff for the time being? If so, they would actually be rather straightforward to implement since they would only care about the current attacker and the defender, I guess. There could be a TODO entry in them stating that they should be expanded after shared turns are implemented (in case they are).
If this is not a viable temporary solution for these cards, I guess it may be a very long time before they see full Forge support, since no one so far has shown interest in expanding Forge to support shared turns in multiplayer (which, indeed, would most likely be a big undertaking, involving a rather serious combat rewrite and AI update).
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		The question is: would it be alright to code these cards without the share turn stuff for the time being? If so, they would actually be rather straightforward to implement since they would only care about the current attacker and the defender, I guess. There could be a TODO entry in them stating that they should be expanded after shared turns are implemented (in case they are).
If this is not a viable temporary solution for these cards, I guess it may be a very long time before they see full Forge support, since no one so far has shown interest in expanding Forge to support shared turns in multiplayer (which, indeed, would most likely be a big undertaking, involving a rather serious combat rewrite and AI update).
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Re: Commander 2017 spoiler season
 by Agetian » 11 Aug 2017, 15:35
by Agetian » 11 Aug 2017, 15:35 
UPDATE: Added Vindictive Lich, Path of Ancestry, and Taigam, Sidisi's Hand. Attempted Fortunate Few as well.
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Re: Commander 2017 spoiler season
 by Indigo Dragon » 11 Aug 2017, 15:53
by Indigo Dragon » 11 Aug 2017, 15:53 
Commander 2017 Edition
Edit: Swapped Crosis's Charm and Crosis, the Purger, Added Scion of the Ur-Dragon, subsequent renumbering, promoted Blade of the Bloodchief, demoted Temur Sabertooth.
			
				Edit: Swapped Crosis's Charm and Crosis, the Purger, Added Scion of the Ur-Dragon, subsequent renumbering, promoted Blade of the Bloodchief, demoted Temur Sabertooth.
- Code: Select all
- [metadata]
 Code=C17
 Date=2017-08-25
 Name=Commander 2017
 Code2=C17
 MciCode=c17
 Type=Other
 [cards]
 1 R Alms Collector
 2 R Balan, Wandering Knight
 3 U Curse of Vitality
 4 R Fortunate Few
 5 R Kindred Boon
 6 R Scalelord Reckoner
 7 R Stalking Leonin
 8 R Teferi's Protection
 9 U Curse of Verbosity
 10 R Galecaster Colossus
 11 R Kindred Discovery
 12 R Magus of the Mind
 13 R Portal Mage
 14 U Bloodline Necromancer
 15 R Boneyard Scourge
 16 U Curse of Disturbance
 17 R Kheru Mind-Eater
 18 R Kindred Dominance
 19 R New Blood
 20 R Patron of the Vein
 21 R Vindictive Lich
 22 R Bloodsworn Steward
 23 R Crimson Honor Guard
 24 U Curse of Opulence
 25 R Disrupt Decorum
 26 R Izzet Chemister
 27 R Kindred Charge
 28 R Shifting Shadow
 29 R Territorial Hellkite
 30 U Curse of Bounty
 31 R Hungry Lynx
 32 R Kindred Summons
 33 R Qasali Slingers
 34 R Traverse the Outlands
 35 M Arahbo, Roar of the World
 36 M Edgar Markov
 37 R Fractured Identity
 38 M Inalla, Archmage Ritualist
 39 M Kess, Dissident Mage
 40 M Licia, Sanguine Tribune
 41 M Mairsil, the Pretender
 42 M Mathas, Fiend Seeker
 43 M Mirri, Weatherlight Duelist
 44 M Nazahn, Revered Bladesmith
 45 M O-Kagachi, Vengeful Kami
 46 R Taigam, Ojutai Master
 47 R Taigam, Sidisi's Hand
 48 M The Ur-Dragon
 49 R Wasitora, Nekoru Queen
 50 R Bloodforged Battle-Axe
 51 R Hammer of Nazahn
 52 U Heirloom Blade
 53 U Herald's Horn
 54 U Mirror of the Forebears
 55 M Ramos, Dragon Engine
 56 C Path of Ancestry
 57 R Blind Obedience
 58 U Condemn
 59 R Divine Reckoning
 60 R Fell the Mighty
 61 R Jareth, Leonine Titan
 62 M Jazal Goldmane
 63 R Kemba, Kha Regent
 64 R Leonin Arbiter
 65 U Leonin Relic-Warder
 66 R Leonin Shikari
 67 U Orator of Ojutai
 68 U Oreskos Explorer
 69 R Raksha Golden Cub
 70 U Return to Dust
 71 R Rout
 72 R Seht's Tiger
 73 R Spirit of the Hearth
 74 R Sunscorch Regent
 75 C Sunspear Shikari
 76 U Swords to Plowshares
 77 U Taj-Nar Swordsmith
 78 R White Sun's Zenith
 79 U Wing Shards
 80 R Arcanis the Omnipotent
 81 C Archaeomancer
 82 R Azami, Lady of Scrolls
 83 R Body Double
 84 M Clone Legion
 85 R Harbinger of the Tides
 86 C Into the Roil
 87 C Merchant of Secrets
 88 R Monastery Siege
 89 U Opportunity
 90 R Polymorphist's Jest
 91 U Reality Shift
 92 C Sea Gate Oracle
 93 R Serendib Sorcerer
 94 R Spelltwine
 95 U Ambition's Cost
 96 R Anowon, the Ruin Sage
 97 R Apprentice Necromancer
 98 R Black Market
 99 U Blood Artist
 100 R Blood Tribute
 101 U Bloodhusk Ritualist
 102 M Bloodlord of Vaasgoth
 103 R Butcher of Malakir
 104 R Captivating Vampire
 105 R Consuming Vapors
 106 U Corpse Augur
 107 R Crux of Fate
 108 R Damnable Pact
 109 R Dark Impostor
 110 R Deathbringer Regent
 111 R Decree of Pain
 112 R Drana, Kalastria Bloodchief
 113 C Falkenrath Noble
 114 U Go for the Throat
 115 R Magus of the Abyss
 116 R Malakir Bloodwitch
 117 R Necromantic Selection
 118 R Painful Truths
 119 R Palace Siege
 120 U Pawn of Ulamog
 121 R Puppeteer Clique
 122 C Read the Bones
 123 R Sangromancer
 124 R Sanguine Bond
 125 U Skeletal Scrying
 126 R Skeletal Vampire
 127 C Syphon Mind
 128 R Underworld Connections
 129 U Vampire Nighthawk
 130 R Vein Drinker
 131 R Chaos Warp
 132 M Comet Storm
 133 R Crucible of Fire
 134 R Dragon Tempest
 135 U Dragonlord's Servant
 136 U Dragonspeaker Shaman
 137 R Earthquake
 138 R Hellkite Charger
 139 R Outpost Siege
 140 U Rakish Heir
 141 M Ryusei, the Falling Star
 142 M Scourge of Valkas
 143 R Tyrant's Familiar
 144 M Utvara Hellkite
 145 R Abundance
 146 C Crushing Vines
 147 C Cultivate
 148 U Elemental Bond
 149 C Farseek
 150 R Frontier Siege
 151 U Harmonize
 152 R Hunter's Prowess
 153 R Jedit Ojanen of Efrava
 154 C Kodama's Reach
 155 C Nissa's Pilgrimage
 156 U Rain of Thorns
 157 U Relic Crush
 158 R Soul's Majesty
 159 U Temur Sabertooth
 160 R Zendikar Resurgent
 161 R Atarka, World Render
 162 U Behemoth Sledge
 163 R Bladewing the Risen
 164 M Blood Baron of Vizkopa
 165 R Broodmate Dragon
 166 U Cauldron Dance
 167 R Crackling Doom
 168 U Crosis's Charm
 169 R Crosis, the Purger
 170 R Dromoka, the Eternal
 171 R Etherium-Horn Sorcerer
 172 R Fleecemane Lion
 173 M Havengul Lich
 174 R Intet, the Dreamer
 175 C Izzet Chronarch
 176 R Kolaghan, the Storm's Fury
 177 M Marchesa, the Black Rose
 178 R Memory Plunder
 179 R Merciless Eviction
 180 R Mercurial Chemister
 181 M Mirari's Wake
 182 U Mortify
 183 R Nin, the Pain Artist
 184 R Niv-Mizzet, Dracogenius
 185 R Niv-Mizzet, the Firemind
 186 U Nivix Guildmage
 187 R Ojutai, Soul of Winter
 188 R Phantom Nishoba
 189 C Qasali Pridemage
 190 U Rakdos Charm
 191 U Savage Ventmaw
 192 R Scion of the Ur-Dragon
 193 R Shadowmage Infiltrator
 194 R Silumgar's Command
 195 R Silumgar, the Drifting Death
 196 R Spellbound Dragon
 197 U Stromkirk Captain
 198 R Teneb, the Harvester
 199 U Terminate
 200 C Tithe Drinker
 201 M Vela the Night-Clad
 202 R Argentum Armor
 203 C Armillary Sphere
 204 R Blade of the Bloodchief
 205 U Boros Signet
 206 C Commander's Sphere
 207 U Darksteel Ingot
 208 R Door of Destinies
 209 U Dreamstone Hedron
 210 U Fellwar Stone
 211 R Fist of Suns
 212 R Grappling Hook
 213 U Hedron Archive
 214 U Hero's Blade
 215 U Lightning Greaves
 216 U Loxodon Warhammer
 217 R Nevinyrral's Disk
 218 C Nihil Spellbomb
 219 U Orzhov Signet
 220 R Quietus Spike
 221 U Rakdos Signet
 222 U Skullclamp
 223 U Sol Ring
 224 R Staff of Nin
 225 R Steel Hellkite
 226 U Swiftfoot Boots
 227 R Sword of the Animist
 228 R Sword of Vengeance
 229 U Unstable Obelisk
 230 C Wayfarer's Bauble
 231 R Well of Lost Dreams
 232 U Worn Powerstone
 233 U Akoum Refuge
 234 U Arcane Sanctum
 235 U Blighted Woodland
 236 C Bloodfell Caves
 237 C Blossoming Sands
 238 C Bojuka Bog
 239 C Boros Garrison
 240 C Boros Guildgate
 241 U Cinder Barrens
 242 C Command Tower
 243 R Crucible of the Spirit Dragon
 244 U Crumbling Necropolis
 245 U Dimir Aqueduct
 246 C Dismal Backwater
 247 U Elfhame Palace
 248 C Evolving Wilds
 249 R Exotic Orchard
 250 U Forsaken Sanctuary
 251 U Frontier Bivouac
 252 U Grasslands
 253 U Graypelt Refuge
 254 C Grixis Panorama
 255 R Haven of the Spirit Dragon
 256 U Izzet Boilerworks
 257 U Jungle Shrine
 258 U Jwar Isle Refuge
 259 C Kabira Crossroads
 260 U Krosan Verge
 261 R Mosswort Bridge
 262 U Myriad Landscape
 263 U Mystic Monastery
 264 R Mystifying Maze
 265 U Nomad Outpost
 266 C Opal Palace
 267 U Opulent Palace
 268 C Orzhov Basilica
 269 C Orzhov Guildgate
 270 C Rakdos Carnarium
 271 C Rakdos Guildgate
 272 U Rogue's Passage
 273 U Saltcrusted Steppe
 274 U Sandsteppe Citadel
 275 U Savage Lands
 276 C Scoured Barrens
 277 U Seaside Citadel
 278 C Secluded Steppe
 279 C Selesnya Guildgate
 280 C Selesnya Sanctuary
 281 R Stirring Wildwood
 282 U Stone Quarry
 283 C Swiftwater Cliffs
 284 U Temple of the FALSE God
 285 C Terramorphic Expanse
 286 U Tranquil Expanse
 287 C Tranquil Thicket
 288 U Urborg Volcano
 289 U Vivid Crag
 290 U Vivid Creek
 291 U Vivid Grove
 292 U Vivid Marsh
 293 U Vivid Meadow
 294 C Wind-Scarred Crag
 295 L Plains
 296 L Plains
 297 L Plains
 298 L Island
 299 L Island
 300 L Island
 301 L Swamp
 302 L Swamp
 303 L Swamp
 304 L Mountain
 305 L Mountain
 306 L Mountain
 307 L Forest
 308 L Forest
 309 L Forest
- Attachments
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Last edited by Indigo Dragon on 12 Aug 2017, 08:18, edited 1 time in total.
					
				
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Re: Commander 2017 spoiler season
 by twosat » 11 Aug 2017, 20:54
by twosat » 11 Aug 2017, 20:54 
As i see it there ist no need for shared turn for the time being. The cards are not "shared turn only" cause there is no mentioning of "same turn".Agetian wrote:Hmm, the Curse cycle cards kind of present an interesting dilemma as far as implementing them in Forge goes. The cards are made with the new "shared turns/decisions" shenanigans in mind that they started implementing in Archenemy: Nicol Bolas, and assume that it's possible that more than one player attacks another player at the same time. Forge doesn't (yet) support this, so there's neither a way nor reason to check, for the time being, that another player (on top of the current attacker) is attacking anyone at the same time. Of course, some theoretical construct like "PlayerAttackingAnotherPlayer:X" could probably be introduced as a form of condition, but it will not be functional/verifiable in game until shared turns are implemented.
The question is: would it be alright to code these cards without the share turn stuff for the time being? If so, they would actually be rather straightforward to implement since they would only care about the current attacker and the defender, I guess. There could be a TODO entry in them stating that they should be expanded after shared turns are implemented (in case they are).
If this is not a viable temporary solution for these cards, I guess it may be a very long time before they see full Forge support, since no one so far has shown interest in expanding Forge to support shared turns in multiplayer (which, indeed, would most likely be a big undertaking, involving a rather serious combat rewrite and AI update).
- Agetian
Whenever the cursed player is attacked the attacking player AND the owner of the curse are getting the described effekt of the curse.
Hmmh, if i own the curse and i am the attacking player then i am getting the doubled effekt? That would be interesting, or maybe i got the meaning wrong.
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